what's the more lame in late game team games ?
Re: what's the more lame in late game team games ?
Yes, I find it more annoying, too. Spread out musketeer-type units are harder to counter than heavy cavalry since you can chase cuirs or opris with faster goons, whereas usual RI is even slower than ashis, who counter cav.
Re: what's the more lame in late game team games ?
But against ashi you can make walls in the ultra lategame. It can be lame in the midgame though.
Re: what's the more lame in late game team games ?
Just like you can wall against a cuir or opri raids to give yourself enough time to catch them with goons.
Re: what's the more lame in late game team games ?
KINGofOsmane wrote:nothing beats age 5 cuirs lol
Jinette Age 5??
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Re: what's the more lame in late game team games ?
veteran pike mansr4go wrote:KINGofOsmane wrote:nothing beats age 5 cuirs lol
Jinette Age 5??
Re: what's the more lame in late game team games ?
imp halbz???
Re: what's the more lame in late game team games ?
Genitours as Aztec or Russian for sure, can barely touch goons...
In team games gend I guess
In team games gend I guess
Re: what's the more lame in late game team games ?
Jerom wrote:I still don't think the training time is more problematic that the fact that they get a free +18% upgrade once you upgrade them to imperial.
That is true, but if you make them scale off of colonial stats, I do believe that their imperial hand attack would be 50 as apposed to 57, and their HP would be 833 as opposed to 1000.
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Re: what's the more lame in late game team games ?
taylor swift is more lame in late games
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Re: what's the more lame in late game team games ?
@rikikipunotification
Re: what's the more lame in late game team games ?
Darwin_ wrote:Jerom wrote:I still don't think the training time is more problematic that the fact that they get a free +18% upgrade once you upgrade them to imperial.
That is true, but if you make them scale off of colonial stats, I do believe that their imperial hand attack would be 50 as apposed to 57, and their HP would be 833 as opposed to 1000.
And that'd be a well deserved nerf. Idk about the precise numbers but its nonsense that they get so mant free stats because ES didnt understand the concept of consistency.
Its also clearly one of the, if not the only reason why they are too strong. Fortress:good but balanced. Industrial: Pretty OP. Imperial: broken af. Seems to suit the scaling issue.
Re: what's the more lame in late game team games ?
Instant daimyos due to the Lakota or commanche indian upgrade was pretty lame back in the good old days. You could play like a god for 2 hours then someone screws up, daimyos get in, all your economy, strategy and skill counts for nothing, game over.
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Re: what's the more lame in late game team games ?
I feel like yumi is missing it's more lame than ashi and old han for sure
risi12345 : jerom ist fine
risi12345 : u make sam epiki wuth 700 Wood one barak
Hardcoar : what does the following have in common? 1. tibia best team-player;. 2. noel top seed of anything. 3. this game.
Hardcoar : all are indications of a #stronkera
risi12345 : u make sam epiki wuth 700 Wood one barak
Hardcoar : what does the following have in common? 1. tibia best team-player;. 2. noel top seed of anything. 3. this game.
Hardcoar : all are indications of a #stronkera
Re: what's the more lame in late game team games ?
If cuir weren't instant, they would probably be fine.
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Re: what's the more lame in late game team games ?
Papist wrote:If cuir weren't instant, they would probably be fine.
hardly, theyre still unkillable except for high upgraded goons
Re: what's the more lame in late game team games ?
and CAs and ERKs and dopps and BR and Zambs. What were you countering Cuirs with?
Re: what's the more lame in late game team games ?
Garja wrote:and CAs and ERKs and dopps and BR and Zambs. What were you countering Cuirs with?
Since it is Hazza54321, he probably was countering cuirassiers with strelets.
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Re: what's the more lame in late game team games ?
say the non-team players lol, how are you going to kill 1100/900hp 66 att cuirs when they all run in eco
Re: what's the more lame in late game team games ?
You don't. You just do the same to him with less expensive units.
Re: what's the more lame in late game team games ?
Hazza54321 wrote:Papist wrote:If cuir weren't instant, they would probably be fine.
hardly, theyre still unkillable except for high upgraded goons
Cuirs can be killed (not easily but they CAN be) with well micro'd goons, cav archers, bow riders, dopps, and samurai, plus a handful of other merc/special units. The real problen, at least in my experience, is the sheer volume of them.
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Re: what's the more lame in late game team games ?
Just reading these poll options gave me anxiety and reminds me why I hate team games.
Re: what's the more lame in late game team games ?
I strongly disagree that cuirs are OP because they are instant. In treaty this might be a problem, but cav training at 10% speed is as close to instant as it gets. Within a few seconds you can field 100 army pop for 2 or 3 stables. If the instant part was so blatantly OP, then every civ with fast training hussars has the same lameness making cuirs not lame.
The problem is that an already amazing fortress age unit scales incorrectly (it scales based on fortress stats rather than colonial stats). This translates to a free 10% stat upgrade extra in industrial and 20% extra in imperial. So it basically gains them an entire 20% cav combat shipment out of nowhere on top of an already great lategame civ.
I also think the cost reduction of the age 4 card is a relatively huge buff, which is deceptively good. I believe it makes them 10% cheaper. This is about equivalent to being able to field 10/9 as many units. In the case of imperial units, which are twice as good as their base stats imply (roughly) this card is most comparable to a 20% stat increase card.
So apart from three great generic cav combat cards, france gets another 40% upgrade out of nowhere. In the super lategame, their cuirasiers are actually age 6 units.
The problem is that an already amazing fortress age unit scales incorrectly (it scales based on fortress stats rather than colonial stats). This translates to a free 10% stat upgrade extra in industrial and 20% extra in imperial. So it basically gains them an entire 20% cav combat shipment out of nowhere on top of an already great lategame civ.
I also think the cost reduction of the age 4 card is a relatively huge buff, which is deceptively good. I believe it makes them 10% cheaper. This is about equivalent to being able to field 10/9 as many units. In the case of imperial units, which are twice as good as their base stats imply (roughly) this card is most comparable to a 20% stat increase card.
So apart from three great generic cav combat cards, france gets another 40% upgrade out of nowhere. In the super lategame, their cuirasiers are actually age 6 units.
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Re: what's the more lame in late game team games ?
Lukas_L99 wrote:Genitours as Aztec or Russian for sure, can barely touch goons...
In team games gend I guess
aztec doesnt get genitours
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Re: what's the more lame in late game team games ?
thank you jerom :)
Re: what's the more lame in late game team games ?
Papist wrote:Hazza54321 wrote:Papist wrote:If cuir weren't instant, they would probably be fine.
hardly, theyre still unkillable except for high upgraded goons
Cuirs can be killed (not easily but they CAN be) with well micro'd goons, cav archers, bow riders, dopps, and samurai, plus a handful of other merc/special units. The real problen, at least in my experience, is the sheer volume of them.
If you are playing with japan, just send samurai upgrades and make a couple of hatamotos to mix with your normal samurai, a couple of hatamotos can deal with a big amount of cavalry in seconds, and they cost export so even better when you are on an eco war.
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