did they fix the HC railgun issue?
Not the Burgundian HC for sure, LOL
Yes, but arbalest require a lot of upgrades. On the other hand, HC donât require nothing. And they are mostly available for non arbalest civs.
Then, if they performed similar to archers, then archers civs would be . Because HC could take the archer role even for civs like teutons or franks.
Upgrades like bracer, chemistry or ballistics you will need anyway for your skirmishers, towers, TCs, castles and ships. And you need armor upgrades anyway for HCs at some point. The only thing which you wonât need for your HCs and probably wonât get is thumb ring, though itâs still good for your skirms.
At the same time HCs can only be produced extremely late game, after you reach imp and research chemistry, while at the same time being worse than arbs in 99% of the cases. And they are still very expensive.
Yes but skirmishers donât counter eagels nor champions. They are a different unit.
That doesnât matter. You still end up researching those upgrades during a game because you need them for other units/buildings. You almost never reach imperial with all of the ranged upgrades to be researched, which invalidates you point about the HCs requiring less upgrades.
Neither do HCs, to be honest. Egles eat Hcs for breakfast, and HCs do not attack fast enough to be retreat-attack micro vs Champs, and win.
I said this many times, but I strongly believe that a buff in projectile speed of the HCs would do a lot for the unit. Low accuray + no ballistics + slow projectiles means you just end up missing the targets way too much, even it is just slow moving infantry.
They are not meant to be the main unit of any army. Just to mix with your army.
The issue is, they are supposed to be a counter to "Barracks units, as their description says, but they only counter Spearman line unist effectively, which you can already do with the Goldless Skirmishers.
HCs, as a counter to âBarracks unitsâ actually lose pretty badly to Eagle line units, Militia line units and Huskarls, all of which are âBarracks unitsâ.
Yes, but archers and skirms can be massed way before imp and chemistry, so usually you go for them, since waiting post-imp for training a unit isnât that efficient.
yeah for me it almost feels like the original concept of the HC was supposed to be this really strong unit. (like how the conq had to be quite heavily nerfed later in time)
and then when it was implemented in the game they were like âwhatever we just leave it like thatâ
since so many (if not all) of the gunpowder civs were extremely lack lustre or plain pathetic (italians/porto) until recent buffs which had nothing to do with gunpowderâŠ
but if the HC was actually such a great unit then none of those civs that specifically had bonuses for the HC would have even needed such extensive buffsâŠ
like how difficult it is to tech into, takes so long, only start training them after the tech, and then takes so long to train, these are all fine, if the unit actually warranted it, like maybe if HC were more equivalent of jannisaries⊠but as it stands its just weird, so either they get buffed or their TT/cost is reduced.
but like so many other units it feels a certain group of people simply dont care if there is more variety so dont care if a unit isnt used remotely as much as othersâŠ
Really the only thing the skimisher is good at is as a counter to archers and they are not even very good since they become useless after the archers reach a critical mass.
35g for such unit which can even response to heavy cavarly could overrun the game mechas.
Maybe adding +1/+1 armor to these units and +1 PA to Elite Jans could do well overall.
Yes with a bit of micro HC lose
Best solution is to bring some new upgrades to gunpowder units.For example;
Black Gunpowder (275 food 350 gold researched at university) Gunpowder units gain more attack %15 Available for (Japanase,Ä°ndiansTurks,Spanish,Portaguise,Burgundians(?),Teutons,italians)
Rack And Pinion (450 Gold 550 Food researched at University) Gunpowder units fire faster %20 Available for (Turks,Spanish,Portaguise,italians)
Professional Gunners (250 food 100 gold researched at archery range) Gunpowder units has +15HP but now costs +10 gold more.
Available for (Indians,Franks,Turks,Spanish,Portoguese,italians,Teutons,Tatars)
Can they? Remember that the cav player already started training knights in castle age and the HC TT is slowerâŠ
Also most civs that have bonus for gp units donât use the Range, so You have to build many of them in imperial to nada HC.
And finally, they may do a lot of damage, but have low rof and shorter Range, cavaliers can kill them with 3 hits, and hussar are Even faster to get to melee and kill them with just 5 hits
Also, i like the idea of new techa for gp
![](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/phoenix1089/48/33841_2.png)
but like so many other units it feels a certain group of people simply dont care if there is more variety so dont care if a unit isnt used remotely as much as othersâŠ
Buffing HC would go totally against unit variety in game, because you would see even less samurais, champions, berserks, shotelais, throwing axeman, teutonic knights, etc.
You get to see more times 1 gunpowder unit at the cost of almost never seeing 10 other infantry units.
lets be clear, you donât see infantry mainly because of knights, they are just better in everything and they even win any battle in 1v1 vs pikes (of course pikes cost no gold, but you most likely lose an important position.)
Infantry UUs were already rare/situational pre-DE due to the fact that almost all of them get hard countered by the archer line. The introduction of supplies in DE made it even worse, because now infantry UUs are often not as competitive as the now cheaper militia line. This has nothing to do with HCs.