I want the TCs also to be useful and be able to protect us.
If u reduce it by 2 tiles, longbows outrange the TC, IDK if that would be nice to see.
Towers would need then also reduced range, or u could tower the TC more effectively.
Cutting someone off resources would become also very efficient.
In some matchups and unit comps, the TC would become very inefficient to protect early aggression.
But yeah that would also help, personally not the best choice, if it just gets reduced slightly, it would help overall.
Another idea, would be it does less damage on big range, everything that is in 4+ tiles, get less damage (MB -1 or -2) and everything that is 4 and below, gets current damage. That would help also to protect the rams and unit comps with range units would become stronger under the TC. But yeh weird mechanic overall and performs inconsistently
There was this bigger rock, scissor, paper thing in place
How it was before in feudal
TC > units > villager > rams > TC.
And now:
TC > units > villager > rams … “Am I not a threat to you? And why the hell I’m alone …”
What bothers me also since launch is:
A TC is strong dark / feudal age and underwhelming in the castle age and above.
When u have ur first M@A or Knights, they have a much better cost / survive ratio.
Standard TC Garrisoned 10 villager
M@A non-upgraded has 4/4 armor, TC no upgrades 6 dmg / garrisoned unit + 8 TC.
A single M@A survives 15 seconds (8 resources / second surviving) … if 10 villagers are idling, assuming u have some eco upgrades and gather with 45/min, u lost over 112 resources (+ walk idle time) to 120 which the M@A cost.
If M@As have the armor advantage they can survive ~27 seconds (~4,5 resources / second surviving). Now a single M@A does more eco damage to the defending player, just by making the TC idle until it dies …
Compare it to standard feudal age units:
Spearmen die after 5 seconds (in best case scenario the first volley is on cd and tc does overdamage) = (16 resources / second surviving)
Spearman could also die in ~2,5 seconds if he just walks in
Horsemen = (16 resources / second surviving)
Archer = (32 resources / second surviving) (can be also 3,8 seconds in best caste scenario) (22 resources / second surviving)
Right now I’m happy that this is the case, it let us flood the enemy’s base with a stream of units and give us a win condition in AGE 3 … What I dislike about it, is that armored units in ur base overperform if u compare them to other popular unit compositions
The problems that u face in feudal age and TCs, gets replaced in castle age with keeps 