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1 turn cost flying scout rebalance - IMPLEMENTED
Posted: Sun Jan 24, 2021 5:02 pm
by makazuwr32
With upscale 1 turn cost flying units (namely fairy and scout bird) became a bit way too decent way to hold off enemy land meleee units who can't hit flying.
I am considering to revert for these 2 units their hp back to their original values (or at least lower it down by half).
Fairy of elves will have than 1 hp (or 2 at most), scout bird of humans will have 2 hp (or 4 at most).
Any comments or objections?
Re: 1 turn cost flying scout rebalance
Posted: Mon Jan 25, 2021 8:00 am
by Midonik
Makes sense - most ranged units one shot them anyway, but the melee units struggle way too much chipping on that much hp one by one.
Re: 1 turn cost flying scout rebalance
Posted: Mon Jan 25, 2021 9:27 am
by makazuwr32
That's the main reason for because while i was playing humans vs orcs i was able to hold off orcish melee for much longer than normally should due to scout birds as "walls" and "tanking units" in tc (i mean the first unit who takes damage in tc).
Re: 1 turn cost flying scout rebalance
Posted: Mon Feb 01, 2021 10:06 am
by Huttensohn
Thanks for bringing them up, I also experienced that on the ocean map with elf against human. for elf, you don't have ranged navy units so I was basically unable to conquer town centers with my mermen because the human occupied them with loads of scouts.
of course, this could be also used by elves, too, but against other navies it's not that strong and on land, having ranged units is not difficult for any race. but stoll, for 1 turn too strong.
Re: 1 turn cost flying scout rebalance
Posted: Mon Feb 01, 2021 7:05 pm
by makazuwr32
Well elves soon will get a ton of ranged naval units.
Same as unicorn but water ones.
Re: 1 turn cost flying scout rebalance
Posted: Wed Apr 14, 2021 5:38 pm
by makazuwr32
Implemented.
Scout bird hp reduced to 4, Fairy hp reduced to 1.