Reduce long gun range to 5

Put here any ideas, suggestions about unit or structure properties.
Post Reply
User avatar
phoenixffyrnig
Posts: 774
Joined: Fri Nov 29, 2019 1:07 pm
Location: It changes, frequently.

Reduce long gun range to 5

Post by phoenixffyrnig »

Streltsy, handgonneers, mounted hgs and elephant hgs all have a range of 6. This seems like quite a long range for what were early versions of the portable firearms. Should they be reduced to 5 initially, with a researchable tech to bring them up to 6?

Also, Units that have a secondary gunpowder attack (eg strelets, turtle ship, Corsair ship, galleon) is it possible to add in miss chance to their abilities? Atm these units have 100% strike rate, whereas all other gunpowder units are penalised with a miss chance.
I also play an RTS game called Life 8-)
And I also like drinking beer! :D
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: Reduce long gun range to 5

Post by L4cus »

i would say 4, and arquebusier if its added 5 range
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
godOfKings
Posts: 3302
Joined: Fri Sep 22, 2017 4:50 pm

Re: Reduce long gun range to 5

Post by godOfKings »

May b we can use spell possibility and dodge chance will depend on spell resist but can bonus ignore spell resist with 100% chance?
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: Reduce long gun range to 5

Post by DreJaDe »

I don't think they like miss chance that much.

(Even I myself now.)

If it is to be done, I think it's more likely that other's miss chance is going to be removed that the latter.

For a victim of AOF magic RNG, I don't like the miss chance now at ALL!
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Reduce long gun range to 5

Post by Endru1241 »

Right now I am changing gunpowder units to have attack reduced by p.armor and dealing additional 4 damage, that ignores armor.
Of course their damage is reduced by 4 as well.

Meanwhile all regular archers will have reduced bonuses (+40% vs unshielded light and medium foot melee, +20% vs shielded light and medium foot melee).
Anti-heavy are left alone for now.
Slingers have changes too - reduced damage, lowered bonuses, added 1 damage ignoring armor.
Also archery is split into damage 4/5 turns and range 4/5 turns, so full upgrade goes from 11 turns to 20, but I am wondering if range lvl2 should even be actually put in.
Maybe I'll only add 1 with 5-6 cost, so total range will decrease among ranged units.
So they can be rebalanced, taking that into account.

I also want to get rid of random chance to fail (on full tech).
My initial thought was to change all handgonnes to be be ability instead of attack and have 80-90% flat chance of success, increased to 100% with some tech (e.g. cornering gunpowder).
Current split is not very good, as effects doesn't have the same possibilities as attacks.
Age of Strategy design leader
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: Reduce long gun range to 5

Post by L4cus »

for waht i read, chinese arquebuses used corned gunpowder pretty early....another tech (not a unique tech) for the chinese factory
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
User avatar
L4cus
Posts: 2358
Joined: Fri Jan 31, 2020 7:51 pm
Location: Perú

Re: Reduce long gun range to 5

Post by L4cus »

along with the gun units rebalance i think handgunner should be aviable at tc since its facility to use...like low quality gunners, we could have an aditional 3 turns gun based unit as a better option at archery structure
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
Post Reply

Return to “Unit balancing”