tilanus wrote:zoom, you need to scroll down to see the whole code. Here the proof:
Code: Select all
<Effect type ='Data' amount ='0.80' subtype ='Hitpoints' relativity ='BasePercent'>
<Target type ='ProtoUnit'>Musketeer</Target></Effect>
<Effect type ='Data' amount ='0.80' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
<Target type ='ProtoUnit'>Musketeer</Target></Effect>
-20% Damage and Hitpoints in exchange for reduced train time and costs. That's the Russian deal.
Yes but it's very hard to figure out whether having -25% cost and also reduced training time while having -20% hp and attack is a good deal or not, because there are multiple other factors that are too situational and complicated to be calculated : mainly drop-off, overkill and pathing issues.
The only way to figure this out is to try it in game. To me russian musks seem really fine against ranged units, because they get overkilled harder and beat other musks. Against cav I think they are fine, but they do have a worse pathing when put in melee mode than other musks.
My point of view is russian musks are good, but russia just don't have the early eco to mass them enough, and then can't really deal with fortress units such as goons and skirms. They can't really rush because not enough early mass, they can't really boom because they get crushed by tech advantaged (unlike their fellow brits, who have lbs against skirms, and upgraded musks/huss). So their only resort against semi ff civs is a timing push, but it's not enough to beat the tech advantage.
I don't think we will ever get a clear answer to this anyway