Mangonels broken

I’m not sure your logic here as every civ had access to springalds/culverins

Yeah I keep tryna figure out how this would affect/help only those civs and I fail to see it.

French already have superior siege? They’re supposed to, like it’s their unique unit I expect it to be better than a regular bombard.

Maybe I wasn’t clear but these changes should apply to special units like the royal artillery also.

Really struggling to figure out what is making you think this.

Changing their values would essentially be the same as current, as civs already have access to these units.

I realize some don’t have culverins but they usually have springalds range upgrade to make up for it. - and if they don’t one should be added.

Mangonels need a heavy nerf as dose all siege to op use and easy to kill.seige is way to powerful in this game needs a heavy nerfs now to make the game more fun so u can battle with units instead of tanks.

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You want to make culverins longer range than springalds / bombards which means 3 civs will be completely siege dominant because these 3 civs are only ones with access to culverins

Like I said in my post, civs that only have springalds usually get range boost upgrades and IF they don’t already they should be added to those civs to give them equal range to culverins. Therefore also giving them the intended range advantage over other civs springalds, as well as allowing culverins to provide more of a benefit for aging up faster than your opponent as they will more effectively counter springalds until they can upgrade their springalds (presumably by an Imperial age upgrade)

This is what you said.

You’re literally saying that culverins should’ve longest range in game but only 3 civs got access to culverin

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In my reply I clarified

In my original message yes that is what I said as I was forgetting some civs don’t have access to culverin, my mistake

Still easily fixed by my above-mentioned fix.

Some civs got the access to superior springald range to compensate lack of culverin and while china has access to 12 tile range bombard.

Only 2 civs that lack 12 tile cannon powder unit or +12 range springald is delhi and english. Delhi is elephant civ and english is being english lol.

Springald should probably cost 200/200 like it used to and have its unit pop reduced to 2 instead of 3. That should be enough to address issues with siege. Culverin could use some slight modifications maybe

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I don’t think this does nearly enough to address bombards being op vs anti siege tho which is still a major problem as people will continue to just spam bombards. I do still think it’s a good change though

Culverin getting increased range or bombards getting less damage vs other siege but I’d rather go with the devs and go along the lines of buffing things that are too weak

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I read somewhere you play exclusively team games if so then consider this. In teamgames its not matter of one persons unit comp but teams unit comp. It happens every RTS game where 1 player focuses on thing X while another thing Y. This is the best and most cost efficient way to play it. If you look to play with personal comp in mind then 1v1 is more for you in that regard.

The nerf to bombards would hurt civs especially china and buff mongols, rus and civs with culverin.

Rus / Mongol is already better in siege warfare than China is thanks to their 13 & 13.5 tile range springalds which easily counters chinese 12 tile range bombards and are easier to micro

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Ye

I have no problem with people focusing down siege while others focus other things, at the end of the day I still believe bombards have way too much HP, they’re not tanks, and that they shouldn’t be able to counter their counter.

That’s good these are fine, other civs should be buffed up to match this ability.

Bombards shouldn’t be a oh if I make 30 I win type unit.

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So elephant 960 to 1.5k hp is fine? They’re imperial age unit. They’re supposed to be strong.

And you don’t win outside of team games where your allies focus on other units. If you go pure bombard they die its simple as that. They still need the meat shield in front of them.

I’ve made 30+ bombards. (fighting 1vs3, while other players were catching FLs).
Find me who used siege. (tips to strat: do 40-50 FL in case enemy push, delete FL when siege is ready, take some vils to repair).

In case, someone are wondering were bombards protected with any army - No. Purely Chineese tanks.
Hope they never fix it. Pure joy to destroy noobs with tanks. [sarcazm]

2 Likes

Seige need to be all retuned. IMO mag should die to 2 shots of springalds. Mag speed should be reduce to that of a ram .88 tiles/sec.

Bombard should die to 3 shots from a spring and Bombard should kill a spring in 2 shots. Springalds need to always always out range bombards and any other seige that isn’t the culverin. Culverin should have the same max range as springalds but culverin should be able to 1 shot any other seige unit since it cost 1000 resources.

Also bombards need the springalds nerf where they don’t do much dmg to anything not a building to make it less cost effective to go full one land unit+ bombards and counter everything .

If seige all move slower they will be more vulnerable to calvary. And if bombards are not strong vs land units than you won’t spam them except to break structures. If springs kill bombards and mag more efficiently then people will less likely go full seige since it can more cost effectively be countered.

For example you will no longer see 4000 resources spent on 4 bombards being guarded by infantry IF bombards only hit land units for say 40 dmg and move at .88 tiles/sec meanwhile 3 springalds (1500 resources) can snipe the bombards 1 by 1 from behind its own infantry mass.

This will solve the age of seige/walls meta

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Yeah I’d actually be fine with this. At least they can be countered by spears.

I wish this were true, if it were I wouldn’t be in this thread.

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And siege can be countered with siege?

With anti-siege siege yes, I don’t get the point you’re trying to make

Oh I see what you’re saying, yeah I mean theoretically they can be countered with siege but in practice bombards just one shot all anti siege bc they have the same range. That’s why anti siege range should be increased, like I said previously.

It’s no fun just spamming bombards and whoever gets the most bombards out first wins.

Yes I don’t play 1v1 but I watch a lot of casted 1v1s and also read a lottt of 1v1 players echoing my concerns with bombards and I can tell that this is a serious issue in team games and 1v1.

Usually playing as Abbasid, I get stuck with the artillery role, as I can make springalds and mangonels on the field. But as soon as 3-4 bombards come along my springalds are useless.

Elephants and cannons are not the same

Cannons r not tanks, at least elephants kinda were the medieval tanks

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I dont get your point?

LOL. Nope. Seems like you’re just going to make 1-3 springalds and expect them to deal superior number of bombards.

Yes 2 bombards can insta kill 1 springald but microing multiple springalds if far easier than multiple bombards. It stressed out bombard user to que up 2-3 bombards to shoot 1 springald. Also once you insta kill one bombard with your springalds micro them back this also forces bombard user to cancel their ques and micro their bombards back otherwise they run towards enemy meatshield

As abbasid not sure how fast they can build springalds on field but other civs it takes to 30 seconds make one. If you keep steady supply of springalds coming you will win siege war unless opponent is out producing you.

More like 12 springalds mate, I’ll be happy to share my last game with you, I won, but It was still super annoying to kill their bombard spam.

I don’t go into a fight without at least 10 springalds and 4 mangonels.

3-4 cannons will still stop all that in it’s tracks.

One bombard one shots a springalds, are you sure you play the game? :stuck_out_tongue: I’m kidding but yeah you don’t even have to micro the bombards you can just let them auto target and generally they’ll still win vs 10 springalds and 4 mangonels and about 15 spears, more spears would win but should it really take all that to kill 4 lone bombards?

Not to mention it takes FIVE springalds to one shot a single bombard.

Also significantly faster, production and or numbers aren’t my problem, bombards are simply OP