[Suggestion] Make UU and siege great again with balance

  1. Abbasid:
  • Camel archer: costs = 240 same as a knight but less impact than an archer, Magudai, suggest: lower cost, lower hp, and lower damage 120f 40w 120hp 10 att
  • Camel rider never: speed same as lancer how to counter and without charge; suggest: speed 1.63 to 1.75
  1. Chinese:
  • Zhuge Nu good,
  • Fire Lancer never when bonus to siege but siege disappear, suggest: change same as Donso periodically throws a lance when attacking from ranged.
  • Grenadier never: res = 240 as a knight but totally super less impact, suggests: lower cost, lower hp, and lower damage 120f 40 w 40 g 130hp 12 att
  1. Delhi:
  • War Elephant: costs 1000 res only for counter cavalry but speed too slow, and countered by 3 units spear and crossbow or Handcannoneer, suggest: add anti-cavalry armor so less counter by the spear, add trample damage same as real life to effective mass melee units.
  • Tower Elephant: never after the update, cost 1000 res but counter by the spear, horseman, knight, and Handcannoneer, suggest same as war elephant: add anti-cavalry armor so less counter by the spear, add trample damage same as real life to effective mass melee units.
    English: ok
    French: ok
    HRE: ok
    Malians: Op now update later
    Mongols:
  • Mangudai: good for TG but never seen on solo, cost x2 archer and needs gold but range less, hp less, damage less, suggests same as camel archer lower cost, and lower damage 90f 40 g 6att
    Ottomans:
  • Janissary: cost 160 counter by almost unit except for horseman, bonus vs calvary still lose vs knight with the same res, suggest HP 110 - 130, effect
    Elite Army Tactics only + 20% hp

Siege:

  • Ram: too long to build. For example, your enemy got 3 archery range with 80s ~ 21 archers if 1 unit to build, idle 15 units to build = 15s = 3 archers, suggest reducing time to 45s same as Siege tower, make booming reduce and scout enemy more important
  • Siege Tower: Useless at all now, suggest adding a new skill “overload” to stop tower firing exchange 125 wood to 100 wood, reduce the attack speed of TC or Keep 25% per siege tower(Attackspeed = x*75%) or if can stop TC or Keep not able to attack the overload direction is better(NSEW), HP to 300
  • Springald: costs 500 only for counter-siege when MAA or horseman or knight do it better. Att to 40 bonus + 60, 2 hits can kill an archer or crossbow without armor is fair enough. Add new upgrade call “xxxx” increase Springald 30% att on age 4: att 40 to 52 can 2 hit kill upgraded archer or crossbow.
  • Mangonel: costs 600 only counter-ranged unit if your range enemy is not moving @@, useless vs melee infantry too, slow, need setup to fire, suggest increase aoe to 1.00
  • Nest of Bees: good
  • Trebuchet: good
  • Bombard: cost 1000res only for destroyed building at all suggest att + 35% vs infantry and cavalry = 135 (162 upgraded): 1 hit to hand cannoneer, 2 hits on infantry, 3 hits on a knight, not effect vs siege
  • Ribauldequin: good
  • Culverin: same as bombard but + 35% vs ranged units = 115 (138): 1 hit kill archers, crossbow, 1 hit to kill hand cannoneer after upgrade
  • Great Bombard: same as bombard + 35% vs infantry and cavalry
1 Like

What is uu?
20 characters

Unique unit 20 aaaaaaaa

what bombards actually need is deal AOE damage, multiplier won’t change anything, otherwise all suggestions make sense, but having seen how relic handled this so far, we can probably forget about them fixing it, gotta punish unique unit comps for “reasons”

2 Likes

I have to disagree with that.
Springalds are supposed to be an anti-siege unit, buffing it like that could mean the return of players massing springalds all the time.
Same with mangonels, they are in a great spot too right now.
Also if add your suggestions to bombards and great bombards team games will become a total siege fest once again.

Maybe springs could have a bonus Vs heavy infantry? Even increasing the aoe on mangos isn’t going to help much. It’ll help more Vs archers.

I agree springs needs some tweaking. ATM we still have spring wars, especially around chokes. Which are annoying AF. While the unit has almost zero use if the opponent doesn’t have siege.

This thread is wrong.

melee do NOT counter siege UNLESS the siege is caught in open field; otherwise the surround will bodyblock melee from touching the siege and cost you a lot of resources (crossbow/lb are the best for using body-block for siege b/c they dont break rank to fire); so in those cases you NEED anti siege.

Fire lancers are niche but find use in late game just fine.

Camel archers are pivotal to the Abbasid army and used throughout the whole game and become basically unstoppable late game??? Please do not get this unit anymore buffs.

Warrior Elephants are niche… but I would like if they got either speed (similar to palace guards/musofadi warriors 1.38 tiles/s) or their dps adjusted to fit a more generic role.

siege overall is fine; Bombards CAN’T get splash b/c that would defeat the bonus of Otto G bombards. Mango’s kill range and delete buildings.

KEKW (lowest win rate across all rankings 1 v 1 and one of the lowest pick rates…)

P.S.
If they kept both War Elephants stats AS IS but reduce the cost down to 750 resources?! Then, while still remaining niche, it would be extremely cost effective as a static cav defense, and rogue siege away from army masses.

1 Castle age War Elephant can kill 5 Castle knights simultaneously attacking (ignoring bsm upgrade disparities). Obviously the 5 knights would have the micro advantage and can pick and choose the engagements in open field. But where War Elephants excel is when the fight HAS TO HAPPEN and the enemy range mass can be addressed before they snipe your War elephants.

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