Machine gun TC Feudal age, please change!

Title says it.
Tcs (especially for english) are WAYYYYY too lethal towards light units, especially in Feudal age.
You basically barely need any defensive units.
Aoe3(de) solved this way better. Towncenters there are limited in dps at 10 villagers garrisoned, they don’t do ANY damage without villagers being garrisoned AND the attackspeed is waaaaaaay lower.
So you can’t mow down 20 units in 20 seconds with it like the MG42 at D-Day…

The towncenters are major part of the boom/turtle meta, especially in 1v1.
On the other hand, towncenters barely deal damage to castle age maa/knights, which is again problematic.
It is fine that heavily armored units take a lot less damage from the towncenter, but probably the damage is a little too low.
Just give the attackspeed of towncenters a big nerf, but increase the damage per salve a bit.
Also remove the “free” arrow (2 for English) that a towncenter fires without any vills garrisoned.

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I don’t know why when a unit is in range of a TC or outpost, the building’s date will continue to attack it even when it has already moved out of range, it’s mind-blowing how defensive this game is!

It has the following philosophy: Defensive = Casual = Fun

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The thing is, the tc just needs a unit in range to aim at it.
Once it aims, it will start a shooting animation and eventually fire one or multiple arrows, regardless of the position of the unit after aiming.

Only thing i can say about this situtation is: maybe town centers,towers and castle had multiple firing locations so it doesnt look like a machine gun.

Perhaps they have target lock like in aoe3, which means as long as the unit was in range when the animation/firing started it will still fire.

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It used to track your unit as long as it was within range when it started shooting. But now I’ve had it start shooting at my Scout even after I left the range area. I think the range area is inaccurate now, since last patch, and the actual range is bigger.

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