Maltese Fixed Gun is OP

As title says - in my opinion Fixed Gun is OP.
34 range, 5 area damage, 300 siege damage bad boy is just too strong.
In age IV it gets even more ridiculous - 40 range.

It deals too much damage, and range is too big. In Age IV it out-ranges even Culverins. A lot of civs just can’t efficiently kill it. Lakota must go Age IV and send Advanced Mortars to have any chance (and this is a really bad value card). Aztec have great siege units - Arrow Knights. But their 30 range is funny compared to 40. They get a blast or 2 before getting close.

You forget that it only does 0.2x damage vs. Artillery and 0.1x vs. Siege Unit which included Lakota Tashunke Prowler on top of less damage vs. Cavalry.

There are a lot of units that counter the Fixed Gun.

5 Likes

I didn’t forget that. Problem is - counter units are not counter it efficiently enough.
Even if you play perfectly - you will lose a lot of units to kill it. It should not work like this.

The Fixed gun is very expensive and is the only building that costs population.
Also you have to see it in the whole context of the civ.

Most people would consider it underpowered not overpowered.

7 Likes

6 pop and 700 res only is too valuable as a top defend unit.
It should cost 10 pop and 1000 res to meet age 3 unit value (1 fixed gun in age 3 shipment).

on small maps it is possible for the fixed cannon to shoot at buildings in treated mode before the time runs out

1 Like

Yes nerf one of the worst civs in 1v1 and treaty more plz

2 Likes

Its 33 and then age4 39 range
So culvs and then mortars outrange it.
There were patches it didnt and it sucked

This thread gives me ptsd from this post:

Kinda the opposite yet the same.


Remember that fixed guns have minimal radius to attack, so if you get below them, and they have no defenders, they are dead.

Testing it, it seems to be around 18 range from the middle of the fixed gun, in the photo, the highlighted changdao is the closest unit they can attack (Further than I imagined, 18 minimum range is a lot, keep that in mind when you make walls around them).


If you struggle with fixed guns, here are tactics that counter them:

  • Cavalry (They take 3/4 of the damage, and they are fast, so it’s easier to get inside the minimum range)
  • Infantry (Use fast infantry in separated regiments and staggered formation, they may kill some, but not all)
  • Artillery (From the multipliers, they can tank a good ammount of shots from fixed guns, age 3 falconets take 5 shots to die)

Some top units that destroy fixed guns the best are:

  • Monitors (They out-range the fixed guns with the ability, and if the fixed gun is distracted attacking something else, you can get close as well, takes 4 shots to take down a monitor)
  • Oprichnicks (They take less than a 10th of the damage, they are fast and have high siege)
  • Culverins and mortars (Takes 7 shots to kill either of them, and they both have multipliers + range to take on fixed guns)
  • Pikemen (Yes, infantry, yes, weak, but if you use emu tactics to ambush it, then the fast movement speed and high siege of the pikemen will shred the fixed gun, micro intensive though; Tip → Guard pikemen can use cover mode to survive 1 shot)

I’m using raw stats to make all the references, but even with upgrades, the same counters apply.

2 Likes

I would add grenadiers to this list, which take only 10% dmg from fixed guns due to siege unit tag.

Lakota and Aztecs shouldn’t be allowed to counter it, since they’re already so powerful.

Lakota Aztecs Inca struggle vs artilleries in general, not just fixed gun.