My point is that as long as the change of obtaining the ability to fire rocket volleys is irreversible, at the very least, changing the cannon fire into a charged attack would help players understand and get used to the diffirent attack types more intuitively, rather than shoving both attack types into a single attack cycle as it is now (while the charging can be understood as another attack cycle).
You can say the same thing about any UT that affects UU as well, for example, instead of improving the Longboat through the Imperial UT, they should just directly buff the Elite Longboat. In the end, this kind of argument just becomes tedious.
I understand your reasoning, but since the ability to fire rockets is obviously not irreversible, I donāt see the point of it, sorry.
The difference here is that the longboat already shot arrows before Bogsveigar was introduced. The turtle ship didnāt shoot rockets until the same update that made it affected by shinkichon.
We are quite off-topic now, anyway. But I guess the civ rework I really want is for Koreans to be reworked back into something closer to what they used to be.
One of the reasons for letting Turtle Ships fire rockets, in my opinion, is that besides promoting the use of new toys, there are other valid purposes as well. The original Turtle Ship was not only expensive, but also slow in movement and slow to fire. It stood almost no chance against Fire Ships, and it had no clear advantage when facing Demolition Ships or Galleons.
If their cannon attack or their cannon fire rate were simply increased, their high HP could easily make them overpowered. Now that their cannon attack has been reduced in exchange for the ability to fire additional rockets, they can deal damage more effectively without significantly increasing their DPS. This gently improves their survivability while keeping their overall power in check.
So, I donāt think they can ever go back to the pre-rocket version. Iām just accepting it and moving on. If the Koreans ever get another chance for a rework, Iād like to see the War Wagon fire rockets.
I donāt think this was the motivation. The patch notes from when the rockets were added say āNow more effective vs. Galley-line but more vulnerable vs. Demolition Shipsā, but the rockets originally dealt pierce damage which is bad against fire ships, plus they reduced their ship class armour so effectively boosted fire ship bonus damage against them. So the aim seems to have been to make them better against galleys but worse against everything else.
Something I want to add about Huns that I forgot to mention on my last comment.
Tarkan is still underused because Paladin is just way better all-rounder. The trade off of Tarkanās high HP and anti-building is not enough to compete against Paladin who is far better in melee even after Tarkan got its ROF buff. Worth to mention Paladin covers its lower PA by killing both Arbalester and HCA 1 hit earlier (3 against Arbalester and 7 against HCA. Tarkan need 4 hits to kill Arbalester and 8 to kill HCA). Likewise they kill E.Skirms, which you will face a lot as huns, 1 hit earlier.
Iām planning for this one since TMR DLC and finalize a Paladin replacement for Huns+Cumans. Both of them coincidentally also have some questionable Imperial Age UT. So Iām planning to make Cumans new Paladin replacement almost the same as current Paladin with better historical name and design. While Huns will trade off its arrow resistance for a slightly above average melee performance, maybe same as Savar which barely beats Paladin in 1v1.
This is why I like to say that Huns should instead lose Siege or Capped Rams; maybe they can gain something as compensation, such as Onager/Siege Onager, but the fact remains is that their melee anti-building UU is so far outclassed by the generic melee anti-building unit that Tarkansā speed doesnāt apply for much.
I think Tarkans currently should be viewed as a cheaper and easily gathered anti-archer cavalry unit, while Paladins, by comparison, are more expensive but more versatile and more powerful cavalry. When a Huns player is already using Paladins, thereās little incentive to use Tarkans. However, if the player chooses to go with HCAs, then in the late game Elite Tarkans are easier to access than Paladins.
As a melee siege option, Rams just have better pierce armor and higher damage against buildings. Although Tarkans are faster than Rams, they still require cover during a siege.
In my opinion, Tarkans still not efficient enough even for raiding. Hussars and HCAs are still more practical options, because destroying buildings is not the primary goal, quickly killing villagers and trade units is. If the opponent has walled, using Rams or Trebuchets to break the walls is still the more practical option for raiding.
If Tarkans are ideally meant to function as a kind of siege unit, then I think they should be able to throw torches rather than only weild them in melee. As long as you can mass a group of Tarkans, even giving them just 1 or 2 range would greatly help with attacking buildings (especially walls). Otherwise, most Tarkans canāt even reach the target.