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[aoe II] [Long list] Balance Suggestions, serious!

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2019-12-08

最佳新兵推广达人宣传达人社区元老

深山狩猎人 | UID=1002 |2019-12-08
  I love this game very much. But there are some imbalance things in the game especially that the infantries are too weak. Here are all my ideas and hope some of them can be accepted especially the part of lowing infantry unique units’ costs. Militia has a lower price with Supplies but why not in infantry unique units?
  On the other hand, I love some of the changes in DE version especially the [Kamandaran] which solve the problem that Persians is too feeble in Post-Imperial Age and they can protect War elephant from monks. However, the new units are not good. It is really not a good idea to create a “super unit” which a few of them can fight against a group of normal armies and use higher cost to be the balancing method (such as Conquistador, Arambai, War Wagon…). The new unique units created units should base on the regular units in Barrack, Archery Range and Stable. For example, Long swordsman has 9 AT, the infantry unique unit with higher AT must have an expense on other way. Jaguar Worrier has only 50HP, Teutonic Knight moves very slow, Huskarl is no melee armor and very expensive. According to it, all the three cavalry unique units with 100 up HP and 12 AT are really a bad designed.
  Moreover, I think that units with cost discounts is really a strong advantage. I suggest that civs with unit cost discounts shouldn’t have the unique units with that type.
  –Universal units–
  [Eagle line]
The +2/+3/+4 attack bonus against cavalry change to +1/+2/+3 against archers.
(This unit is used for against range units but not knights)
  [Imperial Skirmisher]
Delete this unit. Too imbalance especially with Aztecs.
  [Hand Cannoneer]
HP: 35 → 40
  [Steppe Lancer]
  Delete this unit. Too imbalance. And why Mongols and Huns don’t have this unit? They are grassland civs too.
  [Battering Ram]
Cost: 160W, 75G → 220W
(Better have a siege weapon needs no golds. To encourage players start fighting in castle age instead of just boom to imperial age. And also provide a chance to fight against tower rush and castle rush.)
  [Fire Galley]
HP: 100 → 90
  (Easier to be killed after attacked by a Demolition Raft)
  –Universal technologies–
  [Elitism] *(New technology)
Research Age: Imperial Age
Research Building: Castle
Civilization: All
Cost: 400F, 400G
Unique units can created be in Barracks / Archery Range / Stable / Siege Workshop, but the creation time are 4 times to the castle.
  [Supplies]
  Cost: 150F, 100G → 100F
  (After upgraded to man-at-arms, the resources are very limited. If the cost of this technology is too high, it would not attract people to use infantry in feudal age even Japanese, Celts and Vikings)
  [Fletching, Bodkin Arrow, Bracer]
No longer benefit the +1 AT and +1 range to castles and towers
(The castle is too friendly to the civilizations which focus on archers.)
  [Arrowslits]
Research Age: Imperial Age → Castle Age
Cost: 250F, 250W → 50F, 100W
+1 AT and +1 range to castles and towers
→ Available to all civilizations
  [Guard Tower] and [Keep]
Rename [Stronghold] and [Fortress]
New bonus: +1 AT and +1 range to castles and towers
  –Other—
  {Aztecs}

  • [Jaguar Warrior]
    Cost: 60F, 30G → 45F, 30G
  HP: 50 → 60
  AT: 10 → 8
Training time: 20 → 9

  • [Garland Wars]
  Infantry have +4 attack → Jaguar Worriers and Eagle Worriers move 10% faster

  • Military units created 15 % faster → Infantries AT +1 in Feudal Age, +1 in Castle Age, +2 in Imperial Age
    (Aztecs is described as a infantry civilization but has no bonus to infantry up to imperial. However, the [Garland Wars] which +4 AT to infantry which you need resources to research. How stupid it is! Burmese is not an infantry civ but the infantry can +AT directly! Jaguar Worrier with 8+2 AT can still kill a long Swordsman in 3 hits.)
  {Berbers}
  None
  {Britons}
  None
  {Bulgarians}

  • [Konnik]
  HP: 110 → 80
  AT: 12 → 11
  (I don’t know why this revivable unit has higher HP, AT than knight, but has a lower cost. 11 AT can fit to kill a pikeman with 5 hits.)
  {Burmese}

  •   [Arambai]
    Cost: 80W, 60G → 60W, 40G
    AT: 17 → 10, 19 → 15 (Elite)
    Range: 5 → 4
    Armor: 0/1 → 1/0, 0/2 → 2/0 (Elite)
    (Undoubtedly an imbalance unit, and also it is nonsense for cold weapons have higher attack than firearms. This unit should be better designed to become a mixture of Conquistador and mameluke.)
  •   Available to upgrade to Leather Archer Armor and Ring Archer Armor
    (After remaking Arambai, it is a need)
  •   Not available to upgrade to Plate Mail Armor
  •   Infantries +1 AT per age → Bloodlines upgrades free
  (It bonuses to both UU and elephants.)
  {Byzantines}

  • [Cataphract]
    Armor: 2/1 → 2/2, 2/1 → 3/2 (Elite)
  [Upgrade to Elite Cataphract]
Cost: 1600F, 800G → 1400F, 700G
  {Celts}

  • [Woad Raider]
    Cost: 65F, 25G → 50F, 25G
  {Chinese}

  •   [Chu Ko Nu]
    AT: 8+3+3 → 4 for each arrow
    AT: 8+3+3+3+3 → 4 for each arrow (Elite)
    (It stabilizes the attack, but the total damage is close to the original one VS the enemy with different armors, I have tried.)
  •   [Rocketry]
    Chu Ko Nu AT+2 → +1
  {Cumans}
  None
  {Ethiopians}

  •   [Shotel Warrior]
    Cost: 50F, 35 G → 40F, 35G
    AT: 16 → 13
  •   The foot archers attack speed +20% → Foot archers cost -20%
  (Ethiopians is an archer civ but the special unit is not archer. It is better let it be easier to form a group of archers.)

  • Not allow to build stone wall.
  (Cheaper archery, auto-upgraded pikeman, fast creating UU and extra resources every age. This civ is really suitable to Sea of ​​tactics instead of goths.)
  {Franks}
  None
  {Goths}

  •   [Huskarl]
    Cost: 80F + 40G → 60F + 40G
    Armor: [0/6] → [0/5], [0/8] → [0/7] (Elite)
    Training time: 16 → 12
  •   [Anarchy] *(If [Elitism] is accepted)
    Cost: 450F, 250G → 300F, 300G
    Huskarl be created 100% faster
  •   The infantries cost reduction → Buildings cost -20% stone
  •   Able to research Plate Mail Armor
  5.Able to build stone wall
  (No one will disagree that Huskarl is the selling point of Goths. Huskarl is the most useful infantry unit following Halberdier. Having a cheaper castle let it easier to produce Huskarl. Also, as I mentioned above, I don’t suggest a civ with identical special unit can have unit cost reduction.)
  {Huns}

  •   [Marauders] *(If [Elitism] is accepted)
    Cost: 450W, 250G → 300F, 300G
    Tarkan be created 100% faster.
  •   Not available to upgrade to Paladin
    (Huns are nomadic civilization, why will they have paladin?! In the past, Huns includes Hungary, but now we already have Magyars! And also the elite Tarkan has 4 pierce armor now, it is strong enough.)
  {Incas}

  • Special unit change from [Kamayuk] to [Slinger]
    [Slinger]
  Cost: 30F + 40G → 30F + 50G
  HP: 40 → 35
  AT: 4 → 7
  Range: 5 → 6
  Rate of fire: 2.03 → 3.05
  No bonus from [Fletching, Bodkin Arrow, Bracer]

  • Add [Elite Slinger]
  HP: 40
  AT: 10
  Range: 7
  +15 AT against infantry

  • [Kamayuk]
    Cost: 60F, 30G → 45F, 30G
  or better delete this unit.

  • The buildings cost -15% stone change to infantries cost -20%
  (The game state that Incas is a infantry civ but there is no any bonus to infantries. That’s why give it a infantry cost reduction. Besides, unlike Aztecs and Mayans, they are focus in infantries and archers respectively. Incas should be focus in both and so it has full blacksmith technology in both. Finally, the use of yamayuk is overlapping with Halberdier but obviously it is not effective enough to fight against knights. It better changes the special unit to slinger.)
  {Indians}
  None
  {Italians}
  None
  {Japanese}

  • [Samurai]
    Cost: 60F, 30G → 45F, 30G
  {Khmer}
  Battle Elephants move 15% faster → Battle Elephants cost – 30%
  (Khmer is really a weak civ… it doesn’t has any economy bonus. Better let it has cheaper elephants.)
  {Koreans}

  • [War Wagon]
    AT: 9 → 11, 9 → 16 (Elite)
    No longer be benefited from Fletching, Bodkin Arrow, Bracer, like gunpowder units.
    (It better changes from a long-range cavalry archer to become a shorter range unit but more powerful)
  {Lithuanians}

  • [Leitis]
  HP: 100 → 105, 130 → 165 (Elite)
  AT: 12 → 8, 14 → 11 (Elite)
  or even better replace this unit to [Kamayuk], because Leitis is really an infantry.
  {Magyars}
  None
  {Malay}
  Battle Elephants cost – 30% → Battle Elephants move 15% faster
  {Malians}
  None
  {Mayans}

  • [Plumed Archer]
    Cost: 50W + 50G → 40W + 40G
    HP: 50 → 40, 65 → 50 [Elite]
    Rate of fire: 1.93 → 2.03 (and also elite)
  (According to the Mayan’s history, people with lower post would become archer, the worriers are in higher positions. It is not possible to a archer has higher cost than a worrier.)

  • [Obsidian Arrow] → [Obsidian Armor]
  Eagle Worrier melee armor +1, pierce +2

  • [El Dorado]
    Eagle Warriors HP +40 → +40% (84HP in full technology)
    Plumed archer HP + 40% (70 HP in full technology)
  (100 HP Eagle warriors are too strong)

  •   The foot archers cost reduction → Foot archers attack speed +20%
  •   Not allowed to research [Plate mail Armor]
  {Mongols}
  None
  {Persians}

  •   [War Elephant]
    Cost: 200F, 75G → 140F, 70G
    HP: 450 → 290, 600 → 350
    Training time: 31 → 19
    (I don’t think it is funny when I create a very expensive unit and then be converted to be an enemy)
  •   [Upgrade to Elite War Elephant]
    Cost: 1600F, 1200G → 1400F, 900G
  •   2x HP to Town Center and Dock starting in Feudal Age instead of Dark Age
    (Otherwise it will be too strong in Nomad and dark age fight)
  {Portuguese}
  None
  {Saracens}
  None
  {Slavs}

  • [Boyar]
    Training time: 23 → 20
  {Spanish}

  • [Conquistador]
    AT: 16 → 12
    Range: 6 → 5
    (Undoubtedly it is an imbalance unit, no units against it effectively.)
  {Tatars}

  • [Keshik]
  Cost: 50F, 80G → 70F, 60G
  HP: 100 → 95, 130 → 150 (Elite)
  AT: 12 → 9, 14 → 13
  Armor: [1/2] → [3/1], [1/3] → [4/1] (Elite)
  +9, +12 (Elite) AT against Cavalry.
  (With this value, Keshik would be suitable to against melee units especially knight, but no change with pikeman. And also worse to against archer. It solves the problem that Tatars with no Halberdier.)
  {Teutons}

  • [Teutonic Knight]
    Cost: 85F, 40G → 60F, 30G
    DF: 5/2 → 6/2
  {Turks}

  •   [Janissary]
    AT: 17 → 14
    Range: 8 → 7
    (I don’t think skirmishers are the threat to them. Also turks can upgrade Light Cavalry automatically.)
  •   [Sipahi]
    Cavalary Archers HP +20 → Gunpowder units HP + 25%
  •   Gunpowder units HP +25% → Cavalry Archer HP +25%
    (After building a castle, will we still create Cavalry Archer? NO!)
  {Vietnamese}

  •   [Rattan Archer]
    HP: 40 → 35, 45 → 40 (Elite)
    AT: 6 → 5, 7 → 6 (Elite)
  •   [Paper money]
    After Tributes the 500 gold to each ally, all of them +1 gold per 2 seconds
  •   The +20% archer HP suit to Rattan Archer
  (As the HP of Rattan Archer is lower)
  {Vikings}

  • [Berserk]
    Cost: 65F, 25G → 50F, 25G
    Training time: 14 → 10
  {Others} (Not important)

  •   Change the mod of War elephant and Battle (So the elephants from stable would have no people riding. The special units from castles will be ridden by a man / archer / scorpion)
  •   [Teutonic Knight] change the name to [Crusaders]
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2019-12-16

最佳新兵推广达人宣传达人社区元老

想当年 | UID=768 |2019-12-08
  You sometimes adrees some real issues but you shoot over the goal by miles!
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