Yeah but we agree that 2.3 is high no? So 2.1 will be a good start I guess.
Iām more of a fan of a slow and steady approach to buffs and nerfs.
Iād rather reduce the cost of the elite upgrade and give them a small bonus vs infantry and see what happens from there.
This will not change anything at all, since the Steppe civs already have a perfect CA why would you use Lancers vs infantry with good CA?! The Elite upgrade cost reduction will not be enough. 4 things should happen to this unit:
- Cost reduction to 65F, 35G.
- ROF reduction to 2.1.
- HP increasing to 75.
- Elite upgrade reduction.
These 4 things are a must, all of them should happen at once.
and how do steppe civs do against halb siege pushes?
hi equalizer. youāre still not that good at hiding who you are.
1-Mangudai say hello.
2-Hussars+skirms+CA.
3-Onagers+Hussars+skirms/CA.
Which it is?
In terms of out of the box buff for the stepp lancer
What if the range attack would be more of an AoE dmg.
So the steplancers dmgs up to 1 range in front him, posibly you could decrease the dmg output that is closer to him, or the one thats is further away.
To visualise: He has a big lance, he can push it trough two halbs at the same timeā¦
It would make him significantly more unique to choose instead of knights or hussar⦠while not as strong as the cataphrachts tremble dmg. still a good unit to proces a mass
yeah no. absolutely busted.
except cataphracts are more expensive and require a tech to get that trample damage.
The unit itself is not bad, I mean 9 attack, 1.45 speed, 1Pa, 1 range and 23s TT all of these things are good. Just give them better cheaper costs, lower ROF, higher hp and they will be fine.
i found out thier useage went beyond thier statistics. they are a force multiplier, with fewer resources spent and some careful planning and excecution they can be very useful especially coming back in losing position.
i think the SL and the kamyuks need to both be considered together when discussing one or the other due to thier extra capibility no other units have and exactly how it should be balanced and valued.
Steppe Lancer has already a lot more damage output than any cavalry due to 1 range. Making cheap is good idea like 65 f 30 g but their RoF must be increased not decreased. My proposal is that 65 f 30 g, 1.5 speed, +7, +10 (elite) vs spear line and 2.8 RoF.
How about no?
No I think it should be even higher, maybe 3,4 ROF
Rof doesnāt apply first hit. Therefore you can give same damage with hit and block (villager) which is main tactic of villager killing. Steppe Lancer is already strong in melee fights. Decreasing cost make them OP in melee fights. This change make SL distinct identity. Light cavalry resist Monks, Knights has best statistics and Steppes resist spearline and best at villager killing.
No they will not be OP because they literally die to anything, 2.1 ROF will be good.
with 2.1 RoF and 65 f 35 g cost, they will beat Paladin cost efficiently. Some suggest that +1 pierce armor. With +1 pierce armor they will destroy archers. Both changes make them OP basically. Steppe Lancer doesnāt meant to beat heavy cavalry. They meant to be raiding unit but their high cost make them bad in raiding.
They wonāt beat heavy cav, they have 0 melee armor and 60hp, even if the hp increased to 75 it will still bad vs heavy cav. If the unit will still weak no one would make it even with 65f, 35g, we want to give the unit reasons to be useable, cost reduction wonāt be enough, because a unit with 60hp and 0 melee armor and 1Pa and 2.3 ROF is completely useless.
I am talking about Elite Steppe Lancer. 35 Elite Steppe Lancer would beat 20 Paladin because with 65 f 35 g cost, 20 Paladinās cost is equal to 35 Elite Steppe Lancer cost approximately. I think Steppe Lancer is worse in castle age. They need buff in castle age mostly. +1 PA make them one of the best archer counter in the game. I think they need distinct identity rather than being better version of Knight Line which suggestions mostly offer.
maybe remove knights?
so many posts on this board that suggest balance change suggestions that are way too extreme. they are pretty good as is, so the needed fix should only be like +1 of something, not 2,3,4 for example.
you should see the difference between 97 and 99% accuracy. even as much as that can make or break how well balanced a unit"feels" especially with age. most of the stats values are relatively low, cost being the 2nd highest numerical values, and castle hitpoints being most if i remember correctly.
unit speeds hover somewhere around 1.0, hitpoints rarely break 100. if we suggest too high a number, it takes a chance being ignored, regardless of the validity of the atrribute being changed.
i say upgrade cost. maybe 100 gold cheaper but ths number isnt umportant. ths upgrade cost throws me off the most.