Let’s face it guys: Aoe1 DE is still very imbalanced. The forgotten Empires Team introduced nearly every feature of UPatch (http://upatch-hd.weebly.com/features.html), right steps, but that’s not enough. So the idea is to name all OP stuff and also name solutions for it, always with the hope that forgotten Empires Team gonna adapt to them as they did in aoe2HD/WololoKingdoms.
Maps:
usually you have 2 main ressources:
-berries around 5-10 tiles from your tc
-a gazelle spot around 15-25 tiles away from your tc
all other ressources spawn completly randomly which can make the start way too luckbased, but for a proper start you need like another berry/gazelle/ele patch. Possible changes:
-elephants spawn comepltly randomly over the map atm. Maybe let 1-2 eles spawn on each map in distances of 15-25 tiles from the tc
-spread extra berries/gazelles more evenly
-spread the fish more evenly (as they did with aoe2 standart maps), since some maps like Inland can have huge lakes and be fishfree on the rest of the map
Units:
-slingers:
probly the most OP unit atm, once someone reaches toolage he should always go full slingers, since there is simply no counter for them. They are cheap with 40 food/10 stone, mobile (faster than non yamato/assyrian vills), require only barracks and can have 3 attack and 5 range as bowmen once you researched the stone mining up (give you +1 attack/range for them). On top you get 2 pierce armor and you can dive under towers as you want and even get attack bonus vs walls and towers (they knock them down so ■■■■ fast 19) so there is pretty much 0 way except going full slingers yourself if you are defending vs them.
possible changes:
-stone mining up gives you +1 attack bonus vs archers (the base attack remains 2) and +1 range
-slingers lose attack bonus vs walls and towers (they perform pretty much like normal bowmen vs buildings/stone defenses)
-scouts:
most useless tool age unit rigth now. Dies vs slingers, axeman and bowmen and his ■■■■ expensive and slow produced.
possible changes:
-give scouts 1 pierce armor.
-give scouts +2 attack bonus vs bowmen/slingers, this would force bowmen/slinger players into adding axemen/massing units and engaging slower
-axeman
axmen are very strong atm for sure, but i think they arent imbalanced, maybe increase the axeman upgrade research time a little bit but else it’s fine.
-archers
fine as they are right now
-cavalry/heavy cavalry/cataphracts:
they are only viable early castle age atm. They perform well vs any type of toolage units (massed bowmen can work vs them tho) but once chariots are out they just perform okish in small numbers but bad in bigger numbers. Espcially the pathing is hurting them a lot. Only early bronze age they’re cost efficient, but afterwards they’re very cost unefficient since chariots perform nearly as good as them and cost less resources and also less valbuale resources (mainly wood). Not to mention in iron age they die vs horse archers, elephant archers and siege like flies since they lack the pierce armor. Also upgrades (sucha as cataphract) are very, very expensive.
possible changes:
-cavalry affected by shield technologies, that means cavalry perform more decent vs ranged units in mid/late bonze and in iron age you can have a strong counter for any type of ranged units (which can force players into cavalry counter units such as camels/monks/academy) with up to 2+3 armor for a fully upgraded cataphract with Tower Shield. This would increase the viable usage of different units.
-decrease upgrade cost for cataphract
-chariots/chariot archers:
very efficient and strong atm. Especially the raiding options with chariot archers are just ridiclous but if cavalry gets more defense armor they should become counterable.
possible changes:
-improve counters such as cavalry/camels
-increase upgrade costs for scythe chariot
-camels:
decent and viable unit, they perform well vs cavalry and chariot (archers) in low masses, but in big masses they suffer the same problems as cavalry vs chariot (archers). Something weird about them: they are nearly as fast as cavalry and arent performing that well at chasing stuff (well ofc as long as you dont have palmyrian camels)
possible changes:
-increase camel speed +10% (and change palmyrian bonus to 15% or so)
-give +2 additional attack bonus vs chariot (archers)
-academy units:
they are barely useable, but i think that is mainly caused because the units they’re supposed to counter (cavalry/infantry) die vs chariots (archers)/horse archers too badly. Also the cost is pretty high, maybe make them a tiny bit cheaper
possible changes:
-decrease cost -10 gold (to 30 gold), just some small additional boost.
composite/improved bowmen:
they perform okish, not too strong but also not too bad. Their biggest handicap is still that you need to research sometihing before you can start producing them (means you cant produce them straight away from bronze)
possible changes:
-make the upgrade Improved Bowman for free as the short swordsmen upgrade in the barrack. Maybe increase the cost/duration for composite bowmen a little been. Has to be tested.
horse archers:
very mobile with huge attack and reasonable cost. Imo the strongest unit in iron age by far and quite OP as long as you dont have a mass of catapults to stop them, but there isn’t really a unit that can compete with their mobility.
-cavalry with extra pierce armor from shield techs should survive long enough to catch and kill them and force ppl to add other units than pure cavalry archers.
(armored) ele, ele archers:
fine as they are right now
priests:
barely usable since chariots perform so ■■■■ well and are also very resistant aggainst them, but once chariot (archer) counters work better, priests should be more usable as well.
stonethrowers/catapults:
fine as they are right now, but i dont like that they’re affected by ballistics, ppl should be forced to micro if they wanna hit something imo, but i’m a little bit baised there so i dont know 19
ballistas:
bad units, dies vs chariots and dies VERY hard vs catapults, i dont even know why they’re only available in iron age (very weird imo). Probly one of the most unusable units (as long as enemy can produce catapults)
possible changes:
-decrease their cost from 100 wood/80 gold to 70 wood 50 gold (pretty random values, i admit; probly has to be tested as well)
-make them available in bronze age
-decrease cost for helepolis a tiny bit
I will go on with civs another time i think. Pls give as much feedback as possible! What would you make different? Where you agree/disagree?