SAVE THE HORSEMAN

I’m hoping this post can make its way to the devs.

It’s been regularly commented on the subreddit that horseman’s range should be buffed so that it can actually counter ranged units and siege, which it does very poorly at the moment. The idea has had overwhelming support for each time it’s mentionned, but we haven’t had any communication from the team on the subject. Is there anyone who could pass this along to the devs?

The problem with horsemen revolve about being unable to apply their damage to the units they counter. This is due to their short range, the pathing issues, and their long attack animation which leaves them to play catch up when their target is running away.

I’m also linking here this subreddit poll which should prove the overwhelming support for the idea.

3 Likes

Horsemen really need extra range.

Right now they are failing at their primary roles, leaving even more Archers as the only viable response to Archers + Spearmen in Feudal and even more siege as the only viable response to siege.

I really wish they would get extra range. It would increase the depth of the game a lot.

Snare is the answer.
A melee unit attacking another unit, should decrease its movment speed for a brief moment after dealing damage.
Like in aoe3(de)

1 Like

https://www.reddit.com/r/aoe4/s/8B2fjOhGzC

Much of the playerbase had already agreed to such a change a few months ago.

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Very easy to implement as well.

2 Likes

Pathing in general is being worked allegedly according to a post sometime back?

However, winding up/down animation latency adds realism to melee units BUT it makes for poor micro, where kiting is key in this game’s current iteration. More range on melee is only a band aid unless they add elephant like range on all melee?

Melee units need more snap responsiveness and the abilities to attack on the move. This would alleviate the common issue where a faster melee unit chasing a slower melee unit STILL has issues catching the slower unit to even land an attack :roll_eyes:. Aka horsemen vs knights, etc etc.

Next, cavalry needs to have a bigger hitbox to force more bodyblocking and opposing units should not be able to slip past each other easily.

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The problem with this is there’s never a realistic solution. With no windup, you end up “hitting” a unit that’s moved out of range. With windup, you risk the attack being cancelled because the unit is no longer in range.

Extending melee range for certain units is a decent compromise because you don’t want instant-hit (a la no windup) but you want a chance for the hit detection to trigger at close-ish range.

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100% agree
Devs need to work on game performance/response time
Game feels MASSIVELY laggy, like a response delay of up to one second.
I got am 8ms ping in other games, but aoe4 feels SUPER delayed.
Units take a whole second to respond almost.
Feels like performing a heart surgery in boxing gloves, 0 control.

On top of that comes that ranged units can just outrun horsemen because of no snare (big step down from aoe3de!) and pathing is absolutely terrible in aoe4.
That’s why when I did play aoe4, I never made any horsemen unless it was not avoidable because the unit feels extremely terrible to play.

1 Like