EP 4.1 Balance changes

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China fei123456
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Re: EP 4.1 Balance changes

Post by fei123456 »

_H2O wrote:Nice tweaks. India colonial combos (Gurka, sepoy/zam, sowar) just got buffed.

but in such a semiFF meta no one plays "colonial combo" with india :smile:
200w TP+fast age up makes semiFF unstoppable. india used to use sepoy rush to stop the semiFF, but now that sepoy rush isn't strong anymore, "late colonial combo" can't deal with cannon goon skirm.
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Re: EP 4.1 Balance changes

Post by Dsy »

Hazza54321 wrote:the way to punish goon raiding is by pushing and catching all his ranged inf off guard, or raid his vills yourself


I dont think melee cav mass works at all vs goon mass. There is no other way to defend vs goon raids but make goons for urself also. Or build walls.
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Re: EP 4.1 Balance changes

Post by SoldieR »

We need patch notes from RE--> current EP.
I fear the game the game is more different than I know...
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Re: EP 4.1 Balance changes

Post by Hazza54321 »

Dsy wrote:
Hazza54321 wrote:the way to punish goon raiding is by pushing and catching all his ranged inf off guard, or raid his vills yourself


I dont think melee cav mass works at all vs goon mass. There is no other way to defend vs goon raids but make goons for urself also. Or build walls.

you totally missed my point but ok
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Re: EP 4.1 Balance changes

Post by Darwin_ »

IAmSoldieR wrote:We need patch notes from RE--> current EP.
I fear the game the game is more different than I know...

Those notes are in the EP patch notes. You just have to scroll a bit.
somppukunkku wrote:This is not a fucking discogame.
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Re: EP 4.1 Balance changes

Post by drsingh »

I'm not sure if sowar cost reduction is the way to go. Since making cheaper wont turn a specialised cavalry into generic cavalry.
After this change, It will be op in some situations and up/ok in others.
Would have preferred a cost adjustment of sepoy instead. +- rajput and flail ele change.

Anyways even though not ideal. Playing with india is more exciting than before since the house change opens lot of doors.
Now is not the time to discuss this though. Since will have more info after the tournament.

On topic - raids from goons should be punished by raids with mele cav(more effective). While defending with skirm goon. 3 unit comp>2 unit composition.

@SoldieR
https://docs.google.com/document/d/1BU_ ... d4p8k/edit
We should evolve with the game. Dont you get bored playing the same way??
They are probably more confident changing things, in prep for de.
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Re: EP 4.1 Balance changes

Post by Dsy »

In theory and imagination you can raid with melee cav when you got raided by goons. In real scenario your cav probably straight up die from sniping goons.
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Re: EP 4.1 Balance changes

Post by Hazza54321 »

if he raids with goons then he leaves the rest of his army exposed and outnumbered, meaning you can either kill that or go pressure his vills which he cant defend with, with an inferior military
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Re: EP 4.1 Balance changes

Post by Dsy »

But if the resources ran out and they are far and you push with inf you wont kill a single will (if he has just a bit line of sight) since they are slow. With melee cav could be. But if he scout you attack with melee cav he just snipe them with goon since they are not unkillable like goons. So your push is slow. And if he gathers more army in meantime your attack, maybe you army can caught offguard. Since defender advanatage always be tehere except if you raid with goons.
Thats what im talking about. You can raid only with goons like there is no risk.
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Re: EP 4.1 Balance changes

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Post by look »

thanks for kill the rush sepoy..

RIP Sepoy 2017.. fu ck o...f
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Re: EP 4.1 Balance changes

Post by zoom »

Garja wrote:Nah goons are not that good anyway. That's your subjective opinion.
Agreed. They are objectively bad. Also, never used.
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Re: EP 4.1 Balance changes

Post by zoom »

Garja wrote:No. Rajput and flail elephant are both underperforming units and they're for the very reason he stated.
Sowar is totally fine in pretty much any way you look at it. -5f -5g might not be great deal but it's totally an arbitrary decision based on no practical or theoretical evidence.
Honestly this round you decisions have been shit.
Who stated??

Also, yes: Changes to unviable units are either insignificant or more risky than the modest change opted for. At least bring a single argument if you want to counter a logical statement. The only fact you did bring supports my statement further.
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Re: EP 4.1 Balance changes

Post by Garja »

My argument is you did shit, 90% of community would do better. I hope it's clear enough.
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Re: EP 4.1 Balance changes

Post by deleted_user »

IAmSoldieR wrote:We need patch notes from RE--> current EP.
I fear the game the game is more different than I know...

Both changes from last EP to current EP and changes from RE to current EP are available in the patch notes google doc.
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Re: EP 4.1 Balance changes

Post by SoldieR »

Ah, simple enough
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Hungary Dsy
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Re: EP 4.1 Balance changes

Post by Dsy »

Actually people underrate cost changes by a lot.
My calculator showed that Re sowar has 123 cost effectivity, Ep has now 140.
A simple hussar has 157 cost effectivity.

It means this sowar change is significant.
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Re: EP 4.1 Balance changes

Post by Garja »

I'm not sure the cost effectivity calculator is too accurate :hmm:
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Re: EP 4.1 Balance changes

Post by Dsy »

Its accurate. This cost change equivalent with 13,8% hp or attack buff.
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Re: EP 4.1 Balance changes

Post by Goodspeed »

Not exactly. After all you can still only get 5 sowars at a time from a stable, and the shipments still give the same amount.
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Re: EP 4.1 Balance changes

Post by Garja »

I wasn't even refering to sowar. Just in general I don't know if the measure you use for cost effectiveness are accurate. For sure, cost effectiveness depends on intangible aspects that are not easy to put in a model. Besides that you should be sure to include all unit stats in the calculation.
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Re: EP 4.1 Balance changes

Post by Dsy »

It include all unit stats. And it calculate with villager second.
And yeah building time and shipments are the same, but those are minor facts. But true.

You can use calculator also if you want. Its very easy i think.

viewtopic.php?f=33&t=11558

You can ask comment or anywhere if you want to know smething about it.
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Re: EP 4.1 Balance changes

Post by Garja »

It doesn't take into account the speed of the unit. Sowars are fast as goons for example.
Also each stat has a different weight depending on the situation.
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Re: EP 4.1 Balance changes

Post by n0el »

Speed ish the best stat!
mad cuz bad
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Hungary Dsy
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Re: EP 4.1 Balance changes

Post by Dsy »

Speed cant be included since its a "fighting calculator". It shows the results in a scenario where units instantly start attacking each other. So speed is irrelevant. However you can make conclusions still easier. Since if one unit 100 cost effective and an other 100 also their attack type and range the same then you can know that which one is better... But in combat, they fight the same way and the calcultor shows that accurate.

And the stats different weights are in the calculator. For example in ranged fight you compare 2 units. Skirm vs musket:
In attack you will write 30 for skirm, since it has 2 times multiplier.
In ranged resistance you enter 0 for musk since it has no ranged res, but enter 30 for skirm.
And thats it. You are basicly set every stat weights by your own correctly depending on situation.
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Re: EP 4.1 Balance changes

Post by Hazza54321 »

Goodspeed wrote:Not exactly. After all you can still only get 5 sowars at a time from a stable, and the shipments still give the same amount.

should reduce jan train time with that logic then

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