Their archery range sucks in imperial but is decent before. The new bonus is useful for an archer rush, or scout into archers in feudal, which fits cumans because they are a feudal-based civ that tries to end the match before imperial if possible (they have some imperial tools, though).
And this buff at least encourages to use non-full-upgraded CA (lacking bracer).
As today, civs mainly use heavy cavalry archers when they can fully-upgrade them and better if the civ have a bonus for them (but indians use HCA now and they donât have a direct bonus for them).
Before, Cumans had a UT for CA (speed creation, together hussars and steppe lancers), but they never used them because of kipchaks (They also stopped using steppe lancers after the nerfs, lol)
Now, saving 100w per stable AND archery range saves a lot of wood for quick spamming a few cavalry+cavalry archers. And this is good for attacking (sneaky raids) and defending (to make army under attack). They could do that before⊠but now will be a bit easier.
No, but it doesnt fit the civ again. Civs getting direct bonuses for things they do badly is bad design because you are wasting a bonus
And its a UT thats always researched on imp, theres no point at arguing about the viability of it. Honestly Cumans have a better barracks than archery range
Some changes are good⊠and some are just the typical god awful balance changes⊠let me break it down.
The bad:
Burmese really needed an answer to the fact that Archers and especially CA demolish the civ, and the civ has no answer to it. So letâs find a unit that can deal with Archers and CA. ⊠⊠Elephant?!
The cost reduction should apply only from Castle Age. Itâs way too OP in Feudal to be able to get a Stable for only 75W. I think this civ is going to get ALT+F4 a lot. Besides, this new bonus now makes their Castle Age UT even more obsolete than it was before this buff. They really need a better Castle Age UT than Steppe Husbandry.
Removing Blast Furnace is basically a nerf for Arena games only. It changes absolutely nothing on the fact that theyâre OP on open maps like Arabia. Theyâre still a killall in feudal civ with the insane +150F. So the balance change is basically a change that doesnât do anything for the vast majority of players. To me it almost seems like FE is trying to engineer the win rate of this civ just below 55% so that the civ remains OP but nobody will complain because itâs below the tresholdâŠ
The Good:
The nerf makes them a bit more vulnerable to laming, so I can see that this potentially might make Chinese more balanced. As before the extra food on farms could compensate much better for losing some sheep or a boar, it wont be able to after the nerf.
Malians late game composition just sucks. They donât have a power unit late game. So at least theyâll kind of be able to drag games out longer with the gold buff. I guess itâs a nice change overall.
The extra stone might be good. It might actually make donjon trushes in feudal viable. Or maybe it wont. But if it does then this change might be very very good for the current meta.
Cavalry change is nice, I think mixing some Cavalier and Pikes could be a good late game option for the civ, as their Cavalier will actually be pretty tanky against archers and halbs.
The Team Bonus change is weird, but it might allow some very very early landings in team islands/islands maps, so that might mean that we will finally see a new civ on those maps.
The Neutral
Byzantines
Eh⊠itâs cute. Wonât change anything in the grand scheme of things.
Eh, no. Japanese get a far better deal and other civs also do this better most probably
Steppe Husbandry is great on practice and the pros like it (and its not just about getting more production its about how you get that production) I dont get what are you complaining about.
Lithuanian 14+6 paladin sucks. More so of leitis. How about making the upper limit of relic 5. I think 14+7 paladin/16+7 leitis sounds better balanced.
That itâs basically a wood cost saving tech in Castle Age. Itâs pretty much pointless. Have never researched it, ever, and now with 75W production buildings, thereâs even less reason to do it.
Iâm not sure. Just putting down a barracks and stable will cost less than just a Barracks for most other civs. You can start getting Scouts and spears out really fast and at a great bargain. Iâll hold my breath for now, but it doesnât seem like a good idea to me.
I think you miss the point of it then. THe idea is to flood the enemy as soon as possible with Hussar spam and its pretty damn strong at doing that. Saying that its pointless when Pros like it sounds a bit undefendable honestly
I think it may be problematic but in a vacuum is a really mediocre bonus
I can just build more buildings. Especially at 75W. Itâs not providing me with anything special. The problem with Cuman late game is that their composition sucks, producing more garbage faster doesnât help. On the other hand, Cumans no longer need to worry about late game after this buff so I suppose thatâs fine
I think we missed the craziest thing of the upcoming changes:
Steppe Lancers! Now with 2 secs attack rate!
Thatâs insanely strong now. Knights have 4,1 atk/sec per 100 ressources. With the upgrade SL have the same dps/investment. But 1 additional range! Plus Steppe lancers cost way less in terms of goldâŠ
I think this is a way too big buff, were coming close to making steppe lancers as OP as they were before.
And ESL gets 5 atk/sec per 100 res, thats even slightly more than cavaliers 4,9. Yes itâs less than paladin (5,5), but considering SL can attack with range I think in reality the dps of ESL will be way, way ahead of the knigh lines, making it basically impossible to stop a ball of them.
I donât like this change at all. Especially considering that the ESL just doesnât see as much play cause these civs are Cav archer civs. I think the ESL was fine before, just with the wrong civs. Now I fear we will have SL balls again, vanishing everything that comes in their wayâŠ
disagree, steppe lancers will still be bad (imo), maybe fine but underwhelming
original steppe lancers had 1.9 rof, now buffed version will have 2.0 (currently they have 2.3)
original steppe lancer had 1.5 speed, now they have 1.45
original steppe lancer had 30 gold cost, now they have 40
original steppe lancer had much smaller collision size (most important difference probably)
original steppe lancer had +1 attack both elite and non-elite
OK, I just read reddit because I didnât remember the original.
But it would be strange if it was only ESL, as SL arenât that strong compared to the ESL just because you canât mass them as much youâd like to.
burmese elephant change is nice, but definitely wonât be enough vs archers, since you need elephants and a castle, like wtf, how much do you need to pay for that
Arbs need 320 shot to take down an elephants and still thatâs not enough? Even War Elephant only takes 207. Do you have any idea how broken it will be?