They are not completely useless in Bronze as they can be still pretty decent if you keep pumping them to destroy buildings, I mean if you are still in Tool and the others are in Bronze. The problem is when you get rushed by cavalry they become useless.
The point of the slinger game I critizise is that fast bronce, if even possible cause they force a big stop it now before they get critical mass situation, is close to impossible and even if reached, the critical mass of slinger handily take out bronce age units with minor losses, except if they get close to be evened out with units.
This situation is not realistic tho, since the whole point of this “age-rush” is to unlock tech without having much eco behind it.
So even if you reach it, somebody that is spamming 3 racks slingers since reaching toolage is going to roll over you.
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Something to consider is that slingers can be produced only in Tool age, and they cost stone. If a player starts making clubmen while tooling and focuses food, he could have 8-10 axemen by the time you start making slingers. And unless you can really make a lot of slingers before he kills your vills, or unless you wall urself in time, then I think you are dead.
This only supports my point right?
Different unit opening variations become not viable anymore.
Everything you do is a 9 men clubmen all-in while aging up to toolage now, nothing else viable, only for having a timeframe of about a minute to deal damage to the oponents villager line until the oponent gets the upper hand with mass slingers again?
One major differentiation in this again, which is underlining my point again:
Compared to axemen slingers:
- Have no trouble against wall ins
- Can snipe repairing wall ins
- Can kyte-chase single units down by running after on distance
- Scale better with numbers
- Aren’t effected by bad pathfinding fights
Kyting and walling while axemen chase you is no big deal, slingers can just roll over everything you do.
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Slingers cost stone, this means you will need to remove 1-2 vills from food and put them on stone.
They cost 50 ressources and are build from a stone age building, giving them insanely early timings and making even slight trades against them with scouts (80 per unit / 100 for attackupgrade) or axemen (50 per unit, 200 for attack+axes), which trade bad against them in numbers anyway until a point of beeing not able to trade anymore at all, not efficient.
They are the perfect performance and costefficiency unit that stands above everything right now in my opinion.
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Yes they are pretty dangerous when you get attacked by them. Of course it depends a lot on the game. If you don’t know your opponent, going slingers is not always effective, because if your opponent goes clubs/axes before you make slingers, or if he rushes bronze while walling and manages to make cavalry, your slingers become almost useless.
Watch everything I have written above.
I still always come to the same conclusion:
Slingers are too strong right now.
There are reasons why you don’t go bowmen all in which don’t need the upgrade for damage to have the unit performance of a slinger, while armour up.
Delay in timing cause of archery building after getting toolage and having low damage vs walls while struggling with towers.
This kind of slinger mechanic levers out the gameflow and breaks it down to toolage all ins.
The game isn’t getting decided by anything right now, as far as I can tell, but what kind of play one makes at the timing of reaching toolage.