This unit really deserves a spotlight: Sentinels one pop (again) 🇲🇹 ⚔✝

I’ve been on this journey of begging for this change since June last year and I haven’t given up yet.

Malta is one of my favorite civs in this game, both because of the nostalgia of the campaign that was brought to multiplayer, as well as its unique design.

Both the Fire throwers, the hospital knights and the sentries are incredible units in terms of design, already in performance only the hospital knights and the Fire throwers are viable units…

…And this is such a waste, as it is the late game build of treaty, FFA and even sup who we can see the evolution of the asymmetry of these unique units and how it fits into the civ mechanics and currently the sentinels don’t fit into this, they don’t they are managing to deliver and play this role that for me at least is funamel within Age of Empires III DE

Malta is a defensive/camping civ and all the unique units together cost 2 pop is something very complicated due to a very large lack of pop, holding a position long enough to build all your forts, towers and fixed cannons with less than 50 units is complicated and challenging.

I know there is a Maltese build that is based on commendation units like lancers and portuguese cassadors (caçadores ), However, this build doesn’t take advantage of what Malta has to offer, but rather recycles units from another civ, which is bad, but its unique units don’t have to be overshadowed by units already existing since the vanilla game.

In terms of status, there is nothing that justifies sentinels costing 2 pop, their cost of 60f and 40g is already a relatively high cost, without the card that increases 45% of its previous cost to cost 87f and 58g

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*** with the unit at its maximum using a deck that gives the maximum possible statuses to the sentinels, their stats reach these results.


(deck used for the test that provided the results below)

1- without the flintlock rockts card but with the cards gunpowder mills + solving order of malta + walls guns, totaling 24 cards and far from defensive constructions and in age V we obtain this result ( + walls and explorer aura buff+ 1 hospitaler aura buff)
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2- all cards (25 cards) including flintlock rockts but away from defensive buildings and age V we get this result ( + walls and explorer aura buff+ 1 hospitaleraura buff)
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3- all cards (25) including flintlock rockts + profimo of 5 forts and 14 towers and all available commendations avilable from the deck above reach this result from the deck above reach and fixed cannon this result ( + walls and explorer aura buff+ 1 hospitaleraura buff)
image.

It becomes a considerable unit, but it is not comparable to a Mexican soldados who justifies his 2 pop or the mass of 1 pop units like Akan wirh aoe dmg, Janz, Caroleans, Maigadis, Sepoy or Ashigaros.
If that’s the case, it could even nerf the unit’s final stats so it costs 1 pop, but 2 pop makes it very inefficien.

It’s enough to be trisye, a unit with so much potential, with one beautiful thing, how the sentinels can be united like expensive vills to just build towers and forts.

wasted graphic design on an employee in the unit that by far has the best apparent evolution in the game.

(age II)


(age III)

(ageIV)

(age V)
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You can feel the wear and tear and increase over time the evolution of the unit combat experience with through the ages.

final considerations: make the unit 1 pop even if necessary a nerf in its final stats, because otherwise the unit will continue in the shadows without seeing games and that is a complete waste.

You can feel the wear and tear and increase of combat experience over time, you can feel the pain and the evolution of this unit through the ages… which are a battlefield and Malta’s siege provided, until his liberation from Ottoman attacks. :malta: :crossed_swords: :latin_cross:

Make the sentries Greatrs like they never be PLS!!! This unit deserves a light

8 Likes

You are missing something (and its kinda of where I think the units could really use a change) is that the max stat buff from wall guns is +10% atk and + 50% range so you can get it to almost 20 range (technically its 19.5)

In addition it is also possible (but maybe not optimal) to have cards that can be sent again in imperial in order for them to grant additional maltese Bonus so you can also get it close to 600 HP

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I think a very easy area of change for sentinels is for wall guns to work with buildings instead of just walls such that say every defensive building grants 5% extra range so that with 10 buildings close the sentinels can get to these stats, a 20 range muskets with these stats, even with 2 pop is nothing to scoff at

and this might be a more controverisial move, but with the flint rocket they should also get the effect of incendiary grenades, allowing them to a) siege better, and b) get a small aoe on their attack like the soldado, which is partly what makes it so strong

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As a short excercise I have made a mod for these changes

1 Like

Totally agree for 1 pop that u say up.also i add malta needs train time (infantry)and srables from barracks like other civ.i kean the card

2 Likes

A musk at 1 pop with 79 attack is bad… If you want them to be 1 pop. You need to do a mathematical calculation on how much HP, Damage, Speed and charge attack is reduced.

Because they are weak in Treaty… It does not mean they will or should be buffed since the basis of balance is supremacy.

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When was the last time you saw somenone doing sentinels in sup mode?

Rather i see them rarely than 1 day someone will complain that they are too strong for 1 pop. But devs can experiment in making them 1 pop however the stats will abysmal. But since the charge attack is likely to remain the same you will see Malta fast industrial more often.

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The reason they are 2 pop is because with the defensive bonus and taking into account their cost they trade cost effectively vs all other musketeers. The aura bonus also scales based on current stats not base stats and they get +2% hp with each shipment sent so they become more and more cost effective as the game goes on. Think of them like a strelet, they take up a lot of population but they trade cost effectively vs almost anything.

The downside to this unit is that all of that is only true when near your buildings and the age 4 card is poorly implemented. The age 4 rocket card is there to make them more population efficient in the late game and it does do that but only a little. In late game population matters more than cost efficiency and the unit just isn’t worth 2 population because at that point in the game other units have more cards and upgrades. Even though a maxed out sentinel is cheaper than a soldado, particularly in gold it still has much lower HP for the same pop space.

The solution to the sentinel seems fairly simple, just buff the age 4 card so it further increases stats and cost. Early game the pop doesn’t really matter and it is worth it for the units cost efficiency, only late game does the pop become an issue so just buff the age 4 card. I don’t know how much but buff it to the point where it is roughly as good as a soldado with the aura at least.

The alternative is to make them 1 pop but I think that is more complicated but I suppose just make the age 4 card reduce pop and give no stat upgrades.

The pop is such an issue for malta because they have so many units costing population, their skirmisher equivalent the fire thrower costs 2 pop, hospitaller 2 pop, sentinel 2 pop and fixed guns cost 6.
Another option is to perhaps increase the overall pop of the civ to 220 but historically I don’t think that makes sense like it does for russia and china.

6 Likes

They are very popular in 1v1s just past age4 thry get outscaled. Early on pop space is not much issue anyways and going order cav plus sents to open is viable.

Its just by mid 3 they fall off since they are pop ineffective so maxing 200 pop easy and then you got musk with 15% stat and thats not exactlythe comp to win it all in age3. I do think the rocket card should make them 1 pop that would probably be ok

1 Like

This is the most I could get, probably in your print there should be a buff from some native tech or eq card

bro… why u have 11,61% more hp…? there is a difference of 18 hp
Can you recreate this sentinel with 587 health?

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While they’re at it they should make Strelets cost 0 pop with no build limit.

In all seriousness sentinels are good as they are, I just think some of their cards should be buffed, like wall guns, flintlock rocket is good enough I think, but wall guns could use a buff.

Wall guns definitely needs buffing, just change it to effect buildings and work in a wider area. The way it works currently is quite silly.

Sentinels are good because of defensive aura, without the aura they are just standard musks with more of the cost being gold and less food. If you ever use them outside of the aura you will be trading quite poorly in a musk fight for example.
If you send their age 4 upgrade card and considering they are a little cheaper they should be worse than a 2 pop soldado but the difference should be smaller as sentinels only even get close to 2 pop worth of stats because of defensive aura their base stats are just those of a regular musk.

6 Likes

Making Wall Guns “Defensive Aura adds +3 to Sentinel range” and Sentinels gain +10% Range Armor (or something similar) would seem nice. Currently Wall Guns is kinda trash because it’s so hard to actually get enough range to matter.

4 Likes

Some people in supremacy think that sentinels are super op musk, and maybe they are probably right but in treaty they are completely useless garbage in the sense that except for the construction of defensive buildings, no one uses them, because as musketeers they do not fulfill their role by dying very quickly, given that, the players now use the commandery units as the cassadors as the main composition of the Maltese army, which is quite sad. Although some propose a buff on Flintlock Rockets, however, for this card to make them decent it should give them at least another 45% more HP and 15% attack, so that they are compared to the most basic form of the Mexican Soldado, which is its most comparable unit (of course adjusting the cost in resources). I think the problem is Malta’s design, which is based on the fact that its army is small and compensated with many buildings and defensive bonuses. However, civilization is on the verge of not being viable in a treaty, and in some ways, the only solution is to make that unit of a single population. However, if you want to maintain the idea of ​​not having a large number of that unit, maybe giving it A construction limit of about 30-40 units of 1 pop space would work.

But if you want evidence of what a terrible unit it is, I leave you a video where its mediocrity is clear.

4 Likes

Sorry for being out-topic, but I’ve never seen this expression before. It funny and interesting. Is it something from your native language?

I am using a sentinel focused deck that may not be optimal, the extra hp you get from shipments that you can send again in imp.

it roughly looks like this I don’t think this is something you can take to a competitve game but its fun if you go sentinel driveby by overpoping

Even so, there would be 18 hp left to reach 587 hp, when you took the print, were you by some chance in a team game or on a map that had native Cree?

sentinels are one of those awkward 1.5 pop units like uhlans, jpk, iron flails, abus. they all moderately underperform at 2 pop and overperform at 1 pop. not easy to balance these units because of it.

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you do have to note the order you send the repeat shipments,

You have to send the shipments that can be sent again in imp before you age to imp, and after you age you can send them again

there are 6 shipments in there you can send again in imp

its 2%hp per shipment so being able to send them again is an extra 12% which is 0.12x155 = 18.6 hp

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cell phone spell checker error

1 Like