I don’t see siege spam ever ending, they’re moving too slowly and doing too little.
This game is heavily built around siege, they’d have to change so much to fix it. I’m loosing my confidence in timely and significant changes. Every time I play now I just get annoyed that everyone makes 15 mangos and 20 bombards and now they’re just throwing some springalds in there.
Range is the issue, anti siege is still outranged by bombards except rus and Chinese springs, which are NOT the civs who needed help with siege.
The main point of this patch is to improve the options for counter play against siege.
Now there are much more options to either take down siege units or to take advantage of their lack of mobility by running your army around.
siege is expensive, if you are allowing your opponent to boom then ofc he will mass siege. most of the games i play never reaches age4 to begin with, i only play 1v1 but i understand how it is a real problem when playing 3v3 or 4v4
Funnily enough the siege is possibly slightly stronger now thanks to the nerf. I’ll explain:
Since the true anti-siege(springald) is now easier to take down with cavalry, while cavalry still need to fear mangonels in mass - the patch actually nerfed the anti-siege main counter more than anything else, which boosted siege play overall since their main counter is now easily countered more than any other siege unit. The devs tripped themselves over
I’m not surprised to see everyone here mentioning mangonels; this is exactly what I would have predicted pre patch honestly. Mangonels are incredibly oppressive against infantry and always have been. It doesn’t make sense to have a unit that is the hardest of hard counters against such a wide range of units.