Ok, after a bunch of matches trying out the new ship mechanics and changes, here are some things that, in my opinion, should be addressed:
- Cannon Ship nerf was a little bit too much: they are in a considerably bad spot now, since you need A LOT of turns to research them to maybe not get them one-shotted before they can do anything. Against other ships, I think they are fine now, not the mass ship destroyer machines they were before that dominated the 7 seas without much of a problem, but against land fortifications, which I believe should be their main usage as a siege ship, they are now way too weak to be considered, they die too easily once in range, even with like, 3 of them it's not very likely any will survive to fire the first shot given no advantages to either side, so my suggestion for them is: increase their hp by a small amount (probably on all upgrades, maybe a tiny amount for the unupgraded one, a very small amount to the first upgrade and a small amount to the final one?) and increase back their range to 8 when upgraded (maybe only on the last upgrade, maybe on both upgrades, I'm not sure here). I think not being able to move and attack in the same turn was already a big enough nerf for them.
- Similarly, Catapult Ship was/is/will still be too weak: even with the new upgrade to them, their stats are still not worth it when there is the clearly superior cannon ship. Now, I know, they are supposed to be used more on situations where area damage is more useful, but I made some calculations, and even with area damage and the elite upgrade they will still deal less total damage to a castle than an upgraded cannon ship, while having to be positioned in such a way that makes them hit the 2 center tiles to not get the damage greatly reduced. As you can see on the comparison below, their total damage does go up considerably after researching area damage, but only ever surpasses that of the cannon ship against monasteries, because they have only 2 armor, and armor reduces spread damage way more than single-target damage. So my suggestion here is also a small increase in hp, but instead of also giving them more range, increase their powerRangePenaltyPercent by a small amount (instead of decreasing its powerRangePowerDrop, so that they can use this damage increase even before area damage is researched) when upgraded to elite catapult, so that they can be further consolidated as being more focused on being an area damage siege ship, instead of a single-target siege ship, like cannon ships are.
Damage comparison:
Code: Select all
{
'cannon vs castle': 238,
'cannon vs high castle': 235,
'cannon vs monastery': 239,
'elite cannon vs castle': 286,
'elite cannon vs high castle': 283,
'elite cannon vs monastery': 287,
'double cannon vs castle': 334,
'double cannon vs high castle': 331,
'double cannon vs monastery': 335,
'catapult vs castle': 162.28,
'catapult vs high castle': 150.28,
'catapult vs monastery': 166.28,
'elite catapult vs castle': 193.24,
'elite catapult vs high castle': 181.24,
'elite catapult vs monastery': 197.24,
'area damage catapult vs castle': 278.664,
'area damage catapult vs high castle': 260.664,
'area damage catapult vs monastery': 284.664,
'area damage elite catapult vs castle': 331.512,
'area damage elite catapult vs high castle': 313.512
'area damage elite catapult vs monastery': 337.512
}
}
- Galleons are way too strong: This wasn't that big of an issue before 1.149, because they naturally could be dealt with quickly and at a distance using cannon ship spam, but now that cannon ships are no longer mass ship destroyers, they were left with very few disadvantages to them. The issue with them is not a single one, but just that they are too good in too many things:
- - They tank A LOT (which I believe is their core identity, being some sort of a moving naval fortress, so I think that should be kept)
- - They deal A LOT of damage, (imo nerfing the cannon damage by a bit should solve this issue, because currently they are siege ships in disguise) dealing about 10/13 of the damage of a fully upgraded cannon ship without missing and without having to stop before attacking, like siege ships now have to
- - They are very easily repairable (and will be even more with the upcoming elite mend ships, so a nerf to their mend aff. would probably help a lot),
- - They can be used as super naval siege towers (which I think is also fine, maybe only reduce the carry capacity to 3, to reduce the amount of fire archers that can be put inside at once XD)
- - They are WAY too good at converting other ships, specially when you consider that they can be carrying priests and such, and can reduce mental resistance beforehand with boarding hooks (which is completely valid, IF the player actively sets up them for this purpose, but I think the boarding hooks paired with two 45% chance conversions is making them too strong for this already without needing converters inside, and with converters inside it's stronger than a sailing super inquisitor, so I think they need their base convert chance tuned down, maybe to 25% or 20%, since they are already too strong in other areas to be giving this one much power)
Now for some positive feedback:
- Cannon ship spam is not an issue anymore: the overall variety of ship strategies in the late game has greatly increased
- Ballista ship spam is not an issue anymore: the overall variety of ship strategies in the early game has greatly increased. Plus, they are not in a bad spot, they are still a very strong force against land units and for holding choke points, and will be even more when upgraded to their elite version
- Frigates now stand a chance against other war ships: not that much, they still get demolished by trirremes, turtle ships, galleons and corsair ships, but now they are a viable option to go after some unprotected siege ships and have a greater impact on ground combat due to having 11 damage arrows, which require a significant amount of upgrades and buffs to make it not much of a trouble, so they can help to take control the shores way more easily
- Heavy Fire Siphon is very fun, and is great for dealing with enemies that are packed together (usually due to thin rivers or trying to pass through a choke point) and can also help a lot against ground siege units (except cannoneers, of course) and even against wagons
- Boarding Ships are now a thing, which they weren't before, as far as my experience in this game goes, which is not much, but still. They are a valid counter to early trirremes and turtle ships, since they can stop them, attempt a conversion, and even if they fail, they still get another chance in the following turn, since they aren't that easily killed by them
- Great Cogs are wonderful ways of performing land invasions even to somewhat protected shores, since they can deliver a lot of units if they get to the other side, and not that uncommonly are just tanky enough to get there after taking a single barrage from the enemy fire
- I'm very excited to test the new light ships and upgrades to other ships that will be coming, they sound like naval warfare will have another layer to it, with ships that will probably be used as cheaper and faster, but way weaker alternatives to carracks and galleons in terms of bringing ground units to naval combat and taking over unprotected TCs around the map.
For you that read through this, sorry, I often get a bit too excited to write about things that interest me
Edit: fixing some weird phrasings