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Re: Skull Knight Temple Shipment Test

Posted: 16 Oct 2019, 08:31
by helln00
Btw i wanted to ask but how does area damage work with multipliers?

Like if an iron flail for example attack a group of units which have skirms, heavy infantry and cav within it.

how does the area damage for each of those units determined?

Re: Skull Knight Temple Shipment Test

Posted: 19 Oct 2019, 04:01
by jgals
dansil92 wrote:
harcha wrote:they suck even more than grens why would you even care tbh
The noble pursuit of knowledge? (Who floats 2000 coin industrial for a stupid skull Knight shipment?)
someone who is water booming hard with OP aztec navy deck like me

Re: Skull Knight Temple Shipment Test

Posted: 19 Oct 2019, 04:03
by jgals
Kawapasaka wrote:
jgals wrote:did you guys ever fix infantryfencing/cavalry school to work with dog soldiers/skulls? Thats the important topic here
wut, why should it?
lol! maybe because it says on the fucking card!??

and the entire argument before this on the thread is pointless. anyone who has used 3 area damaged skull knights en masse knows they are wildly more effective to the point that you would never use 2 area skulls again. That said, in my best decs for the toughest opponents I don't use them at all. It's eagle runner all the way, or prowler upgrade card if it's a musk heavy civ that u need that

Re: Skull Knight Temple Shipment Test

Posted: 19 Oct 2019, 05:58
by gamevideo113
jgals wrote:
Kawapasaka wrote:
jgals wrote:did you guys ever fix infantryfencing/cavalry school to work with dog soldiers/skulls? Thats the important topic here
wut, why should it?
lol! maybe because it says on the fucking card!??
No. You don't understand the card so stop acting entitled.
It says "Changes infantry training points by -40%" and "Changes skull knight training points by 40%". The first effect is a negative percentage, and it effectively decreases the training points of all infantry units, included skull knights. The second effect is a positive percentage, which means that it increases the training point of skull knights, so that it negates the first effect on skulls knights and the training points of skull knights aren't changed. The card is not supposed to increase the efficiency of firepit dancers by a whopping 40%. As a matter of fact, the card artillery school decreases the training time of Heavy Cannons by only 10%, and if anything, that should be the same for skulls, not 40%.

Re: Skull Knight Temple Shipment Test

Posted: 22 Oct 2019, 06:28
by jgals
gamevideo113 wrote:
jgals wrote:
Show hidden quotes
lol! maybe because it says on the fucking card!??
No. You don't understand the card so stop acting entitled.
It says "Changes infantry training points by -40%" and "Changes skull knight training points by 40%". The first effect is a negative percentage, and it effectively decreases the training points of all infantry units, included skull knights. The second effect is a positive percentage, which means that it increases the training point of skull knights, so that it negates the first effect on skulls knights and the training points of skull knights aren't changed. The card is not supposed to increase the efficiency of firepit dancers by a whopping 40%. As a matter of fact, the card artillery school decreases the training time of Heavy Cannons by only 10%, and if anything, that should be the same for skulls, not 40%.
that's a terrible argument. Heavy cannons are in no way relatable to skull knights or their training speed. The two army compositions are totally different. I can see how it might be imbalanced in SUP, but then again would it really be? to have skull knights actually used in a regular composition, but it should be allowed for treaty at least. Skull knights and dog soldiers are the core of true native power, and they train too slow. By the way iroquois should get an elite fire pit unit too. like a stealth melee unit that is fast, has a build limit, and can one shot a lot of units, but dies fast. Let's call it the wolf raider

Re: Skull Knight Temple Shipment Test

Posted: 22 Oct 2019, 07:42
by Kawapasaka
jgals wrote:
gamevideo113 wrote:
Show hidden quotes
No. You don't understand the card so stop acting entitled.
It says "Changes infantry training points by -40%" and "Changes skull knight training points by 40%". The first effect is a negative percentage, and it effectively decreases the training points of all infantry units, included skull knights. The second effect is a positive percentage, which means that it increases the training point of skull knights, so that it negates the first effect on skulls knights and the training points of skull knights aren't changed. The card is not supposed to increase the efficiency of firepit dancers by a whopping 40%. As a matter of fact, the card artillery school decreases the training time of Heavy Cannons by only 10%, and if anything, that should be the same for skulls, not 40%.
that's a terrible argument. Heavy cannons are in no way relatable to skull knights or their training speed. The two army compositions are totally different. I can see how it might be imbalanced in SUP, but then again would it really be? to have skull knights actually used in a regular composition, but it should be allowed for treaty at least. Skull knights and dog soldiers are the core of true native power, and they train too slow. By the way iroquois should get an elite fire pit unit too. like a stealth melee unit that is fast, has a build limit, and can one shot a lot of units, but dies fast. Let's call it the wolf raider
They are comparable because faster training speed of the units is, essentially, an eco upgrade. Training speed upgrades for normal units are not directly tied to villager seconds (or factory seconds, same thing) like they are for these units. It's more comparable to a card like Mustangs or Thoroughbreds.
As for Iro, they have the Travois dance. Not the most exciting elite unit, but perhaps the most useful :mrgreen:

Re: Skull Knight Temple Shipment Test

Posted: 22 Oct 2019, 09:47
by Sargsyan
I do agree, and an unbiased press is very nessasary in a democracy. But good luck finding it in the US nowadays. So, if I have to pick one source over another, I would go for the one who share many of my poits of view and are open about their bias, instead of the pretenders who are mainly supporting money interests, while calling themself objective.

Re: Skull Knight Temple Shipment Test

Posted: 24 Oct 2019, 05:38
by gamevideo113
jgals wrote:
gamevideo113 wrote:
Show hidden quotes
No. You don't understand the card so stop acting entitled.
It says "Changes infantry training points by -40%" and "Changes skull knight training points by 40%". The first effect is a negative percentage, and it effectively decreases the training points of all infantry units, included skull knights. The second effect is a positive percentage, which means that it increases the training point of skull knights, so that it negates the first effect on skulls knights and the training points of skull knights aren't changed. The card is not supposed to increase the efficiency of firepit dancers by a whopping 40%. As a matter of fact, the card artillery school decreases the training time of Heavy Cannons by only 10%, and if anything, that should be the same for skulls, not 40%.
that's a terrible argument. Heavy cannons are in no way relatable to skull knights or their training speed.
They are. They produce automatically, only from the indutrial age, one at a time and spawn from a very specific building that otherwise generates resources (xp for the firepit or actual resources for the factory). The concept of the production of these units is exactly the same.
The two army compositions are totally different.
Army compositions have nothing to do with this
I can see how it might be imbalanced in SUP, but then again would it really be?
Yes.
to have skull knights actually used in a regular composition,
They already are, in the aztec fast industrial.
but it should be allowed for treaty at least.
Which EP isn't meant to balance. We have treaty patch for that.
Skull knights and dog soldiers are the core of true native power
That's your personal opinion...
and they train too slow.
Agreeable. Does this mean we should basically halve their training time (-40%)? No
By the way iroquois should get an elite fire pit unit too. like a stealth melee unit that is fast, has a build limit, and can one shot a lot of units, but dies fast. Let's call it the wolf raider
In a mod, maybe. Not in EP.