japanesegeneral wrote:I wonder why nobody mentioned the postgame graphs yet. However i do think it would be nice to have graphs like res per secound or something like ressources on the battlefield.
There's a lot of room for improvement in this regard, some cool unit stats (involving, perhaps, even particular unit types) or individual troops' achievements, as well as more transparency: gather rates being displayed live in the UI (I think someone might have mentioned it already) — AoE2, watch and learn!
Rikikipu wrote:Make natives great again
Apart from some obvious ones, like the aforementioned Cheyenne cost decrease, I think they're overall not that bad, but situational. To bring some reference, I'll quote the sempai himself, as it's a spot-on analysis of the natives:
viewtopic.php?f=19&t=11847&hilit=native%2A#p249679
Aizamk wrote:Nats are usually viable, it's just that nobody ever uses them...
For example, goon type nat in age 2 is a hard counter to mindless cav semi-ffs.
Tiger claws/Rattan with 300/300 upgrade and a few cards are insane.
The thing players tend to get wrong with going nats, imo, is they either over commit to it (i.e. put too many cards/resources into a nat that is situationally useful: see huamincas with high siege early on, nootka with relatively high siege high tanking value, but fairly useless anti-cav) or under commit (e.g. send 1 nat upgrade card then lose their nat post or something, making that card a complete waste for the rest of the game). Unless you're france with a tp, at some point you want to transition over to regular units once nats serve their purpose of pressuring in the early portion of the game, or when you're nearing the build limit.
The build limit is a huge factor especially considering that on some maps you can maybe only get one of a type. This is a tough thing to balance map-wise. For example on saguenay nats aren't mirrored, so you can fully commit to one of them. However, the Huron nat isn't nearly as useful as the Cree one. But on Hudson bay, while it is technically "fair" with mirrored nats, you're now only really limited to ONE cree tp, unless you're fish booming or something (in which case the Huron fishing upgrade is quite nice).
I don't particularly mind the fact that nat tps can be scouted via the score bar; it lends value to little tricks such as timing your nat post completion only once you're about to age. I do like Umeu's build limit idea, but I can see it being too overpowered (for a good nat) if it's 100%. Perhaps 50%. As for reducing the price of the native embassy, I'd say that the build time is more of a problem. As it stands right now, you're going to be very slow if you build your native post far away from both bases, and want to build a nat embassy in base/near your regular fb to make units arrive faster.
Also buffing the native treaties card to nilla stats (i.e. more natives per post) would be ideal, but then again that could make nats too overpowered. Nilla players (at least, old school) should know that a nat rush with that card on Sonora was practically a free win in most situations. TAD players are relatively inexperienced with this, however.
NyxAchlys9 wrote:TheLUCKYfighter wrote:8. Building rotator - it exists, just not officially yet
Go to 'options' in the EP launcher and it is there
The thing is to make it official But I guess when EP becomes the go-to patch, you'll be right...
bobabu wrote:There should be a download page where everyone can install the most famous scenarios directly through the game and begin playing.
Like Steam Workshop, right? I can't really tell how it's going to be, but one thing for certain is that it'll be on Windows Store, and it can be doubtful whether any modding will be actually allowed. But I'm no expert here! ¯\_(ツ)_/¯
_NiceKING_ wrote:I think this thread should be pinned instead of this one
Good idea, though why not both?
Imperial Noob wrote:4. [...] Fix trample mode bugs for certain units. Cuirs??
Which ones, in particular? Rozmawiasz z Turkiem... Cuirassiers still have 2 splash damage after switching to the trample mode, true, but they're not the only ones with that „feature" and I feel that if we were to fix anything regarding it, there would me more significant issues
Dsy wrote:I dont really like post balance changes ideas since its always the developers decision what they like. They wont probably listen.
So its better just flame then until the bad choices they made.
Right...
HUMMAN wrote:It could be nice if church card would make missionaries cheaper for example.
Missionaries — do you mean then the Royal Decree to Claim the New World home-city shipment exclusively?
Moreover, EP already achieves it by halving their cost. Combine that with the Russian TEAM Cheap Priests card and you get them for 25 wood & 25 coin trained in 10 seconds!
HUMMAN wrote:IMO playing natives should be forced
I'm not a big fan of such claims, especially after tough experiences of the past meta
HUMMAN wrote:they are part of the map but they only occupy space. I am sure some pro players would say "omg this map is broken it destroys my semi ff build" but whatever.
I don't think that's the case at all, they're treated as a natural obstacle, sometimes even improving your walling capabilities!
EAGLEMUT wrote:yoqpasa wrote:By the way, can we expect new patches periodically after 1.0 or will they just release DE, get as much $$$ as possible and dump it? Do we have only 1 chance?
Nobody can know for sure, though the latter is more likely.
Is it? Aren't there patches for AoE2: HD?
gamevideo113 wrote:Some cards are also overlapping, e.g. advanced mill and avanced plantation with land grab.
I wouldn't say so, they're pretty similar, but have rather different effects. Advanced Plantations, for instance, allow you to build such a structure already in Discovery Age. Not to mention you can combine both
Imperial Noob wrote:HUMMAN wrote:I think weak cards should be tweaked as well, but op cards(boyar, genitour) should not be nerfed since they are unique to civ.
Of course not! The point is to make the game more cool, not less.
So make Vanilla more like TAD?
Imperial Noob wrote:HUMMAN wrote:It could be nice if church card would make missionaries cheaper for example.
Additional effects are awkward to implement and hard to justify. I don't think we should lobby for them.
Isn't that basically what you're suggesting?
Imperial Noob wrote:Interesting. It would never occur to me that natives can be buffed that way. When you think of it Doylishly, they should be strong soldiers who know the terrain, so perhaps they should be just as an important element of the maps as the trade routes. Then a lot of timings would change, when both players would have to take for example Conquistadors or Tupis into account in their BOs... A lot depends on how much can we buff single cards so that France will still not become OP in age II.HUMMAN wrote:You may buff native cards if natives wont be changed. IMO playing natives should be forced, they are part of the map but they only occupy space. I am sure some pro players would say "omg this map is broken it destroys my semi ff build" but whatever.
Maybe just give all natives +10 LOS?