Do you guys think the automatic arrow fire for mangudais should be an ability but then buff them in another way?
I think they should remove the automatic fire ability, because sometimes the shots prioritize farms or buildings instead of units. Also, the Khan always fires and can’t be an enemy spy. I think it should be a skill like the Khan’s Arrows or the Russian Archers, with timing. That’s the big problem with the Mangudais, the automatic fire. If they remove it and keep it as a skill, maybe they could lower the price to 60f/60g and perhaps increase its range to 0.5, hmm, and maybe increase the attack speed to 1 second (so they have some benefit from the Khan’s Attack Speed ​​Arrow ability).
Another comment: It would also be nice if the Khan could carry corpses, and if the improved Pro Scout technology slightly increased the speed of the Scouts transporting animals. It would also be nice if some “enhanced” ger economic technologies could be researched only with stone, meaning the improved technologies could be separated from the normal ones and the bonus could be added.
The easiest thing would be to put a toggle, “fire while moving” on/off.
Yeah agree with both either but just feel the automatic ability is too strong.
Or maybe when you enable the automatic fire ability, their movement speed slows a little so at least you can catch them with knights.
Also like you said its annoying when they fire at a first building they see but you’re trying to stealth in enemy base, same for khan.
The Khan automatically annoys all the wolves on the map haha. (Thank goodness not the boars)
mangudai sucks at age2 age3, they must be insane at age4 without any doubts. ur idea was sounds like we need to nerf royal knights and longbow, how can a union has 7 range at age2 or how can a civ has knights at age2.
I’ll be honest, I want to make a Mongol Variant concept, “The Timurids.”
To add variety, similar to Lancaster Yeoman, I wanted them to have their own “Chagatai horse archer”, with some other unique ability.
However, if it’s for game balance and historical reasons, I’d be happy to share my idea for balancing the Mangudai:
Mangudai (Changes)
Gains +2 attack and +0.5 range, but loses autofire and 20% attack speed. This is offset by their “hit and run” ability.
Hit and Run (Ability): Mangudai gains 360 shoot ability, +50% attack speed, and “autofire” for 30 seconds, but loses -2 damage and -0.5 range. Cowldown: 45 seconds.
New stats:
- HP: Atk: 85/105/120 / Atk: 7/8/10 range: 4.0, Rate of fire: 1.25
Hit an run stats:
- HP: Atk: 85/105/120, Atk: 5/6/8, range: 3.5, Rate of fire: 0.875, Autofire, 360° attacks.