Some Siege peeves…
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Trebuchets don’t fire at units attacking them or even units walking nearby unless ordered to. Great.
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Bombard cannons can’t hit moving targets. This includes rams. Bombards should be an anti seige unit. Especially anti ram. But they are not. We can argue over this if you want, but at the end of the day, onagers shouldn’t be the only seige unit worth making.
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There are no cheap/free ways to heal seige units. You can’t garrison in a castle. You can’t garrison in a seige workshop. You can’t heal with a priest. And the villagers require resources. This is especially bad when the seige units in question are Unique units like the organ gun.
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Speaking of organ guns… What does it do? It’s supposed to be effective against “large groups of units” Like what? Name one unit that is spammed that the organ gun is cost effective against? pikemen maybe? Skirmishers? Certainly not cavalry, which all of play is centered around.
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Seige onagers. These are the go to unit for everything seige workshop related. Seriously why? The seige onager is so good compared to other ranged seige units its disgusting. No point in building scorpions when you can mass seige onagers.
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speaking of scorpions, why do they die in one hit, why do they do so little damage, and why are they so… mobile? A MUCH better design and probably more historically accurate would be to require them to unpack, and once unpacked to give them a higher damage bolt, along with more peirce armor, and more health. That way they would have a roll in base defences, and their bolt wouldn’t tickle.
Last but not least… why are units psychic? When a bombard cannon fires, why do units know where the shot will hit… BEFORE it hits? When the bombard cannon is out of LOS, and launching what is effectively a suprise attack, why are units allowed to dodge that attack? Why are they given detailed information of the bombards location, disposition and projectile location before the shot lands? And furthermore, why do they dodge the attack? Sigh.