Jan PUP is here

sem nerfs para a card infinita de 5%HP para África do sul ? essa revolução esta matando os tratado e jogo longo você pega simplesmente unidades com mais de 1000 de hp

Coz no one plays India coz it has too many small small small issues. and only mains knows them. eles were so pop unfriendly n useless previously, and even with the 20% it was more like compensation for other civ’s buff. The 5% reduction is HUGE and VERY uneeded coz even with that 5% they are ok-ish first time ever in their life.

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Swedes econ and it’s impervious nature is as big a problem as anything. I don’t know how many games I have totally sacked a swede players vils and stayed on the torps but still been handily outmassed and at the end of the game find my eco was far behind.

Ive had swede players totally dominated with a flat vil pop into age 3, of 12 or less vils outrun me on many occasions.

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I think you are way optimistic about the the hakka vs dragoon matchup, dragoons will be at best a soft counter since it still a goon vs goon matchup, they have no multipliers vs each other.

dragoons have slightly higher attack but less hp

The hakka is also affected by a ridiculous amount of cards +splash damage at range

The only weakness it has is 2 less range (1 less net range after snaplock)

while the goon should have the advantage in an even microed range fight, the splash means that the hakka is wasting less damage and can easily snare the opposing side so it might be even a very swingy fight

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When will Flamethrowers receive a buff?

This unit has been a meme unit ever since the original Asian Dynasties. I have never ever seen this unit being successful. Its range is too short. Its easily focused down. And it moves too much to make use of its dps.

Here is how to make the Flamethrower into a proper unit:

1. Increase movement speed to be faster than heavy infantry. So instead of 4.0 it needs something like 4.25 movement speed.
2. Increase its range to something like 12
3. Heavily decrease fire rate to something like 0.5 attacks per second and increase damage to keep the dps the same.

This basically makes the Flamethrower play like a Roach in Starcraft 2.

Inbetween attacks the Flamethrower needs to be able to move to acquire a new target. Currently the flamethrower has low range, is easily focused down and is moving around too much which reduces its potential to do damage.

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buddy, most of what you listed here is already the case, thats not why it sucks, it sucks cause it doesnt survive, its HP is too low for its pop
image

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You need to send yourself too shipments to have a strongest hacka.

Dragón has more damage, more range, cost -10% and hacka ONLY has 5% more healt.

Hacka now isnt a good raider, dont work vs infantery. Basically is a expensive dragón that lose vs dragons but with more melé attack, but still useless less against artillery.

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Lol, nah. They’re a slow civ off the blocks, nerfing their houses after just having nerfed their sepoy train times is overkill.

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Sorry not buying that. India is not slow and even if they were slightly slower the rate they can mass military is faster than most other civs regardless.

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It is very useful in team games: the Russian player FFs into a Strelet mass and, if big enough, can even counter Hussars. All he needs is his team mate to go Cav or Arty and they have a very strong composition.

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Also no uhlans for that shipment and no uhlans for circle army !

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I don’t get that change…

Removing the multiplier against shock infantry is ok, but why removing the promotion? It’s what makes the unit unique…

Reduce the number of units per shipment if they are too strong, but don’t nerf the unit.

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I can explain to you why caroleans are worse than muskets in the context of the early game, if you’re willing to listen…

Musketeers and Caroleans have the same base HP and melee resist.
Musketeers have 23 range damage and the carolean has 19. This is huge.
You pointed out that caroleans have faster rate of fire, so technically they have slighty higher damage per second - however damage in AOE3 is not delivered as DPS, it is done in batches (volleys).

What this means is, per volley, it will take 7 musketeers to 1-shot a carolean (6.52 rounded up), whilst it takes 8 caroleans to 1-shot a musketeer (7.89 rounded up).
The ‘damage per second’ only ultimately delivers measurable additional damage once an additional shot has been delivered - therefore it will take the caroleans 7 shots to finally get 1 shot ahead of the musketeer’s 6 shots in the same time-period.
In the space of those 6 shots, the musketeers are killing caroleans faster than the caroleans are killing musketeers. This hugely snowballs in the favour of the muskteers.
This is assuming the units are stationary. In reality, trying to kite perfectly to get an additional shot in (by the 6th volley) would mean you’d have to dip in and out of range perfectly (they have the same range) in 0.5 seconds 6 times in a row - whilst if they dip out at any time, it stops the caroleans from ‘snowballing’ additional volleys.

Another disadvantage is caroleans cost more gold than food - which is an additional cost early game where food is gathered quicker and is more plentiful.

In most scenarios, the biggest problem this causes is in early game pressure where you can’t afford to mass leathers to compensate, but you also need to try stop the opponent from shutting down your torps quickly.

Late game is a different story, where caroleans have an abundance of cards + advanced arsenal to make them much stronger - however these too have seen many nerfs. The latest one (nerf to platoon fire) was compensated by givin sweden viable goons - now the goons are gone, we’re left with even worse caroleans to counter cav. Which also brings it to another weakness compared to the musketeer - early caroleans’ ranged bonus against heavy cav is a double edged sword; in small numbers, heavy cav can just murder caroleans by taking the fight and forcing caroleans to fight in melee.

I completely agree with this. The unit is actually 4.25 speed but because their range is soooo bad (worse than a musk), they get kited by units they are meant to counter. I disagree with the other changes tho, only speed and range should be changed imo.

I don’t understand why you turn into unusable the ONLY GOOD CARD introduced with the China patch a year back (out of over 10), with no compensation like making German food trickle buyable when you ship the card. I hope that this is only because you are about to introduce some important changes to improve diversity of playstyle for them with the Chinese New Year.

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Honestly, vills costing wood sucks, given wood collects much more slowly than other resources (I think only XP and export take longer, and export sucks on its own right).

Another thing that bothers me about Indians is their lack of horses. There’s no logical reason for them to not have horses (and their camel units would more logically have horses).

Sowar should ride a horse. It is the only camel unit that does not counter horse units. Makes no sense.
Zamburak could remain at it is because it was a real thing.

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India has 2 wood trickle cards to compensate for this, so it is a non-factor.

I don’t see why Sweden ‘has’ to have some killer goon unit. Why? Caroleans were already designed to be a ‘do it all’ unit. The rushing ability makes them able to counter units they aren’t supposed to counter. The civ is made for people who want to spam buildings and build one unit which can do everything and not have to worry much about map control, managing villagers or resources. Like Japan 2.0. If you don’t like that civ design, please play one of the many many many other civs (which is ultimately more fulfilling and fun for YOU), many of which no one seems to be even playing, at least in ranked 1v1.

The reason is because China became too strong since they did that, as evidenced by seeing more China in ranked than ever before.

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Dude, it is a nerf of just 0.05 e/s, it’s only 12.5% less than the original trickle. That card will still see plenty of use.

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You are forgetting that hakka have splash, that is huge in and of itself. Its effectively a x2 multiplier against groups of units

Hakka can deal effectively with unit masses at range, they were countering masses of muskets and skirms effectively on that splash alone. That hasnt change

Its a 10% attack difference, not a huge one when that is offset by a single card.

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Nice try, but absolutely wrong.

19 damage every 2.5 seconds = 76 damage in 10 seconds.
By the time 10 seconds go by, Caroleans will have dealt 76 damage. The musket is still loading its 4th attack, so it would have done 69 damage by then.

At the 12 second mark the musket gets 4 shots in, and the carolean is about to get its 5th shot in.

Let scale this up a bit further. At the 30 second mark, the carolean gets its 12th shot in and the musket gets its 10th shot in. Musket deals 230 damage, Carolean deals 228 damage - this is not a “BIG DEAL” like you make it out to be.

The extra speed is ACTUALLY a “big deal” combined with the ability they get and their far superior damage done to hand cav. The added cost is justified and not much more of one especially considering that coin is as little of a problem for Sweden as it is for Dutch.They are also objectively better when raiding due to the higher attack and movement speed and less overkill.

So Caroleans aren’t “underperforming” in any way what whatsoever, they are overperforming and sync extremely well with virtually any unit. Add just 1 base attack and you’ll immediately have the most OP unit in the game for the cost without a shadow of a doubt.

And that’s how you know they don’t need a buff.
And that you have a confirmation bias and want to win easier than you already are as Sweden.

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