zoom wrote:My point is that your logic is only partly solid, and partly biased. Im not favoring TAD civilizations by any means' you are favoring non-TAD civilizations in your argument.
I absolutely agree Rice Paddies are superior to Mills/Farms and Plantations, and personally advocate decreasing Plantation cost from 800w to 600w (bounties adjusted accordingly).
Yeah ok thats cute but do you agree that rice paddies should cost more than plantations if they are indeed "superior" ?
No. That would follow if all civilizations were identical, but they are not. Asian civilizations have certain bonuses, Euro trash and Naive Americans others.
Switching Rice Paddies comes into play so rarely at high skill levels that its virtually meaningless. The low cost for infinite coin production and the Colonial Age availability are the relevant factors.
shaolinstar wrote:Yeah ok thats cute but do you agree that rice paddies should cost more than plantations if they are indeed "superior" ?
No. That would follow if all civilizations were identical, but they are not. Asian civilizations have certain bonuses, Euro trash and Naive Americans others.
Switching Rice Paddies comes into play so rarely at high skill levels that its virtually meaningless. The low cost for infinite coin production and the Colonial Age availability are the relevant factors.
Thats why age3 mams, elemeti and lil bombards are unavailable for TAD civs ?
subzero wrote:I just noticed that in the patch notes, the FP quicksearch map pool has 20 maps total, having 11 ESOC Maps and 9 RE Maps.
Whilst the RE quicksearch map pool had 24 maps total.
Unfortunately ESOC FP QS map pool don''t have Araucania, Silk Road, Yucatan, Himalayas and Great Lakes '(
Is it possible for next time to add 4 out of these 5 great maps to the QS map pool?
It''s actually rather fortunate as those maps were determined simply too horrible in terms of spawn-locations and resource balance. I would love to see them edited for acceptability and included in the future though!
zoom wrote:No. That would follow if all civilizations were identical, but they are not. Asian civilizations have certain bonuses, Euro trash and Naive Americans others.
Switching Rice Paddies comes into play so rarely at high skill levels that its virtually meaningless. The low cost for infinite coin production and the Colonial Age availability are the relevant factors.
Thats why age3 mams, elemeti and lil bombards are unavailable for TAD civs ?
Much incoherence ?
Clearly you are missing the point: They are (made) unavailable in the Fortress Age on the patch because they single-handedly present a major balance issue. Rice Paddies (at least with 600w Plantations) dont. On top of that the units availability is arguably likely to be a bug in the first place.
shaolinstar wrote:Thats why age3 mams, elemeti and lil bombards are unavailable for TAD civs ?
Much incoherence ?
Clearly you are missing the point: They are (made) unavailable in the Fortress Age on the patch because they single-handedly present a major balance issue. Rice Paddies (at least with 600w Plantations) dont. On top of that the units availability is arguably likely to be a bug in the first place.
Its just your opinion. Whos right, whos wrong ? ESO community decides !
edeholland wrote:We wont be changing the ESOC Patch for some time now (at least after the winter tourney) so for now we will just use this one thread for everything regarding the ESOC Patch. Dont go off-topic please.
zoom wrote:Clearly you are missing the point: They are (made) unavailable in the Fortress Age on the patch because they single-handedly present a major balance issue. Rice Paddies (at least with 600w Plantations) dont. On top of that the units availability is arguably likely to be a bug in the first place.
Its just your opinion. Whos right, whos wrong ? ESO community decides !
Thats perfectly true: Its just the opinion of the better players (one of whom I am not).
incog wrote:I''d like to throw out there that rice paddies don''t gather as quickly as mills or plantations.
Thats because vills dont move on them like they do on mills and plantations. On average vills gather as much on rice paddies as they do on mills/plantations
incog wrote:Still though, it''s factual that natural resources are what win games and every civilization needs them, except for arguably Japan.
Japan still needs coin and wood. Sure you can survive with your starting mines &' shrines but after a while even Japan will have to push out for resources.
I would like that some units which costs too much/ are too weak become viable. The game would be more intersing, and having more options is always a nice aspect of any RTS.
So i would like to buff a bit :
- Outlaws : cause except Renegados, they aren't viable at all. Check their stats, this is such a joke. - Mercenaries age 2 : no one use them cause they cost a bit too much. - Spies / priest should have a buff or cost a bit less. - Halbardiers - Grens.
Don't make them as good as other units if you don't want to change the meta, but at least making them less bad than they are would be nice.
And nerf that fucking tomawhak iroquois which kill villagers age 1...
I guess all military units should have a multiplier vs vils in age 1. Except maybe minutemen, tho I hate when people mm your fb
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 ..
jerom wrote:Nerf the france scout snare. Its so lame. But theres not really a reason to get the tomahawk if you''re not gonna lame with it and try to kill vills :p
There is, you can kill the enemy''s explorer or scout with it
Tho I must say 95% of time I take this toma it''s to prevent the enemy from taking it to lame my fb...
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 ..