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[aoe II] Step Lancers are broken

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2019-12-08

最佳新兵推广达人宣传达人社区元老

讓愛飛翔 | UID=121 |2019-11-19
  I had a game as saracens agains a cumans. We both had full boom and in late game both had almost all full upgrades. After fight begined i had full upgraded CA + many onagers + castles + TC in ranges + later added elite mamelukes. He had only elite step lancers (mostly) and small amout of kipchaks later upgraded to elite. Fight was so broken so he killed me instantly i even could not fight back. Also i had narrow streets so hes lancers could not fully use their big feature. Also i put good strikes on his head with mango shots. They just invincible.
Proposition:

  • Remove all attack bonuses from lancers. +1 range is absolutely enough for them. They cost too cheap for such power.
  • Remove bonuses agains siege from kipchaks. Its an insane when chukonus on horses on steroids and even better than mangudais
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2019-12-15

最佳新兵推广达人宣传达人社区元老

夜雨聽風 | UID=678 |2019-11-19
  CA? Yeah the Steppe Lancers are a bit OP and need to be added to more civs, rn their cost is 70F and 30G right? I think the price should be upped to 75F and 40-5G. The range is what really makes them OP though, they can easily do hit and runs with it. Overall though Cumans are just OP, with their Feudal age rams etc
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2019-12-13

最佳新兵推广达人宣传达人社区元老

普洱丛宇楠 | UID=640 |2019-11-19
  In really love the fact we are starting to see civs with more options in the fedual age though.
I hope we will see more of that in the future. So i hope they wont remove to much of that.
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2019-12-17

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庶民 | UID=739 |2019-11-19
  Don’t sarcerans have a 3 range melee cav unit?
But they don’t have anti-cav bonus.
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2019-12-14

最佳新兵推广达人宣传达人社区元老

大约在冬季 | UID=883 |2019-11-19
  In the few games I’ve played with and against them, they’ve definitely seemed very strong, too early to say if I consider them OP yet.
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2019-11-19

最佳新兵推广达人宣传达人社区元老

爱的守望 | UID=533 |2019-11-19
  I say increase the price. They replace Knight line in the game. 80f and 50g is actually similar to total cost of a Knight. In this way they’ll be effective. If there is no nerf in stats.
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2019-11-29

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王角度 | UID=267 |2019-11-19
  To be fair it seems to me the weakness of the step lancers are archers.
  They have a very low pierce armour.
  Skirmishers counters the unique unit from the castle. While archers or cav archers counters step lancers.
  Lets make a short compare though.
I do not like comparing the step lancers to light cav or hussars simply because the step lancers have a gold cost which makes any trash unit worth the trade.
  So, lets compare them to cavaliers.
  Cavaliers:
HP: 120
Normal armour: 2
Pierce armour: 2
Gold Cost 75
  Elite Step Lancers:
HP: 80
Normal armour: 0
Pierce armour: 1
Gold Cost 30
  So while the Step lancers have a cheaper cost they allso have less hp and less pierce armour which makes them quite weak against archers or skirmishers.
  Just a theory anyway. I know it is kinda opposite of what we are used to. But i would give it a try.
Spamming pike units obviously allso works.
  A few unique units might do some extra damage to them aswell.
  Frank throwing axemen is ranged “Melee”.
I think cannoneer units are decent aswell. / Conquistadors.
Burmese Arambai with the high damage.
Chinese Chu ku nu.
Incas Kamayuk. Pikemen with 1 extra range and bonus damage against cav.
Italian Genoese Crossbowmen
The Malian Gbetto has a high ranged melee attack.
The Mayan unique plumed archer.
Mongol Mangudai
Saracens Mamaluke. Ranged Melee attack.
Slavs Boyar have a high melee armour.
  I think there are enough units to consider at least. Perhaps somebody can try some of the units mentioned and come back and tell us how it went.
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2019-11-24

最佳新兵推广达人宣传达人社区元老

殇逝不夜黎明 | UID=968 |2019-11-19
  The devs went way overboard with the ‘make strong on purpose and nerf afterwards’ methodology.
I think it’s not neccessarily a bad method, but it takes 5 minutes of testing to know how incredibly broken this unit is.
  The problem is that the unit is so imbalanced that you cannot justify giving a small nerf, the devs pretty much have to rethink the entire unit.
  I do like the ‘medium cavalry’ concept, and I think it should stay priced as one. (inbetween light cav line and knight line). I don’t see why it should have so much more att than kamayuks and throwing axe (which are much more comparable units than knight-line). +1 range is massive, and you really can’t give it same attack as a cavalier.
  id suggest giving them -5 attack and perhaps give 1 pierce armor in return, so they’re good against stacked up ranged units when massed (which typically have low armor and HP anyway), but don’t counter paladins, halbediers and heavy camels. They’d still have very good attack for a ranged unit (7+4 attack, -1 less than throwing axe but much more mobile and can be created from stables)
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