Reporting it, what? Doesn’t even make sense. Mexico gets a 2 culverin shipment in the central america revolt, which costs fewer resources to get to than the standard fortress age, giving Malta 1 culv and 1 mortar hardly seems unreasonable.
never use mexico as an example for anything approximating a balance discussion
iro so weak vs cav and will receive nerf???
the more civs lose to spahi completely the better the otto win rate will be.
TC’s, outposts and walls have quite different uses to walls though and it’s not necessarily the same civs that uses one that also uses the other. Buffing/Nerfing TC’s or outposts would do very different things and benefit or disadvantage different civs/build orders to doing the same with walls.
Not really a solution imo
Sorry to disappoint you but otto win rate has constantly dropped and it is 50% at average.
2x upgrade 1 200% and more 1 400%
"They’re artillery equivalents."Unfortunately, they cannot counter infantry as strongly as artillery. On the contrary, they added the label of heavy infantry in the previous update and are now being strongly countered by light infantry. Even if they correspond to Culverin, Culverin will not be strongly countered by light infantry, while Arrow Knights will be countered.
His best change is to remove the previous heavy infantry tags
well I havent quite seen the data for the December to now patch, but fwiw here is the current win rates trends
Otto (note forum aint letting me format shit, but this is elo brackets past 1k)
63.64%
55
58.65%
1226
53.87%
8500
51.01%
5689
51.05%
7518
52.09%
3653
52.08%
2114
51.50%
1897
45.81%
633
42.82%
341
52.63%
114
in plain english, the civ continues to push players up to 1500s and then it tanks. Now, i have older graphs that showed the civ would overperform by about 140 elo, then down to 100elo, meaning players playing ottoman would on avg gain 100+ elo between patches when playing ottoman compared to other civs (being the sum aggregate. While some of this is ofc player skill, over 20k plus games i think for extremely common civs like otto (often making up 15-20% of some elo brackets at its peak).
This is important as an elo system is supposed to push you towards 50% win rate. so maybe a civ is op, but if you play it long enough the civ will hit its relatively higher ceiling, making win rates around 50% no matter what assuming you dont abuse it to top of ladder. What’s impressive is that otto win rates continue to be 50% or better as the civ gets nerfed meaning its still likely overperforming but people’s ceilings aren’t as high, meaning adjustments downwards still cant push the civ to truly underperforming.
As for the source, its all based of the data from the civ grid that takes the API from every ranked game. its available on the sunbros discord, for those interested in further parsing as ofc like any statistical model there are pros and cons and I do not claim this is “full proof” but simply the data trend suggest otto still overperforms at almost all elo bands and that win rates are probably deflated from what they “should be” as players adjust.
TL:DR; otto still is easy way to leapfrog into 1500s, win rates probably a bit underrepresented as otto ######## merely top tier instead of wtf good.
In theory, it should be fine
Ill ping ewo ewo in the server and get his feedback
You should start fresh accounts with each civ.
The Aztecs are already a problem in this patch, this buff is too good for the arrow knight, I really don’t understand
I don’t think the Haud explorer should have his crackshot reduced to 2 AOE from 3. It is something cool and special which actually makes me want to play the civ. Like the Lakota explorer being able to pick off cannons with the proper upgrade. When you face Haud, you think about staggering your units due to the crackshot. The building destroyer card is also cool and unique. It is good to have things that are unique to a specific civ. Something which makes the civ special and fun to play. It can’t really be so unbalancing can it, it isn’t like Haud is being picked constantly as it is right? Surely no one thinks it is on the same level as Otto for example?
If you really have to take it away, how about adding a +1 AOE buff to the crackshot if the age 1 +50% hitpoints card is sent?
Come now, the Mexico age2 falconets are quite expensive to get. It costs 800 resources if you factor in the xp cost. That’s 1 falconet for the price of 1.9. And it’s not quite age2 too. Mexico is strong, but not because of the age2 revos.
I think they can be problematic in team games. If everyone is still age 2, falcs become extremely cost effective. Try killing 3 falcs in age 2 when ottoman has double rax jans in front of them.
In 1v1 I actually don’t think it’s an issue. You just can’t protect them well enough to hit with a lot of falcs early, so it becomes more comparable to an age 3 timing.
Ok so we’re on the second-to-last day of January and it’s also a Tuesday. Do we get any update or communication on how things will be changed or do they just “read these forums” and make an executive decision that we’ll see by the time the changes take?
The latter is the normal approach.
Esperemos que está vez hagan correcciones y las suban. El PUP aún tiene errores que deben ser pulidos antes de su salida.
I’m not sure that will be the case. I don’t really expect to hear anything before the patch drops, but given the rare communication from the devs I doubt the patch drops as is. That might mean a delay, but I suspect they’re going to do something. Maybe I have too much faith in the devs, but I think they’ll nerf the Samurai grens. Kinda don’t think they’ll do much else.
i for one look forward to 10 W walls. /s.