Re: Rebalancing topic - worst units - Elf
Posted: Tue Nov 29, 2016 10:36 pm
The basic archer is better than a human archer (that is a good unit itself) and is also faster. That's why i aid tht the fast archer is the one that is "too good".
Having 2 archers is still better from a point of view: if i kill one you still have the other one, while if i kill a single fast archer you loose 2 attacks at once. That is especially true because they are both on the same level in terms of health, so you can basically kill one or the other in the same ways.
Also at the start of the game i've found better investing in more 2 turn archers instead that fast archers, and all for expansion purpose (i can conquer many tcs easily with my cheap and fast archers than with the less cheap fast archers) so that would be enough to give the archer some sense.
It is also true that with the incoming elf techs they are both going to increase their attack with the same growth, and the double attacking fast archers will have a double benefit for any +1 to attack (since it will be dealt twice).
What i've always tought is that the fast archer should be 1 range behind the normal archer (that is 6 from the start and i find it is fine), like the fire archer that have an extra effect and has range 5 even tough it costs 4 turns.
So i would definitely reduce the fast archer range to 5 (the techs that will be in will still bring it to a higher level and wil give more sense to the normal archer that will win on the range side). Also this would make sense since the fast archer should be fine because it use a shortbow (trading range for attack speed).
So i would leave them as they are untile the techs are in, when we can lower the fast archers attack since it will grow thanks to its techs
Having 2 archers is still better from a point of view: if i kill one you still have the other one, while if i kill a single fast archer you loose 2 attacks at once. That is especially true because they are both on the same level in terms of health, so you can basically kill one or the other in the same ways.
Also at the start of the game i've found better investing in more 2 turn archers instead that fast archers, and all for expansion purpose (i can conquer many tcs easily with my cheap and fast archers than with the less cheap fast archers) so that would be enough to give the archer some sense.
It is also true that with the incoming elf techs they are both going to increase their attack with the same growth, and the double attacking fast archers will have a double benefit for any +1 to attack (since it will be dealt twice).
What i've always tought is that the fast archer should be 1 range behind the normal archer (that is 6 from the start and i find it is fine), like the fire archer that have an extra effect and has range 5 even tough it costs 4 turns.
So i would definitely reduce the fast archer range to 5 (the techs that will be in will still bring it to a higher level and wil give more sense to the normal archer that will win on the range side). Also this would make sense since the fast archer should be fine because it use a shortbow (trading range for attack speed).
So i would leave them as they are untile the techs are in, when we can lower the fast archers attack since it will grow thanks to its techs