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Increase cost of hwacha

Posted: Mon Nov 23, 2020 12:49 am
by phoenixffyrnig
I propose a slight hike in the price of hwacha - they are formidable units, especially in concord. There isn't much that will survive the blasts of two, let alone three, hwacha in covering formation.

I find myself sometimes spamming hwacha because I know they can too easily sweep all before them, and I don't like this...spamming is anathema to a strategic battle.

Propose changes to
Cost - 7 turns
Build - 13 turns (after ambidextra).



Addendum - @Endru1241 - sorry to flag you up, particularly as you have probably already sorted it - but while you are dealing with the hwacha transportation issue, we are able to transport a wagon full of cannon or turtle machines, exit them and attack same turn...this seems to go against the philosophy of the overhaul to siege weapons. Was the ignited/unignited idea abandoned?

Re: Increase cost of hwacha

Posted: Mon Nov 23, 2020 1:14 am
by Badnorth
Well, what I find only op about the transportation thing is Turtle machine.. how does a big siege machine like that go in a wagon.

Cannoneer seems reasonable, it doesn't have any unpacking things and has a miss chance like hwacha but single target. Plus, it is a flesh and blood unit with a small cannon, it can fit through a wagon.

But, hwacha also has a reason to be in wagons.. it is a very slow siege machine plus it cannot be packed. I think it can somehow be dismantled when going to the wagons by its operators.

I agree with the cost 7 and the build time of 13. Somehow, catapult is more costier than an op arrow spitter or a trebuchet.

Re: Increase cost of hwacha

Posted: Mon Nov 23, 2020 10:07 pm
by Endru1241
Actually I was thinking of something the other way around - changing the stats.
Specifically - I was wondering if it wouldn't be more unique and better balanced as no attack, single action ability, that applies 5 or 6 attacks with 5 power all at once (there is such way). It would be devastating weapon (just like now) against unarmored units, but weak vs buildings (even factories) and better armored units.
Making each apply of an attack be reduced by p.armor would deal only 5-6 damage vs armored, 20-24 vs endgame blacksmith 0 armor units and 25-30 vs true 0 armor.
Of course - 2 actions could be retained, making e.g. 3 attacks on each ability use or further balanced just like ballista (modes).
Also other possible variations could also be used - 4x7 power attacks or 2 actions with 2x7power.
As number of attacks would be set by ability power it could be e.g. increased by tech.