It is about 1yrs since 13.58326

one notable change in 13.58326 is the x0.75->x0.6-Heavy Cav for Skim.
it was some hesitation toward the change for some ppl.
how do you feel it after the year?

I would like to bring these up because i am thinking a similar treatment should be done to Heavy Hand Inf for Ranged light Cav.

Wasnt it reverted or atleast reduced in its effect a few patches down the line?

i think it was going to be from 0.75 to 0.4 but reverted to 0.6

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I would like to believe that it is fine, although sometimes it bothers me how little damage it does to cavalry, especially archers who had the sub advantage of doing more damage to cavalry because they had higher dps as a disadvantage have the lowest multiplier against heavy infantry . On the other hand, I feel that it is an abuse for units that have a double tag of melee cavalry and ranged cavalry, since you don’t do much with the light infantry such as the Lakota rifle rider, I think the Hakkapelite also

Hand infantry are hard to balance imho cause they either
-get kited to death like chumps
-connect and beat the tar out of anything.

There exists a weird paradigm of units like dopps, jags, some civs pikes, rajputs being kind of bad unless they can connect then they clean. Tbh its probbably fine as is since its balanced in that the hand infantry player has to really cook up a scenario to make them connect. Rewards smart planning and I like that, not every unit should be z move. That said, goons with micro do make them largely obsolete in most games.

I dunno if we really need better faster dopps and equivalent though. But i wouldnt mind seeing them. So far the only way is to allow a bunch of buffs (dopps or super cheap pikes) be fast af (piki rod) or big brain (ronin pop, swiss piki maceman and jag pops)

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