Current pup patch (TC: +50 stone, +30s build time, Keep +40s build time)
- Give aggressive civs the possibility to deny / delay the 2. TC
- It gives them a bigger chance of success even after the 2. TC stays
Status Quo:
- The current meta favors the defensive player
- Civs that are build around aggressive playstyle, suffer to apply pressure
- Booming is also turtling at the same time
- Defensive structures have no real counterplay
Denying or Delaying a 2. TC:
I like that this could be an option now! I know from my games when both players execute their builds correctly, there where just some seconds missing to actually apply damage on the player that want to build his 2. TC, usually they can hop in the TC in time. It could be enough now to punish it.
This could open up now one way to punish it, be on point with your BO and directly move towards your opponent asap.
I like that change, I hope it will be a big enough time window to punish it.
It could result in people, dropping the 2. TC next to their starting one … But this is also an disadvantage so I’m fine with it.
Now the delayed single TC push:
It should delay in average every 2. TC by 20 seconds. It means 1 villager less. Lets assume your opponent wants to punish you, after you build your 2. TC and goes for a bigger push with rams, 5 min later.
During that time the player with the 2. TC has now a total of ~ 300 resources less, on pup patch!
~200 resources less gathered (1 villager less)+ 50 extra costs of TC + idle time (around 50 resources for 6-8 vills building it)
That is quite a bit! This could be ~4 spearmen more defending your base …
This opens up a bigger time window to punish the 2. TC.
Keeps:
I like that they also nerfed keeps at the same time! A defensive panic keep drop, is now also more punishable.
Thanks to siege being slow and trebs take time with their shots, this could also punish the defensive player building it, while u watch the slow treb moving and shooting and it was not enough to destroy it while building up, this could make the difference here between a long and a short game.
I really like it, keeps are very strong and should be not that easy to drop.
This are all good news IMO, the devs are aware that some playstyles and strategic options are currently not viable. You see it across the board, the trading will become cheaper, the cheaper techs in feudal will open up stronger specialised BOs …
What will remain?
But what will stay, is the lack of real counterplay!
If both players just boom. China vs Abba, basically just delays the game for them, the game will most likely be the same, but longer.
Here is one idea i recently got regarding the defensive structures:
I find that idea pretty cool and interesting so let me know what you think …
There is an ability at every defensive structure, like the emergency repair from HRE
This will activate the currently strong auto target fire for some time, after lets say 30 seconds
It will go on cooldown for another 30 seconds and switches to its old behavior where it focuses the unit that is the closest to the defensive structure until it dies or moves out of range!
This could then also be a toggable abillity! So new players and casuals don’t have to worry much about it, it automatically activates when a siege unit does damage, is in range and a other non siege unit is also in fire range. So its nearly optimal even if you don’t do anything, but it could ofc be also baited out, by a good player!
I totally get it, why they made this change! For a defensive player, this was super micro intensive, to get use out of your TCs / Keeps. Not everyone has an high apm and can utilize it … But this opens up a time window again for the aggressor, to actually fight under time pressure under defensive structures! This would lead to a back and forth again and both players can do mistakes here.
I would love to see again, fights under defensive structures to be an option, this was entertaining to watch and also so satisfying to play if you are the agressor or the defender, on both sides, it felt great. If you manage to hold great if you manage to get the keep or TC down, great!
This ability would be strong by default but could give you better value if you do it manually.