PUP Sept 2024 (9th Season) - Release Notes [DISCUSSIÓN]

This is exactly what I was thinking. If the springalds were effective and spammable, then we will end up having a worse siege war, but if they were not so effective, then why bother building this unit at all? The role of springald as of now is very unique, even if the devs nerf it, it will see uses whatsoever. On the other hand, mass spamming springals is neither historically accurate nor fun to watch or play to me.

1 Like

YEP,keeping nerf wall,buff knight civ.

so siege nerf,infantry nerf,i dont want play the game “age2 HD 2024”

1 Like

I don’t think we’ll get to that point. There are still the Lanmardks, special passive bonuses, Auras, many unique units per civ, and unique architecture of each civ that differentiate it from its predecessor.

And about the nerfs, like Infantry with Elite Army Tactics (now without HP), I don’t think they’ll last.

My prediction: the 1st and 2nd week after the Season 9 patch is “going to be chaotic”, with lots of blatant exploits that people are just now realizing can happen and are going to take full advantage of:

  • From the Wynguard ranger with range 11, or Mongolian machine gun scorpions, and let’s not even talk about the Cataphracts with the new Biology.

Then, after 1 month, when some are removed due to the brokenness of those exploits, a patch will come to balance things out a bit, and we’ll go back to the usual Status Quo of the forum.


By the way, I know I said I was going to do a siege poll, but since Season 9 is coming out soon, I’m thinking it’s better to wait to test it out so I can leave the poll open longer; and I just realized that the PUP barely touched on the NAVAL TOPIC… which is shocking:

  • Springalds will stop being anti-siege. So shouldn’t the Springald Ship also stop being anti-building and light ships, or is it okay because these ships have light infantry?

  • A lot to process, and in fact, following what I played in Age of Mithology Retold, I just came up with an idea for a REWORK of the Naval System… or well, add 1 more element to the rock paper scissors system, so that it’s not just about using fireships, and giving more juice to the marine combat.

I’m not a fan of micromanagement, but this type would be nice, as it’s a plus.

Siege rework is good and welcome! But they have to address range units balance.

And I don’t think there’s a need for the infantry nerf in late imperial. With the cavalry buff and the new anti-infantry units, the problem of someone creating a mass of infantry would already be solved. But let’s see. I’m probably wrong hehe. They have the data and will certainly balance it in the right direction.

1 Like

The last 2 years of development are counter to this expectation.

I don’t harbor any kind of ill will to the people who expect better things, or just competency. But there has been very little in terms of ‘good will’ since launch. They barely brought it to a playable state as of last year.

I cannot understand their nerf on melee infantry.

I always see melee infantry as cost-efficient shield who has low damage and but cost-effective hp, and they are the backbone in the battlefield, together with ranged units and sieges, while horses are for raiding and special actions like assaulting ranged units and sieges because of high moving speed.

This nerf to melee infantry brings horses to frontal battlefield, then where is the position of melee infantry? I mainly play HRE, Abbasid and English because I love steady development, tight defense and push from front. I play in a style of most low-ranking player instead of the pro players who are good at using horses. I hope AOE can pay more attention to the normal players and decrease high APM-requiring mechanisms. You can explore more interesting tactics such as invisibility and scouting.

I am really disappointed about the nerf on melee infantries. Many players have been feeding back on the siege change. I dislike the siege change, either.

Summarizing the necessary changes in my opinion:

  1. Keep Elite Army Tactics as it is, that is, +20% HP and Damage.
  2. Balance Silk Bowstrings, especially for the English.
  3. Balance ranged units. (I don’t know how to balance it. But it seems to me that a critical mass of ranged units will be difficult to counter)
  4. Nest of Bees should be the same as Mangonels, that is, it shouldn’t aim automatically.
  5. Balance the Ottoman Horse Archer, it seemed to be OP in PUP.
  6. The changes to siege weapons seemed very good to me. We need to test the balance more. I’ll avoid from commenting for now. Better wait for the patch first.
2 Likes

They didnt have to change anything now that springalds arrow got explode when it misses the target.They should fix that first.Actually siege didnt even needed those changes but whatever.Ottoman horse archer is fine its just on the edge of beign bad.

This is a bug.In the pup i defeated someone and he got angry so he paused the game and quit but i had to wait for pause to end.If someone quits pause needs to end please it needs to fix.

3 Likes

This deserved a new thread imo.

It should be remembered that it was a PuP and everything may be subject to change (or not) by feedback from the community.

Anything about the changes brought to us by the old PuP can be discussed here.

But will a lot of people be surprised by the new changes? :smiley:

Mejor Cierro La Boca GIF - Boca Cerrada Cerrar La Boca ...

2 Likes

New update sucks.

30% for cavalry is immoral.

Dismounted units on foot get the same price to upgrade and only get a 20% increase and that’s unfair.

The reorganization of siege weapons was bad.

The game becomes less balanced without anti-artillery.

To be honest I LOVED the design of Turkish Horse Archers. They are unique heavy ranged unit with cool stats covering most weakness of Ottos. But problem is they are way too expensive unit for Turks terrible eco. In ranked games i stil prefer jans over cav archers cuz gold is easier for Turkish eco to obtain however , in super late game i think horse archers will shine over jans. Just a theory btw :smiley:

1 Like

Nope NEVER ! It was maybe one of the coolest change in s9.

I agree with that one.

Not all ranged units are that supreme. Use horsemannnnn ! They really do the trick :slight_smile:

Agreed.

Oh come on now ! Its nearly impossible to get Cavarly Archers with Turks. Also , Turks needed strong units as a pay-off their terrible eco. 280 res unit ought to be strong sure thing. In feudal age , Otto’s were nearly helpless against heavy armored units , now at least they have some answer even though its difficult. We have to observe and see the results.

%100 agreed. But Turks bombards are weaker compared to their cost also they do not have proper counter as well. Need further testing idk for now. Same goes for French cannon to and Nest of bees. ( look op to me )

1 Like

Bro i play Ottoman mainly and that horse archer sadly dont worth anything.They lowered its damage and move speed.Also they fire too slow.They cost food and wood but very expensive and hard to mass.They are not bad but not good either.Only its good to have them lore vise.

I’m going to say a few things:

  • It is completely normal that, with these changes, the game has become somewhat more unbalanced compared to the previous season, but they are changes that had to be made because there was already a malaise of many players (others who already left) and important decisions had to be made.

  • In the medium/long term, with other changes in the future, the game will be much better and more players will enjoy it.

1 Like

A good comparison would be the naval rework, some seasons ago.

3 Likes