EP 4.1 Balance changes
EP 4.1 Balance changes
Due to early test results and community feedback, some small tweaks have been made to EP4 to improve balance. Rest assured, there will be no further balance changes until the end of the Autumn event.
As further compensation for the sepoy nerf, and because Indian heavy cavalry is currently sub-par, a small buff to sowar is added.
- Sowar cost changed to 75f-75c (down from 80f-80c)
Because we noticed that in certain situations the new Wakina speed was abusable, it has been reduced to 4.5 (still 0.5 more than the previous patch).
- Wakina Rifle speed changed to 4.5 (down from 5)
In EP4, after sending "East India Company" (Asian schooners) fishing boats cost 49 wood. The following change is purely a cosmetic one.
- "East India Company" shipment effect changed to "Fishing boat cost reduced by 20 wood + dock wagon"
While culverins were buffed, Japanese land units still have trouble against warships in EP4. Flaming arrow multiplier against warships has been increased to 7.
- Flaming Arrow multiplier against ships increased to 7 (up from 5)
As further compensation for the sepoy nerf, and because Indian heavy cavalry is currently sub-par, a small buff to sowar is added.
- Sowar cost changed to 75f-75c (down from 80f-80c)
Because we noticed that in certain situations the new Wakina speed was abusable, it has been reduced to 4.5 (still 0.5 more than the previous patch).
- Wakina Rifle speed changed to 4.5 (down from 5)
In EP4, after sending "East India Company" (Asian schooners) fishing boats cost 49 wood. The following change is purely a cosmetic one.
- "East India Company" shipment effect changed to "Fishing boat cost reduced by 20 wood + dock wagon"
While culverins were buffed, Japanese land units still have trouble against warships in EP4. Flaming arrow multiplier against warships has been increased to 7.
- Flaming Arrow multiplier against ships increased to 7 (up from 5)
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Re: EP 4.1 Balance changes
WOW INDIA RECEIVED 38% HOUSE COST REDUCTION AND 6% SOWAR COST REDUCTION BUT SEPOY STILL HAVE -10 HP THIS PATCH IS UNPLAYABLE
- deadrising78
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Re: EP 4.1 Balance changes
What about siege elepehants, light cannons, hand mortar and flying crows, arrow knights and rifle riders multipler vs war ships?
Re: EP 4.1 Balance changes
japan has 2 flaming arrow (twice) shipment in age 3, and 4 flaming arrow (twice again) in age 4.
so it's not right to compare them with culverin.
if flaming arrow can kill ships so fast, FALCONET (not culverin) should have 5* upon ships too.
so it's not right to compare them with culverin.
if flaming arrow can kill ships so fast, FALCONET (not culverin) should have 5* upon ships too.
Re: EP 4.1 Balance changes
falconet costs 400 res, and only has 26 range, 100*3=300 anti-ship damage
while flaming arrow costs 300 res, has 28 range, 75*7=525 anti-ship damage
sounds nice
yeah culverin counters warships hard too, but you have to build artilery foundry to train culverins, and they deal 0 damage to anything besides cannon/warships. culverin should not be considered as a "good" or "common" unit in supremacy games, while flaming arrow is quite popular.
while flaming arrow costs 300 res, has 28 range, 75*7=525 anti-ship damage
sounds nice
yeah culverin counters warships hard too, but you have to build artilery foundry to train culverins, and they deal 0 damage to anything besides cannon/warships. culverin should not be considered as a "good" or "common" unit in supremacy games, while flaming arrow is quite popular.
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Re: EP 4.1 Balance changes
someone should like my post(s) I'm going to bed soon and need to awake to something which stimulates my reward system
Re: EP 4.1 Balance changes
Those either have more utility, or are better against ships, by far, with the exception of the Rifle Rider which isn't artillery in the first place. Sorry, Sioux.deadrising78 wrote:What about siege elepehants, light cannons, hand mortar and flying crows, arrow knights and rifle riders multipler vs war ships?
Re: EP 4.1 Balance changes
The Flaming Arrow is a Culverin–Falconet "hybrid". In this sense it is right to compare them with Culverins, without saying they are the same. It remains worse than the Culverin against ships, as it arguably should be, but Japanese will now find it less hopeless to counter war ships in the Fortress Age.fei123456 wrote:japan has 2 flaming arrow (twice) shipment in age 3, and 4 flaming arrow (twice again) in age 4.
so it's not right to compare them with culverin.
if flaming arrow can kill ships so fast, FALCONET (not culverin) should have 5* upon ships too.
Re: EP 4.1 Balance changes
I wonder who raised the concern about Jap being hopeless vs warships in the fortress age.
Never heard anyone complaining about that.
Never heard anyone complaining about that.
Re: EP 4.1 Balance changes
Isnt it weird that asian civs where given a card thats basically better than old schooners?
Re: EP 4.1 Balance changes
Garja wrote:I wonder who raised the concern about Jap being hopeless vs warships in the fortress age.
Never heard anyone complaining about that.
Since jap is one of the best water civ, it needs to be highlighted by making it stronger.
Re: EP 4.1 Balance changes
for a patch prevail, it should be taken for the existing official basis, making relatively small changes relatively important!
Kaiser sucks
Garja Noob
grunt the best
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Garja Noob
grunt the best
Kickass God
BSOP OP
Re: EP 4.1 Balance changes
I think new changes do not make any really important difference!
seek to balance, not to invent too much!
seek to balance, not to invent too much!
Kaiser sucks
Garja Noob
grunt the best
Kickass God
BSOP OP
Garja Noob
grunt the best
Kickass God
BSOP OP
- QueenOfdestiny
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Re: EP 4.1 Balance changes
fei123456 wrote:falconet costs 400 res, and only has 26 range, 100*3=300 anti-ship damage
while flaming arrow costs 300 res, has 28 range, 75*7=525 anti-ship damage
sounds nice
yeah culverin counters warships hard too, but you have to build artilery foundry to train culverins, and they deal 0 damage to anything besides cannon/warships. culverin should not be considered as a "good" or "common" unit in supremacy games, while flaming arrow is quite popular.
Falcs shoot every 4 seconds I think, while flaming arrows shoot every 6 seconds. This is very often forgotten. Flaming arrows are honestly crap in most cases. However, not having to go into horse mode before you shoot is very nice against warships.
Like said before, you can't really compare flaming arrows with falcs anyway.
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Re: EP 4.1 Balance changes
Correct.Kaiserklein wrote:fei123456 wrote:falconet costs 400 res, and only has 26 range, 100*3=300 anti-ship damage
while flaming arrow costs 300 res, has 28 range, 75*7=525 anti-ship damage
sounds nice
yeah culverin counters warships hard too, but you have to build artilery foundry to train culverins, and they deal 0 damage to anything besides cannon/warships. culverin should not be considered as a "good" or "common" unit in supremacy games, while flaming arrow is quite popular.
Falcs shoot every 4 seconds I think, while flaming arrows shoot every 6 seconds. This is very often forgotten. Flaming arrows are honestly crap in most cases. However, not having to go into horse mode before you shoot is very nice against warships.
Like said before, you can't really compare flaming arrows with falcs anyway.
Re: EP 4.1 Balance changes
That's the idea, I'm sure. This is essentially a hotfix, I think.look wrote:I think new changes do not make any really important difference!
seek to balance, not to invent too much!
Re: EP 4.1 Balance changes
How is it better than old Schooners?Jerom wrote:Isnt it weird that asian civs where given a card thats basically better than old schooners?
Re: EP 4.1 Balance changes
zoom wrote:How is it better than old Schooners?Jerom wrote:Isnt it weird that asian civs where given a card thats basically better than old schooners?
50w boats plus a free dock? So schooners only becomes better after 20 boats but then we're not taking into account that the early free 200w will speed you up so I wonder if dchooners will ever catch up.
Re: EP 4.1 Balance changes
It's maybe not better than old schooner card but it's better than old asian dock card. Now Asian dock card is just as good as schooners basically when it used to be worse.
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Re: EP 4.1 Balance changes
why use flaming arrows to counter warships anyway, thats what moratus are for, what japan is not gonna be age 4 vs a water boomer
Re: EP 4.1 Balance changes
Kaiserklein wrote:Falcs shoot every 4 seconds I think, while flaming arrows shoot every 6 seconds. This is very often forgotten. Flaming arrows are honestly crap in most cases. However, not having to go into horse mode before you shoot is very nice against warships.
Like said before, you can't really compare flaming arrows with falcs anyway.
you're right yeah. but notice that a cannon-cannon fight, or cannon-warship fight, hardly has a "second chance" to fire.
if one can one-shot another, ROF means nothing then.
- lemmings121
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Re: EP 4.1 Balance changes
Jerom wrote:Isnt it weird that asian civs where given a card thats basically better than old schooners?
uhmm no. ships are cheaper overall, and the old card with the new price makes a good final price.
You have to consider 70w to be standard. if you think this card is making it cost 50 down from 100 is op, but its only -20w actually.
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Re: EP 4.1 Balance changes
deleted_user wrote:someone should like my post(s) I'm going to bed soon and need to awake to something which stimulates my reward system
i refuse to like your shitty attempt of farming likes.
breeze wrote: they cant even guess how much f***ing piece of stupid retarded they look they are trying to give lesson to people who are over pr35 and know the best mu. im pretty sure that we need a page that only pr30+ post and then we could have a nice discussins.
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