So Mexico has some gimmicks to it, one of which is that two units, Cuatreros and Yucatecan Insurgentes, have lasso charged attacks that deal a significant amount of damage in an area while snaring every enemy affected by the damage. The idea behind this is flavorful because rope is supposed to trip people up, but when a large mass of troops is hit by these attacks you’ll see some troops sent flying from dying by the lasso damage which is a little silly. Also, both charged attacks have been nerfed in the past due to dealing too much damage to masses of their counters (because area damage is just so much better than single-target damage). I personally think it’s still a bit unbalanced, especially when you get the “Refreshing Beverages” which makes Cuatreros recharge their lasso attacks in 10 seconds (down from 30).
An easy solution to make the lasso attacks both more believable and a bit more balanced is to make them deal 1 damage. This is enough damage to snare multiple enemies caught in the area of effect, but it’s barely going to register on the healthbars (because it’s just representing troops caught up by rope). To balance this, I’d recommend the animation for the attack get sped up. Currently it takes a second or so for both units to throw their lassos, but if they were only dealing 1 damage it would hamper their damage output significantly in it’s current state. With a fast attack animation, it should still be a desirable attack for the player for it’s utility, despite not dealing much damage at all.
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Bandidos should be nerfed too. Ridicoulous how easy mexico spam them in teamgames
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I dare say that it should only ensnare the enemy, perhaps a bit more time but this is alredy a impactful enough trait.
Idk, rope is super op. Like probably lethal just to have it hit you when thrown. The interaction here probably makes total sense s/
To be fair though, a lot of things within the franchise don’t make a ton of sense. This probably wouldn’t make my top ten.
I’m not saying I don’t agree with the point though, and a faster animation with lower damage wouldn’t be unreasonable.
Hmmmm, Mexico and USA have been nerfed multiple times and their mercenaries are just decent but no more, they are rarelly used by top players in ranked.
Dutch can do the same with mercenaries but better, as can Germany and Sweden. What I’ve really seen as dangerous lately are Italy’s Papal Guards who now that they’ve been buffed time creation they become more relevant and can reach HP level that’s just don’t make sense.
And all of them are or have been a pn in the azz
Spammable beefy mercenaries shouldnt be an option ever.
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Only some units have improved creation time, but I wouldn’t worry about it because they are also coin heavy and high pop cost.So they can’t be created in large masses and drain player eco very quickly.
But as long as the correct counters are made and in quantities that at least match enemy army cost you should be fine.
It’s a good thing there aren’t any civs with plenty of extra pop space and excellent coin income that could synergize with those spammable mercs.
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I think it should only generate snare, without any damage.
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That’s basically what I’m saying, I just don’t know if they have to deal damage to get the snare from a coding perspective. Also Quaker Guns deal 0.0001 damage or something so small that it doesn’t register, but it still causes targeted unit hp bars to appear upon hitting them.
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Oh the inconsistencies. Sepoys are hot garbage simply because they wield a big sword so they have to be made more like a Jan. Chevies and Hakkas have to have big melee damage because they have big sword. But throw that little string at units? Well, because you’ve paid extra for this civ, KABOOM!
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I know that lasso attacks are busted, but I don’t want you to think lasso don’t kill people. Lassos used to be as big of a offensive weapons in Mexico as swords or shotguns for cavalry, if not even more. Riders would go for the neck and pull so hard that it was basically a noose. It was even used as a way to mop up routing infantry by two riders using one rope and act as a kind of old time cable.
But that’s beside the point: lasso attacks, as they are, are busted, and, for game balance they shouldn’t deal damage but only ensnare, but only for game balance.
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Yeah makes total sense why it has 2 area effect. Must be catching 4 units in one lasso simultaneously.
Talking about wich civ? Only Dutch, Germany, Sweden are gold focus civs.
and nobody plays those civs anyways
1 Like
This is super interesting, was it more for real-life outlaws or was it utilized by larger forces of cavalry?
Well, I.E, during the battle of Buenavista between the USA and México, some cavalry sneaked during the night to lasso yankee soldiers in their sleep. During the independence war and much latter, in the mexican revolution, riders charged at artillery guns in hopes of lasso the enemy pieces and bring them to their camp and, although this bravados usually were dead sentences to the riders, there were cases in which they actually worked out.
From his message I take that he means Dutch but there are enougth other civs capable of using Outlaws due to good pop and coin that being the mentioned Swedes with Torp pop+eco and prosper wagons, germans with Palpatine settlements and SW eco, Japan with Shrine pop+eco and double send Silversmith and both Federal civs with their good eco, guaranteed Outlaws and USA having more than enough ways to pull coin out of thin air like dutch without sacraficing tempo like dutch.