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chariot blacksmith upgrade techs IMPLEMENTED

Posted: Fri Feb 26, 2021 10:45 am
by godOfKings
Spacious chariot tech wont affect conversion resistance and cost will b 3 turns

Wheel blades i think should have range 1 so that it can 'circle' the group of enemies in front instead of currently 'spinning' in same spot while damaging adjacent units, no changes to cost

Re: Reduce chariot blacksmith upgrade cost

Posted: Fri Feb 26, 2021 12:21 pm
by Hyuhjhih
godOfKings wrote: Fri Feb 26, 2021 10:45 am Since chariots r rarely used late game, i think their blacksmith tech (wheel blade and spacious chariot) costs can b reduced to 3 turns instead
Chariots are still used by many players as a headstart on large maps. Elite ones are still pretty much hard to tackle with. And on mid game, elite with spacious chariots and wheel blade is still a menace to handle without getting perfect counters on time.

Its still ok with me on current costs.

Re: Reduce chariot blacksmith upgrade cost

Posted: Fri Feb 26, 2021 6:13 pm
by godOfKings
Isnt siege tower cheaper and more useful?

Re: Reduce chariot blacksmith upgrade cost

Posted: Sat Feb 27, 2021 3:39 am
by Hyuhjhih
godOfKings wrote: Fri Feb 26, 2021 6:13 pm Isnt siege tower cheaper and more useful?
Actually , a simple chariot is much better than siege tower. Much fast, has got individual attacks, got melee and ranged versions for use. Even though the modified ones has only 1 space, they are still useful mid game. Each siege is 5 cost, while chariots are an optional 5+5+6 and just 3 cost.

Yet, the polearm counter is so devastating and they are vulnerable to ranged and mount alike, with much less health than siege tower.

But reducing these tech cost will make it much easier to use in early game, and with full potential, they can decide the better force early on .

Well i suggest buffing the armor and hp of chariots a bit.

Re: Reduce chariot blacksmith upgrade cost

Posted: Sat Feb 27, 2021 3:43 am
by Hyuhjhih
godOfKings wrote: Fri Feb 26, 2021 6:13 pm Isnt siege tower cheaper and more useful?
And the usefulness come with the necessity. If a cavalry or elephant approaches, a pole arm weilder is much useful than even a mighty castle or strong hoplite, while they are utterly useless against almost all other units. So if your need calls for a guard, pay for some siege tower or if you are finding for a little push towards opponents, rely on chariots.

Re: Reduce chariot blacksmith upgrade cost

Posted: Sat Feb 27, 2021 1:19 pm
by godOfKings
No buffing chariot stats, they r 3 turn cost. 3 workers can make 1 s.tower in 2 turns + packed version moves as fast as chariots, also with 3 uint capacity they r great with priests, archers, musketmen and other support units

All in all, siege tower is cheaper, much higher hp and more useful in mid-late games compared to chariots so i still stand by my opinion of making research tech cheaper

Re: Reduce chariot blacksmith upgrade cost

Posted: Sat Feb 27, 2021 1:43 pm
by Hyuhjhih
GoK no offense buddy, i am not gonna compare siege tower and chariots. They are different in their own way. All i wanna say is the pros of such a balanced unit like chariot getting much powerful earlier will be bad for the overall balance in pvp.

Re: Reduce chariot blacksmith upgrade cost

Posted: Sat Feb 27, 2021 2:16 pm
by godOfKings
I think siege towers and chariots r similar with siege towers being more useful, which is why i want chariot to reach its full potential while its still early game, a spearman can reach 3rd tier by 6 turns so its cheapest and most useful, i always max out spearmen first in any game i play so i never find chariot or any other cavalry a threat

Re: Reduce chariot blacksmith upgrade cost

Posted: Sat Feb 27, 2021 2:45 pm
by godOfKings
I just got an idea that requires spacious chariots
spacious elephant castle

Re: Reduce chariot blacksmith upgrade cost

Posted: Sat Feb 27, 2021 2:48 pm
by phoenixffyrnig
godOfKings wrote: Fri Feb 26, 2021 10:45 am Since chariots r rarely used late game, i think their blacksmith tech (wheel blade and spacious chariot) costs can b reduced to 3 turns instead
Chariots are rarely used anyway. In fact, I don't recall ever seeing someone use them against me in MP. I think as a basic rule of thumb, if a unit sees either no use or too much use, then I think we need to be looking at why... ie to buff or to nerf, to tweak or to leave alone.

Tbf I've only ever properly integrated them into my strategy once, but it worked a treat. I find them to be of limited use until fully upgraded, and as is mentioned, there natural enemy is cheap and ubiquitous. In short, I agree with GoK in principle, but I think cost 5 to cost 3 is quite a leap - what would you think of cost 4 for both, but making Spacious Chariots also researchable in Stables? (since it is more like a different way of building the chariot than modifying a currently built thing like wheel spikes is).