cretan archers barely used
Posted: Thu Aug 26, 2021 7:16 pm
the only one who produces cretan archers is the ia...right now they are pretty bad unit.
1. hp, range, attack and armour the same as a regular archer.
-cretan archers carried small round shields meaning they were melee combat units as well as archers. this should be represented as 1 melee armour or more hp.
-cretan recurved bow so the range compared to regular archers was higher (the fact that the comparision made was with regular greek shortbows could make the current range historically accuarate), and by the strengh it required to be shot, the impact of the cretan arrows was harder. having better range couldbe toomuch for the versatilitythe unit has (which is almost useless. will explain later) but higher attack compared to regular archers should be a must doing balance.
2. cost and leaving the same as mercenary longbowman
-mercenary longbowman are better in anycase : higher damage almost definitive for it:
mercenary longbowman stats
cost 2
leaving 4
hp 15
attack 7
range 7
cretan arcehr stats
cost 2
leaving 4
hp 11
attack 5
range 5
fireshot (bonus against structures+burning)
heavy (+2 vs heavy cavalry, +5 vs heavy infantry)
so the thing with the balance is that they do the same damage to heavy cavalry (7 damage) and only cretan deals 3 more damage against heavy infantry.
fire shot is actually a pretty good option for any archer,but because of the leaving effect and the CD it only can shot 2 times (the same with heavy shot) before saying good bye. meanwhile, producing a fire archer has no CD plus no leaving, and doesnt require anytech. cretan arcehr is not worth producing...
conclusion:
the only good trait cretan archer has is the fire shot, and even that is no good because of the leaving+CD.
the bad traits: is basically a common archer but with 2 abilities, one almost useless (heavy) and the other with potencial lost (fire)
being historically accuarate this would be a thougher and more deadly unit than a regular archer unit...
and yeah, the versatility doesnt work well because of the facts i said before
suggestion:
stats change:
cost 2
leaving 4
hp 16
attack 6
range 5
armour 1/0
speed 3
fire archer
-5 hp
range 5
heavy shot
-5 hp
range 5
1. hp, range, attack and armour the same as a regular archer.
-cretan archers carried small round shields meaning they were melee combat units as well as archers. this should be represented as 1 melee armour or more hp.
-cretan recurved bow so the range compared to regular archers was higher (the fact that the comparision made was with regular greek shortbows could make the current range historically accuarate), and by the strengh it required to be shot, the impact of the cretan arrows was harder. having better range couldbe toomuch for the versatilitythe unit has (which is almost useless. will explain later) but higher attack compared to regular archers should be a must doing balance.
2. cost and leaving the same as mercenary longbowman
-mercenary longbowman are better in anycase : higher damage almost definitive for it:
mercenary longbowman stats
cost 2
leaving 4
hp 15
attack 7
range 7
cretan arcehr stats
cost 2
leaving 4
hp 11
attack 5
range 5
fireshot (bonus against structures+burning)
heavy (+2 vs heavy cavalry, +5 vs heavy infantry)
so the thing with the balance is that they do the same damage to heavy cavalry (7 damage) and only cretan deals 3 more damage against heavy infantry.
fire shot is actually a pretty good option for any archer,but because of the leaving effect and the CD it only can shot 2 times (the same with heavy shot) before saying good bye. meanwhile, producing a fire archer has no CD plus no leaving, and doesnt require anytech. cretan arcehr is not worth producing...
conclusion:
the only good trait cretan archer has is the fire shot, and even that is no good because of the leaving+CD.
the bad traits: is basically a common archer but with 2 abilities, one almost useless (heavy) and the other with potencial lost (fire)
being historically accuarate this would be a thougher and more deadly unit than a regular archer unit...
and yeah, the versatility doesnt work well because of the facts i said before
suggestion:
stats change:
cost 2
leaving 4
hp 16
attack 6
range 5
armour 1/0
speed 3
fire archer
-5 hp
range 5
heavy shot
-5 hp
range 5