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  1. #1

    Default Unit Balancing Suggestions to CA

    Well, I cannot come up with more elaborate advice right now, but I will at the end of next week.

    Many of us know where and how to mod the unit stats.

    Some units are or were overpowered

    1.) Chariot Archers and many Egyptian units

    2.) Elephants - their HP have been reduced, not sure about that, did not fight much with them after the 1.1 patch


    Underpowered:

    1.) Spears vs Cavalry

    2.) Hoplites have some more issues, e.g. the "right-shift" phenomenon.



    I suggest we collect some "better" stat set for these units. I still assume that spear boni are fine as they are, but BROKEN and not working at all right now.

  2. #2
    Just an Oldfart Member Basileus's Avatar
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    Default Re: Unit Balancing Suggestions to CA

    Some of the late roman units are abit overpowered if you ask me, Urban Cohort frontal attack on the best phalanx units and it kills 100 and only loses 10, even the spartan hoplite with hp of 2 gets a good beating heh..

  3. #3

    Default Re: Unit Balancing Suggestions to CA

    My suggestions :

    - Decrease the range, the ranged attack, the melee and the speed of chariots. Chariots were replaced by cavalry for a reason, and it was that they were unstable, and slower and less maneuverable than cavalry. The stats should reflect this.
    - Remove the armour of desert axemen, and partially compensate by raising their defense skill. Desert axemen are overpowered, and on top of that, the picture is one of a shirtless guy, so all this armour feel just wrong.
    - Slightly raise the power of the greek cavalry.
    If violence didn't solve your problem... well, you just haven't been violent enough.

  4. #4

    Default Re: Unit Balancing Suggestions to CA

    Quote Originally Posted by Akka
    My suggestions :

    - Decrease the range, the ranged attack, the melee and the speed of chariots. Chariots were replaced by cavalry for a reason, and it was that they were unstable, and slower and less maneuverable than cavalry. The stats should reflect this.
    They have to change the charge speed of all units before they nerf the range of arrows. If not, this game will sadly denerate into an all melee rushing.

    Remove the armour of desert axemen, and partially compensate by raising their defense skill. Desert axemen are overpowered, and on top of that, the picture is one of a shirtless guy, so all this armour feel just wrong.
    I've never encountered the Desert Axemen before, but that observation is flat out hilarious!!

    The phalanx units are also waving their pikes like conductors ~:shock And it kills units!! Like a touch-of-death effect. Imagine what's gonna be on Total War 4.....

  5. #5

    Default Re: Unit Balancing Suggestions to CA

    Quote Originally Posted by Quietus
    They have to change the charge speed of all units before they nerf the range of arrows. If not, this game will sadly denerate into an all melee rushing.
    I'm not talking about reducing the range of ALL the ranged weapons.
    Only the chariot-based archers.
    If violence didn't solve your problem... well, you just haven't been violent enough.

  6. #6

    Default Re: Unit Balancing Suggestions to CA

    1. Many Egyptian units are way overpowered. The worst are the chariots and desert axemen. Very cheap and powerful and historically and realistically way more powerful than they should be. Camels have a bonus against chariots but chariot archers are killing my Bedouin warriors in a melee. Desert axemen are cheaper than early legionaire cohorts but have better stats. Sure, they don't have javelins but the javelins aren't that powerful to command that big of an extra cost. Pharaoh's bowmen are also overpowered. Compare their costs and stats to Cretan archers and they beat them easily even though, AFAIK, Cretans should be the best during this time period.

    2. Phalanx units are way underpowered. Yes, they're vulnerable from the flanks and rear but in this game they are also vulnerable from the front. A frontal charge, by cavalry and some strong infantry, destroys their formation and makes them vulnerable to another charge from the front. Their formation should be able to hold against frontal charges much, much better.

    3. Cavalry charges are overpowered. That and they can too easily withdraw, even after getting bogged down in the middle of an infantry formation, to charge again.

    4. The upkeep cost of many later cavalry are too small compared to later infantry. Some infantry upkeep costs are ridiculous, considering how weak they are.

  7. #7
    Member Member Praylak's Avatar
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    Default Re: Unit Balancing Suggestions to CA

    Quote Originally Posted by Akka
    I'm not talking about reducing the range of ALL the ranged weapons.
    Only the chariot-based archers.
    If you closely observe the archers in the chariots you'll find they are in fact Pharaohs Guard archers. These guys are elite, top gear archers both with long range and armour.

    If you want to do something with chariot archers I would suggest 2/turn build time for all chariots as the others have and a higher building requisite to perhaps equal to building a Pharaohs Guard Archer. But lets not nerf them people. They are suppose to be good, they are suppose to be feared and rightly so. You can take these guys down with skirmishers and support missle fire. They may do well in the field, but they get creamed in sieges.

    I can't understand for the life of me why it seems so many people want to degrade the best units in the game? They "can be" hard to take down sometimes, but thats the whole point. I mean, isn't that why you chose to play on veryhard difficulty? To make it harder? Because on medium level, after playing 100+ years of 7 factions, I've yet to run into something I couldn't counter.

    CA went and "tweaked back" elephants and I believe it was do so in large to people complaining that they are to uber. Beta testers didn't seem to find anything wrong with them, but after only a week of release, they make the change based on virgin gameplay feedback. Now that may have introduced a retraining bug. It's happened three times for me now.

    Oopps, I ranted. I just thank the Gods that this game is easy for even me to mod. Cause after the nerfing is over, I can go back in and change the stats to their original settings.

  8. #8
    Member Member Turbo's Avatar
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    Default Re: Unit Balancing Suggestions to CA

    I certainly don't agree about the overpowering units. Use of the right tactics is needed.

    However, the spears vs cavalry is valid, and the hoplites are definately problematic.
    When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -

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