Mercenary/Outlaw Rating!

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Great Britain Riotcoke
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Re: Mercenary/Outlaw Rating!

Post by Riotcoke »

Kaiserklein wrote:
amiggo1999 wrote:@Kaiserklein do you really think that mams and elmeti are equally good?

It's situational. Mams are better vs skirm/goon as they are faster and tank more, which means they'll get to snare forever, and also better vs hand cav. Elmetis are better vs compositions with HI, for example vs china or japs, who donlt have goons.

How do you actually deal with lancers or Elmeti as Japan or China?
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Re: Mercenary/Outlaw Rating!

Post by [Armag] diarouga »

Ashis with close combat/nagi and manchus/cav.
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Re: Mercenary/Outlaw Rating!

Post by Kaiserklein »

As china your own cav reks lancers. Manchus good too.
As japan, nagis and ashis with close combat I guess.

Hard to answer that kind of question, it's very situational
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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 ..
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Re: Mercenary/Outlaw Rating!

Post by zoom »

Riotcoke wrote:
Kaiserklein wrote:
amiggo1999 wrote:@Kaiserklein do you really think that mams and elmeti are equally good?

It's situational. Mams are better vs skirm/goon as they are faster and tank more, which means they'll get to snare forever, and also better vs hand cav. Elmetis are better vs compositions with HI, for example vs china or japs, who donlt have goons.

How do you actually deal with lancers or Elmeti as Japan or China?
In Industrial Age? Forbidden Army is your best bet. In Fortress, it's completely impossible, outside of Manchus.
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Re: Mercenary/Outlaw Rating!

Post by Riotcoke »

zoom wrote:
Riotcoke wrote:
Show hidden quotes

How do you actually deal with lancers or Elmeti as Japan or China?
In Industrial Age? Forbidden Army is your best bet. In Fortress, it's completely impossible, outside of Manchus.

Well fortress, i got stomped by jesus yesterday by lancers, so was just wondering.
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Re: Mercenary/Outlaw Rating!

Post by zoom »

Riotcoke wrote:
zoom wrote:
Show hidden quotes
In Industrial Age? Forbidden Army is your best bet. In Fortress, it's completely impossible, outside of Manchus.

Well fortress, i got stomped by jesus yesterday by lancers, so was just wondering.
Oh, "Lancers"! As usual, Forbidden Army is your best friend.
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Re: Mercenary/Outlaw Rating!

Post by Riotcoke »

zoom wrote:
Riotcoke wrote:
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Well fortress, i got stomped by jesus yesterday by lancers, so was just wondering.
Oh, "Lancers"! As usual, Forbidden Army is your best friend.

Yeah but lancer rod just beats forbidden army arq.
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Re: Mercenary/Outlaw Rating!

Post by Kaiserklein »

If spain can mass rod lancer it means they're going greedy, which is good for china. You'll have more shit anyway, ship your anti cav shipments like changdaos redcoats and manchus and you're fine
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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 ..
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Re: Mercenary/Outlaw Rating!

Post by [Armag] diarouga »

Riotcoke wrote:
zoom wrote:
Show hidden quotes
In Industrial Age? Forbidden Army is your best bet. In Fortress, it's completely impossible, outside of Manchus.

Well fortress, i got stomped by jesus yesterday by lancers, so was just wondering.

You should watch my game against Mitoe on New England as China against Spain. Mass lancer really shouldn't work.
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Re: Mercenary/Outlaw Rating!

Post by zoom »

Riotcoke wrote:
zoom wrote:
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Oh, "Lancers"! As usual, Forbidden Army is your best friend.

Yeah but lancer rod just beats forbidden army arq.
Shouldn't be very one-sided, I think.
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Re: Mercenary/Outlaw Rating!

Post by Hazza54321 »

Hard for rods to connect with china cav because of the range. They hit whilst being behind the line of changdaos. Honestly rather goons or vet musks rather than rods in this MU and thats coming from me.
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Re: Mercenary/Outlaw Rating!

Post by Riotcoke »

Oh, maybe i just suck.
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Re: Mercenary/Outlaw Rating!

Post by _RDX_ »

Riotcoke wrote:swiss pikes aren't S tier as they're just worse than highlanders

Why you underestimate me... :sad:
oranges.
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Re: Mercenary/Outlaw Rating!

Post by bwinner »

I am surprised everyone rate stradiot and hackpells at the same rank while I find stradiot much better, for me they are tier S, while hackpell are not A or even B.
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Re: Mercenary/Outlaw Rating!

Post by tabben »

now kaiser jeegler
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Re: Mercenary/Outlaw Rating!

Post by Riotcoke »

bwinner wrote:I am surprised everyone rate stradiot and hackpells at the same rank while I find stradiot much better, for me they are tier S, while hackpell are not A or even B.

Hacks en masse are actually pretty incredible, as well as them being one of the best raiding cav in the game. Stadiots are definitely better though as they're basically imp huss.
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Re: Mercenary/Outlaw Rating!

Post by dansil92 »

Riotcoke wrote:
bwinner wrote:I am surprised everyone rate stradiot and hackpells at the same rank while I find stradiot much better, for me they are tier S, while hackpell are not A or even B.

Hacks en masse are actually pretty incredible, as well as them being one of the best raiding cav in the game. Stadiots are definitely better though as they're basically imp huss.


Hackapells are specialist raiders but if you catch a heavy cannon out of position or something...

For me the big thing with stradiots os their exceptional speed too. Great unit, im always happy to see stradiots in the saloon
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Re: Mercenary/Outlaw Rating!

Post by Kaiserklein »

Stradiots aren't really better than hackapells, it's situational. Hackapells are like uhlans, they're stronger in melee fights, and good at raiding. Stradiots are more like huss, better vs ranged units, to tank and snare etc.
Sometimes I get both of these in the saloon and just mix them, letting strads snare with hackapells just behind.
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Re: Mercenary/Outlaw Rating!

Post by Hazza54321 »

I think stradiot speed is what matters between them
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Re: Mercenary/Outlaw Rating!

Post by duckzilla »

Do you think Iron Troops are viable late-game units on Carolina? Seminoles give +25% archer dmg, yielding a total of 33dmg lategame.
Whatever is written above: this is no financial advice.

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Re: Mercenary/Outlaw Rating!

Post by dansil92 »

duckzilla wrote:Do you think Iron Troops are viable late-game units on Carolina? Seminoles give +25% archer dmg, yielding a total of 33dmg lategame.

Florida with carib & seminole together is 35%

Why use iron troops when you can chu ko nu with seminole buff?
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Re: Mercenary/Outlaw Rating!

Post by scarm »

A similar question: how bad is the saloon asa macro fixing tool? I sometimes, esp. on low hunt maps or when being bailed in due to enemy mapcontrol/raids, am rather gold heavy and tend to make a saloon at some point because i can't otherwise realistically spend my gold. Is that somewhat viable? I suppose its always better to just not mismacro, but how bad is the saloon really?

Oh and i somehow always get lucky and get stradiots lol.
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Re: Mercenary/Outlaw Rating!

Post by duckzilla »

dansil92 wrote:Why use iron troops when you can chu ko nu with seminole buff?

Apart from the fact that I somewhat dislike chuko/pike, the seminole buff adresses base dmg, which is far lower for chukonu (+3.75) than for iron troops (+6.25). Given Old Han Reforms, the +25% buff becomes relatively small.
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Re: Mercenary/Outlaw Rating!

Post by jgals »

duckzilla wrote:
dansil92 wrote:Why use iron troops when you can chu ko nu with seminole buff?

Apart from the fact that I somewhat dislike chuko/pike, the seminole buff adresses base dmg, which is far lower for chukonu (+3.75) than for iron troops (+6.25). Given Old Han Reforms, the +25% buff becomes relatively small.


do you know if the seminole buff works for all the units it should? I went full ceta bow once with sioux and the seminole buff did not appear to change the stats on carolina, maybe it is because they were champion already, and the base damage was barely impacted, but I'm not sure
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Re: Mercenary/Outlaw Rating!

Post by helln00 »

duckzilla wrote:
dansil92 wrote:Why use iron troops when you can chu ko nu with seminole buff?

Apart from the fact that I somewhat dislike chuko/pike, the seminole buff adresses base dmg, which is far lower for chukonu (+3.75) than for iron troops (+6.25). Given Old Han Reforms, the +25% buff becomes relatively small.


Does that also take into account the fact the ckn fires 3 bolts every round?

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