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.
Reduce long gun range to 5
- phoenixffyrnig
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Reduce long gun range to 5
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Re: Reduce long gun range to 5
i would say 4, and arquebusier if its added 5 range
- godOfKings
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Re: Reduce long gun range to 5
May b we can use spell possibility and dodge chance will depend on spell resist but can bonus ignore spell resist with 100% chance?
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Re: Reduce long gun range to 5
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!
(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!
Re: Reduce long gun range to 5
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.
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
Re: Reduce long gun range to 5
for waht i read, chinese arquebuses used corned gunpowder pretty early....another tech (not a unique tech) for the chinese factory
Re: Reduce long gun range to 5
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