I used to love the improved buildings. It bought alot of time. It’s useless in age 4 for the most part.
To me the solution is really simple to implement and something I havent seen other players mention:
- remove the ability for the outpost to attack military units at all; still retain the ship attack but add a new “villager” attack that deals 75 damage every 3s but only to villagers
- reduce its hitpoints down to 200 base HP, and increase its LoS to 35 (but not attack range)
- reduce its cost substantially to say 65-85w and allow explorers to build them
This exists as a cheap form of map control over resources and helps defend against the fishing boat. I think of it as a shrine from the Japs or houses from Brits - where they contest mid-map regions over the course of their economic growth. Blockhouses/warhuts and whatnot do not change - they work fine as forward bases in commerce age
osea puestos que mueren de un tiro de falconete y que 2 piqueros tumban con facilidad xd
Outposts are just outposts - a slight deterrent early on but shouldn’t be buffed aside from maybe allowing villagers to fire from it.
I do think Battery Towers (the ones present on some euro maps) should be able to be built/researched, at least for Euro civs though, as an area of effect (cannon) only tower.
Towers are still strong. Idk why People asking for a buff rofl. Probably a really bad idea to spend this game more turtle ability
Maybe by allowing upgrades to affect them outside of damage, units scale per age. So should towers.
But it’s only treaty so doesn’t matter really. Most of games don’t reach that stage.
This, outposts get worse as the game goes on and their upgrades are also way more expensive than a unit upgrade and you can only make 7 towers as standard. A small buff per age would be nice.
The main thing that drove me away from AOE2 and to AOE3 was the fact that AOE2 has way overpowered buildings and people use towers and castles offensively instead of defensively. I would hate for the same thing to happen to AOE3, although it is great that they won’t allow building stuff too close to the opponents starting TC. The last thing we need are overpowered towers.
exactly. A Defensively Building should be not used for offensive Gameplay at least not in a RTS.
The main reason for outposts in my opinion is for their line of sight as an early warning system and protecting settlers near natural resources.
Just enough HP so they last enough time during the later ages so long as I spend the resources is all I would ask for.
The 3 frontier outposts that Mexico can pop out during an early revolt to age 3 are very powerful and effectively seem to shut down all age 2 rush attempts. It is definitely a possibility that they are overpowered, because Mexico shouldn’t be able to early revolt to age 3 with no chance of failure.
Agree with this. The three upgraded towers are decisively powerfully at that stage and they go up quick.
For later ages it could do siege damage instead of ranged damage.
On the 4th age upgrade it should attack fishing boats as if they were standard boats. In other words, the negative multiplier against villagers is removed.
For early ages just have him increase his damage a bit for garrisoned villagers.
Doesn’t it already do that with the age 4 upgrade that gives the bombard attack?
Yes, but it doesn’t do it against all units. For example, it attacks fishing boats and barely damages them.
The devs seem to have agreed, they added 100 wood cost to this card!