Recommended improvements for AOM Retold

Need to fix:

When villagers are just finishing building the TC and are holding resources, they should automatically drop off before doing next random task. Many times I see them about to lose their resources looking to random gather different resources than they hold just after they build the TC.

Siege weapons are too difficult to defeat with cavalry, both siege towers, rams and indirect fire ballistic throwers. Ballistic siege need to be made more vulnerable to flaming ballistic and hand attacks.

Defensive structures need to fire more arrows.

Egyptian Priests need a stronger myth attack damage.

Atlantean flying healers have Over Powered healing. This ability is being exploited. Their gather rate should be reduced.

Kronos early attack is too early!!!

Egyptian Spearman are too slow along with Anubis should gain more speed, matching them is also good. Egypt has no early game cav.

There should be a minimum rating for 1vs1 gamers to then be able to play multi team player matches, all too often noobs want to play and really can’t be carried. They should be minimum 50/50 in 1vs1 games to join random multiplayer of teams of 2vs2 and larger.

Where’s the A.I. replacement for people that drop? When they drop, resources should be equally distributed to the remaining teammates.

Correct multiplayer games to only allow team vote to quit, do not allow single player to quit easily.

Penalize quitters 1/2 hour before they can play again.

Lots of imbalances in the game where players are exploiting the strengths to win 1vs1 games and it shows.

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Interesting pov, i have a couple of questions. And to advice you to turn to the discord server for balance changes to propose your ideas.

This i though they did, nice call out if it doesnt work.

by flaming ballistic you mean siege damage? Hand attacks are hack damage i would presume. They are quite expensive thou. Imagine you are hitting a war elepahnt, siege towers are even more expensive, them being fragile would turn their viability a lot.

So you want melee siege to be weaker and buildings stronger? This would make your example of calv doing poorly vs siege even worse since they would die very fast to improved towers.

They have divine damage, theres no better attack type in the game, or you mean the multiplier?

What do you take as “exploited”

Spearmen are some of the fastest infantry. I would advice to look at Set/Ra games and see how useful they are at raiding and other aspects calv units usually do in classic age.

This is more subjective on my part, but would you rather wait 10-20-30 minutes for a balanced game or have several less balanced games?

If its a 2 vs 2 who decides? To i get to keep my ally hostage until im done with the game?

I mean, flaming arrows to get bonus verse siege weapons. Siege weapons are allot harder to kill with cav, should be fixed. Building just need to fire more arrows. Melee siege is fine, I just want more offence from defensive structures otherwise, what is the point of siege weapons??? Eggy Priests need a boost regardless of divine damage, you literally need to mass them which takes away from other unit types. They Atlantean flying healers heal extremely fast, just two over a villager and a team of 8 spearmen cannot produce any damage without it getting healed instantly. Egyptian Spearmen would be better if they ran .3 faster and also match anubites.

The several less balanced games are from people dropping, robbing the team of that teammates set of god powers. Give me an A.I. then to replace the dropped player. Why punish the rest of the team. Plus many players llose the chance to learn from losses by just dropping. Comeback wins are a thing too.

What if there is an option to choose? Impatient people will get a bigger ELO range of matching players, fair opponent seeking players will wait and everyone is happy. PS I know this might split the playerbase and, at first glance, increase queue times. However, the 2 subsets of players are not mutually exclusive! They can and should overlap.

Yea this is what would prob happen. But im sure if enough people where vocal about such a system it could be implemented.

Thou as time pases it broadens the search spectrum so the impatient player might have to wait now longer for the same games and the patient one will wait a lot longer for still a skill gap game to his eyes. (this is mostly above and below a certain elo, starting elo usually finds matches close in skill.

I see. There was a time where artemis upgrade for archers worked for siege weapons and they basically made pushing very Hard since arrows Just took them down. Dunno if you got toe experience that interaction.

But you said you want to make it weaker, more vulnerable.

I think thats kinda the point. The ya re a hero unit that you mass to shut down myth unit play but dont do good against human units. I think with dlc civs we lost that kinda concept since both pioneers and bushi do well va human units unlike priest or godi.

So you have an issue with their regular heal or the burst one?.

What goal do you have in mind spearmen should outrun? They are the fastest infantry and if the outran calv units they re would be no point in making them.

I agree with this take, theres should be a better system for handling some one leaving so the game is still playable. If weather gaining control over their units, the resources or w/e.