Siege and ? - Archers already deal around 5 damage per shot to maa, knights, etc. in the endgame with their ranged attack. The given value of 5 attack in melee would be a big loss in damage.
It would be significantly more to siege but if you’re letting squishy ranged units get to your siege you’ve kind of lost anyway.
IMO i disagree with this whole range units having melee attack dynamic because it will further detract from unit diversity IFFF we increase the versatility of range units.
Example javelin throwers are already…a problem, if you give them a melee attack you’ll know have an uber anti range god that can kite MAA, fight horsemen and would only have issues with mangos and knights…which you’d sprinkle in some donso and gg NOT FUN, not diverse.
If one day, devs decide to add the mechanic, all units stats has to be readjusted according to it. I don’t know, maybe they’ll have to add additional mechanics like snaring effect or percentage armor to make it work.
It can be a pop effiecent late game unit. Mind you great bombards exist, when you have enough of them they can kill anything.
With your jt example, youre making a unit hybrid which is already kind of hybrid. Javelins can already deal with spearman if you massed them and they are better against armor than archers. So giving jts mele attack would be op big brain arguement.
Mali has culverin…gg great bombards also good luck getting to imp vs infinite gold infinite food donso javelin throwers (with new melee ability).
A better idea is to encourage unit diversity rather thwn further empower single/duel unit comps
Yeah, culverin counters bombard dude thats not news. Did you know knights can defat spearman if there are more knights than spearman. Thats what scenerio you are simulating with a hybird unit. If you have enough villagers you can kill horseman. there you have it a hybrid unit in aoe4.
Edit: My bombard reference was a analogy for what you are theorizing on the capabilities of a hybird unit, if you have 30 bombards youll kill 20 culverins. Nothing unexpected.
Presumably a hybrid unit would have more counters and lower cost efficiency.
But I can’t say that that’s what I’m thinking of when I’m talking about aoe3 style melee/range system in this game.
Aoe3 units (at least the classical unit types) did not have multiple hard counters? And while ive been absent from that scene for at least a year i don’t remember the new hybrid units being recieved very well aka caroleans…
Nope, they did not
they were so OP.
When I say aoe3 style melee/ ranged system, I just mean ranged units being forced to use a weaker melee attack if they get into melee. Like how a dragoon or a skirmisher has a melee attack but probably doesn’t want to use it.
A hybrid unit in the sense of an aoe2 Ratha was someone else’s point.
They are much cheaper and don’t cost gold.
What’s the point of archers if camel archers eclipse them?
I think that the Janissary shouldn’t be touched at all right now.
Because most suggestions currently look at the Janissary in an isolated settiing, when in reality it is a unit that is supposed to synergyze with other units such as siege and Mehter.
The Ottomans success does not hinge on the performance of a single unit. Like HRE does not necessarily need the Landsknecht to succeed. I expect the Ottomans to perform reasonably well with the Janissary.
First and foremost, we will need to collect some data. Acting too hasty in matters of balance will never bring anything of substance, no matter how many comparisons we make on paper.
Seeing all the melee suggestions for janissaries, I’ll propose something different. Nothing serious just food for thought.
Considering janissaries fought with field fortifications, they could get something along those lines. Now delhi infantry can build walls and english longbows plant palings so the exact same is out of the question. Perhaps this could work if we alter the longbow’s palings into a trench or some form of small barricade. Janissaries in game supposedly have trench guns they might as well have trenches?
So this trench will be an activated ability much like palings. It won’t deal any damage or stun units. It will just form an impassable barrier that anything less than 0.50 tiles range can’t attack over. Things like knight charges (after switching to melee they will have to move around), abbsid spearmen, etc with long melee range will be able to nullify it. To attack the janissaries the melee units will have to move around the trench. Naturally the trench disappears once janissaries move and this ability will have a long cooldown. And of course it offers no protection against ranged or siege. This could be a unique tech researched in imperial age if it is deemed too strong for castle age or it could be added into janissary company vizier tech since it lacks a passive bonus.
My thinking with this is an emergency button for jans if they are caught unguarded. It is mostly effective if opponent is just attack moving and not commanding its melee units properly.
This sounds insanely OP.
An emergency button shouldn’t exist. If you fail to protect your higher value units, you should lose them.
If melee units cannot reach them at all, it would be indefinitely better than palings that only protect against a charge - not melee attacks itself.
Then what’s Deli sprint for? Or Mali HC stealth for?.
If Deli HC got caught they just have to sprint and that’s all.
The sprint for Delhi is actually to move your army quicker. They also cannot fire while it is active. They also will still be able to be attacked by horsemen.
The Mali stealth doesn’t work while in LOS of opposing units.
What you are proposing means that it sets the Janissary up into a favorable position and even reward bad positioning by still allowing fire while melee units cannot engage. So you want to punish out of position Jannisaries but they turn around and dig a trench from where they will kill the very unit you tried to punish them with.
That would never work, it also is too exploitable.
Don not understand me wrong, I am not saying is a good or bad idea, I have not thought about what the other used proposed, is just that other ranged unit has it’s own survival techniques, as english LB being able to survive cavalry charges.
Didn’t know steath can’t be used in LOS, ty.
Well my idea was to delay melee engagement for a few seconds until melee units moved around the trench line to attack the janissaries. Of course I don’t know the full implications of this. For example after I wrote my post I realized this could be used to plug openings created by destroyed walls. ![]()
But as I said in my post, nothing serious. Just wanted to see how people responded to a barricade solution. ![]()
we have 6 days left i hope they change them in a good way we all put our opinions lets see what are the devs gonna do
I would be surprised if they made significant changes to the civ before rbwl.
Wouldn’t want to shake up the pros.