Can we remove all gun power units or nerf them there getting annoying u.
What u mean? 2 Xbows are stronger then 1 hc and they cost way less gold. They only aren’t more population efficient.
I only dislike rebauldequins with the imp armor Upgrade because springalds need a long time to kill them and ranged units too. In this time, if u not microing well, your frontline takes a lot of dmg.
To be fair, these guys cost a lot.
True, the gunpowder units are the worst units in the game.
They have very high HP, High damage, and high cost.
It beats everything in mass just because they are expensive.
This is described as balance. If you let your opponent mass expensive, high-performance units and have no available counter, one (or more) of the following things has happened:
- You got outplayed economically in terms of gathering / map control.
- You’re floating a large amount of resources.
- You got outplayed in military terms.
This doesn’t mean things can’t be imbalanced, I just disagree with “it’s bad that high cost units are strong”.
I understand the reason for the balance, but the unit must not be tanky.
In AOE2 and AOE3, expensive units can be countered by a very cheap unit. It is strong only when it is used appropriately. But in AOEIV, it is the opposite. Expensive units win, everything else doesn’t matter.
Handcannons lose fights against archers and crossbowmen of the same resource cost when the handcannon count is low. They lose hard to knights and horsemen when there isn’t a melee screen. They get obliterated by their siege counters.
It’s about resource density.
If someone has an army of 30 knights, 25 handcannons, and some siege to cover them, then they could beat most other army comps.That army would cost upwards of 14k resources, equivalent to 100 spearmen plus 100 archers. But you won’t see that many because of the pop limit.
That’s why they beat everything. It requires a lot of time and resources to build up, so if you don’t have an army of similar cost you lose. They have counters in low cost units, the tradeoff is population cost.
Here’s an example of 100 hand cannons (12000 food 12000 gold, 24k resources) vs 200 rus horse archers (16000 food, 8000 wood, 24k resources)
137 horse archers remaining, only losing 8k resources. It also only cost food and wood, both of which are much more abundant that gold.
Or their counter units, 26 streltsy (2340 food, 2340 gold, 4680 resources) vs 36 sipahi (3960 food, 720 wood, 4680 resources)
Back then, the horse archers were super cheap and strong due to high HP (if I remember it right)
It is a 2-year-old video. Since then, Horse archers have been nerfed (significant HP nerf)
About streltsy, they can kite and finish those sipahi easily.
I gave you current values, horse archers cost 80 food and 40 wood, 2 horse archers for every handcannon.
Nothing listed on their patch notes history on aoe4world. Rus get an extra 25 cav health with boyars, that’s why they are so tanky.
Do you have anything of substance that supports your statements? Replays or just footage in general? Because the claims you have been making are wildly inaccurate.
I say that because the sipahi would still outrun the streltsy. Sipahi move 44% faster than streltsy, they have 356 health (9 streltsy hits required for a kill), and there is 10 more of them. The streltsy die in 4 hits from sipahi, I just don’t see what you’re describing happening. The streltsy might be able to inflict more damage, but I guarantee that there will still be 60% sipahi remaining afterwards.
- extra cav hp was 30.
- 2.125-sec attack speed was actually 1.5
That will make a huge difference
also attack range was longer, now it is shorter
Your claim was that they used to be super cheap and used to be strong because of their high HP. You then said that they had a big nerf to their HP.
The price has always been the same, the nerf is an upgrade that went from 30HP to 25HP.
Handcanoneers lose against archers (cost wise) and get slaughtered by mangos.
They are not op.
What about the attack speed???
What about the attack speed?
Edit: oh just realized you’re talking about the 1.5 attack speed bug with incendiary arrows. That was addressed months before the video was recorded. The attack speed was raised to 2.5, but it was actually slower at 2.625.
Since the video, attack speed has been buffed, meaning horse archers are more effective than shown.
2.625 was just illustrated at the UI, the real attack speed was 1.5. Without Incendiary. This is why HA were so effective.
They were dealing massive damage.
I linked you the patch notes from when they fixed the issue you’re referencing. You’re completely wrong, when they made the video the attack speed had been fixed 3 months prior.
Please cite sources in the future when making a claim.