not in 1v1Hazza54321 wrote:Ports are probably top civ right now
Portuguese Discussion Thread
Re: Portuguese Discussion Thread
- lemmings121
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Re: Portuguese Discussion Thread
they are pretty good, mainly because pretty much all maps have twice as many hunts as RE, and three times more TPs
Re: Portuguese Discussion Thread
Ports and Dutch are probably top civs on all maps. On maps with good hunt (i.e. High Plains, Adirondacks, Hudson Bay), ports can just do a 5-15 musk semi with a TP or two, maybe even ATP and stagecoach, and almost auto win against Germany, and do very well against almost every other civ. They even do quite well in colonial, having a close matchup with France and India.
somppukunkku wrote:This is not a fucking discogame.
Re: Portuguese Discussion Thread
TPs have little to do with ports being good. On non TP map they would be even better vs other TP civs.
Re: Portuguese Discussion Thread
Garja wrote:TPs have little to do with ports being good. On non TP map they would be even better vs other TP civs.
Yeah they really dont, but they are better with one, as most civs are.
somppukunkku wrote:This is not a fucking discogame.
- macacoalbino
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Re: Portuguese Discussion Thread
Garja wrote:TPs have little to do with ports being good. On non TP map they would be even better vs other TP civs.
But they are better vs non tp civs that can't slam a TC in the middle of the map to control the line.
Re: Portuguese Discussion Thread
Found some gems:
zoom wrote:thebritish wrote:Show hidden quotes
whats the difference? brits need more hunts then ports for sure.
1 musketeer is 75 fod-1 cassador to counter it is 80 food
1 hussar is 120 food-1 goon is 90 food to counter it
when you sum it all, its 195 food vs 170 food.
-Basically brits need more hunts than ports, and you still want to buff ports and make them perfect civ. why?
Are you really asking me how British and Portuguese are different?
For the last time: Please stop discussing British in the Purtuguese Discussion Thread. If you want to ask for buffs to the British then do so in the relevant thread. Focus on the Portuguese civilization here.
zoom wrote:thebritish wrote:You are asking irrelevant buffs for the portuquese civ, thats why
I'm just giving thoughts and suggestions. If you want to cry about British as a result then do so in the British Discussion Thread and stop spamming this thread with off-topic posts, please.
Also, I don't think you're using the word "irrelevant" correctly.
thebritish wrote:Ports are already too OP to be buffed more.
If you think their military is weak, make vills only from 1 TC instead of 3TC in early-mid fortress and you will need to make more barracks and stable instead of one barrack and 1 stable, so you can spend you resources in military.
I still dont understand, are you all dumb or what.
They cant make vills from 3 TC's (or techically boom and have enougn military to fight).
If you all thing they should, then why not allow France to boom from 3 TC's and have enough military. not okay, ha?
Then stop whining and think when you will know have fresh mind
Atomiswave wrote:thebritish wrote:Show hidden quotes
1 is the worst, 5 is the best?
No, the other way around. Currently Port is the weakest civ along with Spain.
thebritish wrote:zoom wrote:Show hidden quotes
That sounds completely unreasonable, unlike my above suggestion.
cassadors are even better than all skirms out there (even lbows) and if you make them cheaper, they will become OP and with the 20 range goons, ports will become the best civ and will demolish everyone once it gets in age 4
thebritish wrote:_DB_ wrote:Giving organ guns more speed is a nice idea.
if organ guns get speed increase, i will start banning ports in my games on EP, or i wont play on EP at all.
thebritish wrote:Garja wrote:Show hidden quotes
and 3 rof instead of 4.5Show hidden quotesthebritidiv class="Spoiler">Show hidden quotesdiv class="Spoiler">Show hidden quotesShow hidden quotes
skirms have same range lol
Are you PR5 or something?
-The only thing you are going to do in skirm wars is to get a better position where more of your units will shoot alot or more than half of his units wont shoot. And when he gets his units to shoot, you go back and repeat the same process again.
-The opponent does the same..
thebritish wrote:Hazza54321 wrote:thebritish wrote:Are you PR5 or something?
-The only thing you are going to do in skirm wars is to get a better position where more of your units will shoot alot or more than half of his units wont shoot. And when he gets his units to shoot, you go back and repeat the same process again.
-The opponent does the same..
looks like my pest list is gonna be +1
I can make space for you in my pest list too if you wanna go in that way.
@Incog, we were having discussion, and he posted something that everyone knows, while thinking that is going to add to the discussion "better" opinion.Incog wrote:notification
-Also, i am not flaming him or something, so i should calm down,i used a word which correlates to what he said (and was irrelevant to the topic)
thebritish wrote:Hazza54321 wrote:how the fuck wasnt it relevant, how can you kite something with the same range if both players are watching their army ?
its the same as musk wars. Not all of your units will shoot.
-Also, playing too much Russia with 14 range strelets cant teach you the whole part of the game (no offense)
thebritish wrote:n0eL wrote:lol what about all the French games he's played. Im pretty sure he could wipe you with any civ
He can beat me only with russia. In mirrors he will just get outplayed..
forgrin wrote:thebritish wrote:_DB_ wrote:Yea, ports dont suck now as they used to
But, they still suck?
For the first time I kinda agree with thebritish. It really feels like the patch team just wants them to be a shitty version of French or Brit (except more fortress orientated). Sure, their standard builds are much more streamlined, but they have a lot more difficulty doing the thing the civ is designed to do, turtle, especially with the wall nerf. I kinda want to see their wall HP card go +50% to +100%. As much as people think it's "lame" and "boring," that's one of the defining Port playstyles, let people do it if they want to.
They're not even that good at standard play, as people are saying they're "middle of the pack." You either have to do some more changes to make their standard play more viable or let them be good at what they were designed for. Arguably the only reason they perfom well currently is because they have access to the broken cav semi.
forgrin wrote:britishmusketeer wrote:lol when the patch team released the notes of reducing ports vills to 80f everyone speculated they would become op. Imagine if they boosted them even more. Also the patch team wants to keep the changes as small as possible so as not to overnerf/boost civs. Think of otto. Everyone thought they would be the top civ by far on EP but infact they aren't that strong at all anymore.
Lol the only ppl who thought port would be OP with only reduced vill cost weren't port players or were noobs. They ended up being solidy "meh," and IMO the only thing that keeps them semi-competitive is the fact that cav semis with TP are broken. I get trying to keep changes to a minimum, but you still gotta fix problems as the patch team.
Their only other kindof-useful strat is an FI I suppose, but again, super punished by cav semi.
Re: Portuguese Discussion Thread
#BringBackTheBritish
#BBTB
#BBTB
- lemmings121
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Re: Portuguese Discussion Thread
Oh god.
I think the #btb was the best thing we ever done arround here.
I think the #btb was the best thing we ever done arround here.
Re: Portuguese Discussion Thread
Time for another one:
#ModTheMuthaPhukkinEar
#ModTheMuthaPhukkinEar
Re: Portuguese Discussion Thread
I miss them all so much. Also, old forgrin said more biased shit.
Re: Portuguese Discussion Thread
zoom wrote:I miss them all so much. Also, old forgrin said more biased shit.
Back when I only played ports at a sergeant level, oh those were the days :p
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Re: Portuguese Discussion Thread
Wow i forgot how much he shit posted
Re: Portuguese Discussion Thread
Why u dodged him hazza
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Re: Portuguese Discussion Thread
Plot twist: thebritish was me all along
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Re: Portuguese Discussion Thread
lemmings121 wrote:Oh god.
I think the #btb was the best thing we ever done arround here.
Your welcome
- lemmings121
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Re: Portuguese Discussion Thread
Hazza54321 wrote:lemmings121 wrote:Oh god.
I think the #btb was the best thing we ever done arround here.
Your welcome
the only warning I got on this forum... totally worth it.
Re: Portuguese Discussion Thread
Ideas for changes:
-colonial militia card removed
-cassador attack increased to 18, cost changed to 65f 45c
-Genitours effect changed to +4 range
-Vill cost reverted
- +1 wood crate +1 food crate
Thoughts?
-colonial militia card removed
-cassador attack increased to 18, cost changed to 65f 45c
-Genitours effect changed to +4 range
-Vill cost reverted
- +1 wood crate +1 food crate
Thoughts?
somppukunkku wrote:This is not a fucking discogame.
Re: Portuguese Discussion Thread
Assuming you want to do it according to EP policy, you should know that removing cards is not the way to go. Plus it's rather inferior to ATP.
Why would you add a wood crate? It seems pointless, especially in comparison to other Euro civs.
Why would you add a wood crate? It seems pointless, especially in comparison to other Euro civs.
Re: Portuguese Discussion Thread
pecelot wrote:Assuming you want to do it according to EP policy, you should know that removing cards is not the way to go. Plus it's rather inferior to ATP.
Why would you add a wood crate? It seems pointless, especially in comparison to other Euro civs.
The extra wood crate would guarantee that Ports could either get a tp or a market, so they still get an early eco boost even with the 100f vills. The problem that a lot of people have raised with 80f vills is that ports scale too well with them. However, it is undeniable that RE ports' early eco is not good and needs a buff.
As for removing colonial militia, my reason for thinking that it should be removed is due to the fact that Ports already have 3 tc's. That means they already have 3x as many minutemen as other civs, as well as 3x the potential tc fire. Now give them another 18 minutemen and 50% more tc fire? That is way to good in my experience, especially in team games. And to you point on ATP, if it were up to me, I would nerf the card as well. Maybe nerf the ranged attack or hp boost.
somppukunkku wrote:This is not a fucking discogame.
Re: Portuguese Discussion Thread
Darwin_ wrote:Ideas for changes:
-colonial militia card removed
-cassador attack increased to 18, cost changed to 65f 45c
-Genitours effect changed to +4 range
-Vill cost reverted
- +1 wood crate +1 food crate
Thoughts?
Why the fuck would you remove colonial militia?
Re: Portuguese Discussion Thread
I think ports are a better version of France now. They have a very strong age 2 (they can spam almost full batches of musketeers with constant double TC vill production) combined with a forward TC and an early age 2 ageup time which france doesnt have and they have a very strong semi ff with a hard boom potential. It is hard to push in since they have too many sets of minutemen and generally they can mass hard. And on maps like high plains and water maps they must be even stronger since their age 1 card can be a much stronger one.
Re: Portuguese Discussion Thread
Jerom wrote:Darwin_ wrote:Ideas for changes:
-colonial militia card removed
-cassador attack increased to 18, cost changed to 65f 45c
-Genitours effect changed to +4 range
-Vill cost reverted
- +1 wood crate +1 food crate
Thoughts?
Why the fuck would you remove colonial militia?
It's OP in team games and totally lame in 1v1 when you consider than port has 3 tc's and 3 sets of minutemen. But, as I said, these are just my ideas and are up for scrutiny and criticism.
somppukunkku wrote:This is not a fucking discogame.
Re: Portuguese Discussion Thread
I think their early colonial and even early fortress is nothing like that of the old france. Not even close.
Re: Portuguese Discussion Thread
Darwin_ wrote:Jerom wrote:Darwin_ wrote:Ideas for changes:
-colonial militia card removed
-cassador attack increased to 18, cost changed to 65f 45c
-Genitours effect changed to +4 range
-Vill cost reverted
- +1 wood crate +1 food crate
Thoughts?
Why the fuck would you remove colonial militia?
It's OP in team games and totally lame in 1v1 when you consider than port has 3 tc's and 3 sets of minutemen. But, as I said, these are just my ideas and are up for scrutiny and criticism.
Nobody even ships cm when playing standard?
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