Kaiserklein wrote:If grens had a much quicker animation, they would be able to hit and run, which means they would be much better against hand cav. They would also do better against skirms, because atm skirms can shoot like 5 volleys before the grens get in range and throw their shit ; and when they do, their animation is so slow that skirms have enough time to run away, and get 5 free volleys again, etc. With a faster animation this wouldn't happen either
Still, 16*0.5*2(cap)=16 damage against hand cavalry is nothing spectacular. Musketeers do 23*0.8 ~18 while being only one pop and also have fantastic melee damage against heavy cavalry. Also, they train from barracs, instead of a useless in colonial age 300w foundry. What is the point of producing grenadiers then? Besides, skirmishers will smash them even with animations improved. HI tag and range difference are enough to bring peril to a unit, that in microed combat is marginally better against them than the janissaries.
My point is, they are alike musketeers, yet nothing saves them from cavalry. Advices like "Well, add some pikes" are out of place here, because grenadiers should be able to do it themeselves. They counter not enough units to be useful, and their "siege potential" in colonial is laughable argument to train them when you could have pikes or easy to manage masses of musketeers instead.
About "having fun" in team games - that is obviously an area for unconventional strats. Sadly, it proves nothing.
Grenadiers remain an conventional unit that is as useful in competitive gameplay as outlaws and native rushes. "Only against weaker players"
Maybe it has something to do with my quiet wish of making AoE III less chess and more Company of Heroes, but hey, grenadiers could be normal if shown some love.
Against a statement, that patches are not meant to radically change the game I can only surrender, because...well, my whole reasoning is rendered pointless. RIP grens.