Friends,do you think the flaming arrow and light cannon need a card to make their rof into 5(now is 6)?

They are the mixture of the falconet and culverin,make them can fit many situation,but I think their rate of fire are too low.

Especially the flaming arrow,because their anti artillery are not as good as the light cannon(they are most like a falconet,because they don’t have a good bonus against artillery,and have less range than light cannon),and they can’t deal infantry well just because their low rof.

And for light cannon,they are also have this disadvantage,although they have a 32 range.

So friends,do you think they need cards in age 4 to make their rate of fire into 5(from 6)?And do you think this will break the balance or not?

Light Cannons are one of if not the best artillery unit in the game.

Regarding FAs, short version is one must look at Flaming Arrows (which aren’t amazing) in the context of the rest of the civ which has great infantry, great melee cavalry, good ranged cavalry, great wonders, good-great mortars, and the ability to train units on the front lines.

There is a very small buff that would likely be good, which is covered in here. The suggestion in relation to Flaming Arrows was essentially moving the +2 range from Exalted (Imperial) to Honored (Guard) so they reach 30 range in age 4 instead of 5. It’s a fairly small buff, but all that’s needed imo.

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Friend,infact I think the light cannon can fit nearly every situation,although they are not the best in every situation,lol.

Thing about the flaming arrow is that the Yabusame has such an absurdly long range and multiplier you don’t really need a cannon to cover the culverin role.

true if the enemy fields regular artillery, not true when the enemy is able to field heavy artillery, Yabusame become almost useless in that case since the high HP of heavy artillery keeps them around long enough to get all the Yabusame killed before they’re able to deal significant damage and since heavy artillery has the same range as Flaming Arrows, those get wrecked as well. Japan is too vulnerable to heavy artillery right now.

The only time Light Cannon are not good is when you have to fight against them.

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But I think their low fire rate and low bonus make them can’t deal with large group of infantry.
Infact they are just a special kind of culverin.

And if European have a card make them can train and upgrade light cannon in age 4,will you send this card?

ofc. They suppress all the other cannons, do very well against inf and buildings. It is like having a culverin and falconet AIO.

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infact I made a mod make it come true,they can fit many situation,especially with the European technology.

Only they can’t deal is large group of infantry.They can’t do as well as the falconet,and their low rof make their DPS infact lower than falconet and culverin.

Range is far more important than DPS, this is why everyone considers them the best artillery in game.

on its own, it won’t be as good as a culverin or a falconet, but it is the combined power of these that makes them good.

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so infact I always send this card,because the light cannon can bring benefit to European countries

To add to this, you get more of them because their base pop is 4 (3 with a card) and in addition to the long range they move faster in blast mode.

If one player made 5 culvs (20 pop) and 4 Horse Art (24 pop) that’s 44 pop meaning for the same pop (which keep in mind Iro can have more than 200 pop) they about 14 (I’m rounding down) light cannons which should easily destroy the culv/horse art mix.

I haven’t run the DPS numbers, but 14 light cannons are likely superior to that first mixed set against infantry, and artillery, and possibly buildings.

I have made a mod enhanced napoleon gun(their basic damage is 85),it have a Very high DPS(although it cost 500 coin),26 range,2x vs building,and can move very fast.Will you choose it or keep to use the light cannon?