Vote:two advices for the useless card 'Advanced artillery'

When they killed one unit,they will homing to the starting direction,not like other normal artillery.The normal artillery will stay in the direction right now.

This is a big problem,they will force to homing,then find another target.The normal artillery will find another target at once.

For example:

You can see the Ottoman’ artillery will force to homing after attack

Papal Bombard

The normal artillery will not need to do so

Unfortunately, I don’t believe the devs will be providing any further support to AoE3. If, however this gives Ottomans a slight disadvantage compared to other civs’ artillery, than I don’t see that as a major problem. Ottomans are very overpowered and will likely remain so for the rest of the game’s runtime.

If this is a repeatable bug, you might want to post it in the bug reports section, along with a detailed description on how to generate it. I doubt it’ll do any good though, so you’ll need to decide on your own whether it’s worth your time.

Friend,I think we need a mod to fix it.The devs will not do it anymore.

The Papal Bombard and Mysore rocket is not common unit,so they are not so important for Italians and Indians,but falconet is very important,with this bug,I must pay more attention to my Ottoman falconet,and control them by myself.

If you see their damage bonus,their should like hand mortar,but they don’t have hand mortar’s long range :sweat_smile:

If you see their range,they should like flaming arrow or light cannon,but they don’t have a 2 Area of Effect and 2X vs infantry :sweat_smile:

My advice to balance them is make them 500hp(from 700),add 2 Area of Effect and 2X vs infantry to them.Just make them another kind of light cannon. :sweat_smile:
Or give them a 30 range from the start. :sweat_smile:

They are basically Mortar/Culverin hybrids, yes, they don’t have the range. But that’s because they have a whopping 700 hit points and if they had the same range as a mortar, they would be unbelievably obnoxious.

Like sure they do play into the same role as the Hand Mortar, but they are on the completely opposite side of the axis where instead of being cheap and massable they are just one big, powerful, elephant.

Giving them multiplier against infantry would make them unkillable lmao, literally what would counter them then.

4 Likes

So if the siege elephant in the ‘Command & Conquer:Generals’,they are like the rocket buggy :sweat_smile:

2 Likes

Now is 1.9X against buildings,give them 3X will make them more useful and not break the balance

  • yes
  • no
0 voters

x1.9 is already pushing it. Push it to x3 and people will be able to spam culverin and nothing else. It’ll especially screw over mortars.

7 Likes

Nor mortars nor culverins had to be buffed, they were already the best ones doing their job as specialized units

4 Likes

I wish I could like this more than once.

To add: Siege Elephants also have 4 speed and no setup animation, allowing them to more efficiently move in and out of range of enemy units. The card sending two in age 3 is already extremely hard to kill with the units most civs will have at the time. It neutralizes 2 falc pushes, which is fine, but to then make them better against infantry while they already shred buildings would be too much. India’s difficulty in killing infantry masses is one of the things balancing it.

2 Likes

Siege elephants are a slightly underpowered culv/mortar hybrid in terms of cost and usability. Which is completely fine, given the otherwise quite strong roster of units in indian civ.

What can be buffed is flail elephants imo. they should be just made elephant version of oprichniks to have some niche to fill.

1 Like

Having specialized units is a good thing. Not every unit needs to be good at everything.

7 Likes

More Crabats please.

4 Likes

Holy shit, I never looked closely at their stats before but Crabats might actually be the worst designed unit in the game. Everything about them is horrible.

“Performs well against all units” is so self evidently stupid I don’t need to explain. But on top of that, combat promotions on an outlaw is also monumentally stupid even on a unit with normal stats. Combat promotions really shouldn’t be a thing in age 2 because it snowballs too much at a critical time when there are fewer units in play. But that’s exactly when outlaws are optimal, and their stats per cost are high by design so they get much more benefit from promotions than normal units.

And on top of all that, Crabats historically fought in the role of a mercenary much more so than an outlaw so they shouldn’t even be an outlaw unit in the first place. Just horrible balance and theming all around.

7 Likes

One of the most underrated aspects of Knights of the Mediterranean which doesn’t get talked nearly enough is that it’s virtually impossible to tell whether a unit comes from a native site, is a mercenary, or an outlaw.

It’s completely arbitrary as to what is what. The zillion consulate and other gimmick units they added in further patches to Euro civs didn’t help at all either.

3 Likes

It’s especially bad considering that’s just a copy of the ottoman civ bonus

3 Likes

Gets a ping on the official discord for AOE3
IT’S A PATCH
Game not dead
Looks inside
Ottomans now get crabats in the tavern as a civ bonus

5 Likes

Lol, at least that’d be a patch…

2 Likes

The monkey’s paw curls

1 Like

Nop, you mean Mahouts.
Flails are very good for their cost indeed