Okay, then stop asking why I am making a speculation thread. If you don’t want to talk about the unit before it is released (for the record, it is released), then don’t comment on this thread. If you want to speculate and are interested, don’t ask why I made the thread and am speculating.
Nice representation of other’s arguments. You haven’t outlined my main point even a single time. Also, extremely biased language there, isn’t it? “instead of seeing the purpose…”, “you failed…”. Alright, then I don’t need to be as neutral with you anymore.
This is the last time I am going to engage with you on this point. Understand the argument, or stop talking to me. I’ll try to use as simple of a language as I can.
I am going to ignore rate of fire for a moment, because that’s clouding your vision. Let’s talk about this in DPMs (damage per minute). For composite bowman, the damage is 240 HP. That’s a fixed value. It doesn’t change with respect to the unit (except siege).
For a HC, without bonus damage, their damage output is a bit higher than 143 DPM for a unit with 6 pierce armour (considering their bad accuracy, but ignoring misfires), 117 for a unit with 8 pierce armour, and 182 for a unit with 3 pierce armour.
For elite chu ko nu, the pure damage output is 288(base damage)+240(extra arrows) for a unit with 0 pierce armour. Sounds ridiculous, but wait. Against a unit with 8 pierce armour, damage is 123(base)+60(extra arrows, rough count). That is, 183 DPM. Against a unit with 6 pierce armour, it is 164+60=224, and against units with 3 pierce armour, it is 226+60=286.
Notice something? You must be able to see it. There’s a pattern. That pattern is, pierce armour is important for balance. If I want to create a unit which is extremely weak in melee, but can deal with archers, I can do it. If I want to a low HP anti-archer unit, like ghulams, huskarls, eagles, and even situational counter like woad raiders, I can do it. This is, of course, ignoring the ridiculous damage output of BAs, but that can be tuned.
Tell me, how do you make a good low-HP melee counter to this unit without that unit also being broken? This must also be done while keeping the BA’s stats roughly equal to that of other archers, and keeping the unit fun, and balanced to use.
I am not going to go through every variable and explain why most of them would break one or the other criteria. In fact, the only variable that is even likely to work is attack delay. i.e, how long the archer takes to target a new unit after killing a previous one (or, stopping near an enemy unit). But that will also destroy the unit’s micro potential, and nobody likes foot archers which you can’t micro. That’ll also make the unit significantly less efficient in smaller numbers.
This conversation is over. I don’t think we will ever agree, but you will realize the point of what I am saying later down the line. Have a good one.