im in the top 150 and i never had to wait for more then 7 mins, of curse it would be great to have an elo filter but still there are some good changes so its not a bad updateKaiserklein wrote:Not reallyjuhjuh wrote:dont be over critical it anyways is only a problem for maybe 30 playersKaiserklein wrote:No matchmaking elo filter = bad update
Update 13088
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- Musketeer
- Posts: 78
- Joined: Jul 20, 2019
- ESO: MIstress_Shy
Re: Update 13088
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- Pro Player
- Posts: 10282
- Joined: Jun 6, 2015
- Location: Paris
- GameRanger ID: 5529322
Re: Update 13088
It's not about how long you wait, it's about how big the skill gap with your opponent is. E.g you can be PR 5 and wait only 5 seconds, yet you may well be matched against me.
I know some people say they never got matched vs a top player so far. They're just being lucky. I've matched against plenty of lower level players who complained about this.
I know some people say they never got matched vs a top player so far. They're just being lucky. I've matched against plenty of lower level players who complained about this.
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 ..
Re: Update 13088
Why did they complain if had the honour of being obliterated by @Kaiserklein ?Kaiserklein wrote:It's not about how long you wait, it's about how big the skill gap with your opponent is. E.g you can be PR 5 and wait only 5 seconds, yet you may well be matched against me.
I know some people say they never got matched vs a top player so far. They're just being lucky. I've matched against plenty of lower level players who complained about this.
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- Musketeer
- Posts: 78
- Joined: Jul 20, 2019
- ESO: MIstress_Shy
Re: Update 13088
im not saying its not a problem but i think for 95%of the esoc population 99% of the games are fineKaiserklein wrote:It's not about how long you wait, it's about how big the skill gap with your opponent is. E.g you can be PR 5 and wait only 5 seconds, yet you may well be matched against me.
I know some people say they never got matched vs a top player so far. They're just being lucky. I've matched against plenty of lower level players who complained about this.
Re: Update 13088
I know it's really annoying for the players, but as a viewer, seeing a top player matched up vs. a pr <5 pr is bloody hilarious. Especially the streamer's reaction when e.g. the opponent gathers lots of coin age1, loses his explorer for no reason, ages up at 6 mins etc.
(also no harm done to anyone aside from some time lost, the opponent loses maybe 1 elo pt)
(also no harm done to anyone aside from some time lost, the opponent loses maybe 1 elo pt)
Re: Update 13088
Those are awesome games to watch.Astaroth wrote:I know it's really annoying for the players, but as a viewer, seeing a top player matched up vs. a pr <5 pr is bloody hilarious. Especially the streamer's reaction when e.g. the opponent gathers lots of coin age1, loses his explorer for no reason, ages up at 6 mins etc.
(also no harm done to anyone aside from some time lost, the opponent loses maybe 1 elo pt)
- Jets
- Dragoon
- Posts: 335
- Joined: Nov 19, 2019
- ESO: SsJetstream
- Clan: FPL
Re: Update 13088
The gap is huge rn and there aren't many players around.
I think the Flintlock card should do something different, to diversify the sweden army. Such as enable Grenadiers at the barracks and grant them a ranged attack perhaps, instead of granting +3 range.
I think the Flintlock card should do something different, to diversify the sweden army. Such as enable Grenadiers at the barracks and grant them a ranged attack perhaps, instead of granting +3 range.
Re: Update 13088
Actually i am alright with it (the cannon attack building in priority and i have to set attack to unit manually). But i guess we should change the game in the way that beginners with less apm can easily adopt. Moreover, AI (bot) will definitely need that to make them more "clever".harcha wrote:but buildings don't move... just tell your cannons to be less lazy!lordhung2 wrote:Sorry, this suggestion is a little noobie...
but will the developer consider setting units (esp. cannons) having a higher priority in shooting enemy units over buidlings?
While we talk about bot, i think the developer can watch a few ESOC videos and learn about how to improve the AI, that will make the AI more playable and a good counterparty to play with, in particularly:
1. standard starting flows of the civils;
2. don't attack wall;
3. send 2 huss to keep raiding;
4. herding;
5. hit and run
6. protect cannons
AI are too stupid right now... one med player can counter 3 expert level AI easily
- SquidTheSid
- Musketeer
- Posts: 82
- Joined: Jul 14, 2020
- Location: Duber
Re: Update 13088
So, since it seems like the devs have no idea what to do with Sweden now (and they look like they're in the dumpster tier based on VODs by Aussie_Drongo and Mitoe), I'm going to throw my hat into the ring and come up with some ways to rework Sweden into a more cohesive civ, while being more unique (special thanks to dansil92 for helping me out with ideas).
1). Let Sweden train Halberdiers and Crossbowmen by default in their Barracks. The former is to actually give their melee infantry/cav combat cards some real usage in matches and melee meatshields (given that pikes aren't particularly useful units lategame beyond siege sticks) and the latter gives them some answers to age 2 light cavalry (like Zamburaks) while not giving them an explicit lategame skirmisher unit (unless you go Papal Guard). Keep in mind that Halbs would see a speed buff to 4.5 in general, since they're too easily kited as is.
2). Hakkapelita are now reworked to be mounted skirmishers. They'd have strong bonuses vs. light cavalry and heavy infantry, but hefty penalties vs. heavy cav and infantry skirmishers. Rough stats (colonial) would be:
3). Caroleans are now reworked to be a more conventional musketeer.
6). Mine shipments are removed in favor of pure homestead wagon shipments. These can have a small bonus to their respective gather rates similar to the Japanese Rice Paddy Wagon shipments. Say 2 Homestead Wagons + 5% livestock/mill/estate in colonial, and 3 Homestead Wagons +10% in fortress. This would keep the identity of Sweden's boom as powerful but limited, while letting them transition more easily to mills/plantations as needed.
7). Other changes. The unique church tech would see an update. Now that Halbs are trainable, doesn't make sense for a colonial age shipment. Therefore, it'd be replaced with an industrial age 26 Guard Yeomen for 2000 Gold (to give Sweden some unique anti-infantry option that doesn't overlap with Hakkapelita or Jaegers). Stealth Jaegers is a terrible idea conceptually, so it'd be replaced with a fortress age 8 villagers + 1 Homestead Wagon for 1000 wood. This would help you boom if you choose to use Torps for wood rather than gold. Finally, Push of Pike would see an update. Rather than increasing their speed and train time, it now gives Halberdiers and Pikemen a bonus against heavy infantry (1.25x and 2.0x, respectively) while increasing train time by 15%. Finally, Dalecarlean Rebellion is redundant, so it'd be reworked to allow Pikemen and Halberdiers to perform a melee charge (much like the Caroleans, but on separate cooldowns), allowing them brief massive speed bursts to chase down units.
The overall changes would make Sweden a unique civ, in that they'd lack a conventional skirmisher. They'd have a heavy emphasis on melee infantry, moreso than nearly any other civ in the game, and can choose to specialize in wood for sustained Torp booming or aggressive sustained colonial play OR into gold for their powerful mercenaries.
1). Let Sweden train Halberdiers and Crossbowmen by default in their Barracks. The former is to actually give their melee infantry/cav combat cards some real usage in matches and melee meatshields (given that pikes aren't particularly useful units lategame beyond siege sticks) and the latter gives them some answers to age 2 light cavalry (like Zamburaks) while not giving them an explicit lategame skirmisher unit (unless you go Papal Guard). Keep in mind that Halbs would see a speed buff to 4.5 in general, since they're too easily kited as is.
2). Hakkapelita are now reworked to be mounted skirmishers. They'd have strong bonuses vs. light cavalry and heavy infantry, but hefty penalties vs. heavy cav and infantry skirmishers. Rough stats (colonial) would be:
- Cost: 80 Food, 100 Gold
- 220 HP
- 40 Range Resist
- 21 Attack w/ 2.0 ROF, 14 Range (no more splash damage)
- 0.75x Heavy Cav
- 2.0x Light Cav, Eagle Runner Knight
- 0.5x AbstractInfantry
- 0.5x AbstractVillager
- 2.5x AbstractHeavyInfantry (1.25x net)
- 2.0x AbstractArtillery
- 7.25 Speed
- Tags: AbstractCavalry, RangedLightCavalry, GunpowerCavalry, AbstractLightCavalry
3). Caroleans are now reworked to be a more conventional musketeer.
- Melee damage is greatly reduced (19 --> 14), but 2x multipliers are added to AbstractHeavyInfantry and AbstractCavalry, 1.5x for AbstractLightInfantry/ShockInfantry.
- Ranged damage is slightly increased to 20, but ROF is standardized to 3.0 from 2.5. Small ranged bonus to HeavyInfantry (1.25x) is added to compensate in musketeer wars.
- Platoon Fire now provides a flat +20% ranged damage bonus to Caroleans and Grenadiers (could also be +25%), but no longer increases multipliers. Svea Lifeguard no longer provides ranged armor.
- Speed reduced to 4.0 from 4.25. Melee charge speed bonus (global) increased to 1.50 to compensate
- Cost: Increased to 135 Wood from 125 (bounties adjusted accordingly)
- Berry bushes now contain 150 wood, and Blueberries are reverted to launch status
- Engelsburg Ironworks buff reverted fully/partially to +150%/200% mining rate, BUT moved to Fortress Age
- Great Northern Forests moved to colonial age.
6). Mine shipments are removed in favor of pure homestead wagon shipments. These can have a small bonus to their respective gather rates similar to the Japanese Rice Paddy Wagon shipments. Say 2 Homestead Wagons + 5% livestock/mill/estate in colonial, and 3 Homestead Wagons +10% in fortress. This would keep the identity of Sweden's boom as powerful but limited, while letting them transition more easily to mills/plantations as needed.
7). Other changes. The unique church tech would see an update. Now that Halbs are trainable, doesn't make sense for a colonial age shipment. Therefore, it'd be replaced with an industrial age 26 Guard Yeomen for 2000 Gold (to give Sweden some unique anti-infantry option that doesn't overlap with Hakkapelita or Jaegers). Stealth Jaegers is a terrible idea conceptually, so it'd be replaced with a fortress age 8 villagers + 1 Homestead Wagon for 1000 wood. This would help you boom if you choose to use Torps for wood rather than gold. Finally, Push of Pike would see an update. Rather than increasing their speed and train time, it now gives Halberdiers and Pikemen a bonus against heavy infantry (1.25x and 2.0x, respectively) while increasing train time by 15%. Finally, Dalecarlean Rebellion is redundant, so it'd be reworked to allow Pikemen and Halberdiers to perform a melee charge (much like the Caroleans, but on separate cooldowns), allowing them brief massive speed bursts to chase down units.
The overall changes would make Sweden a unique civ, in that they'd lack a conventional skirmisher. They'd have a heavy emphasis on melee infantry, moreso than nearly any other civ in the game, and can choose to specialize in wood for sustained Torp booming or aggressive sustained colonial play OR into gold for their powerful mercenaries.
- Jets
- Dragoon
- Posts: 335
- Joined: Nov 19, 2019
- ESO: SsJetstream
- Clan: FPL
Re: Update 13088
Hakkapellits as RR is a nice idea, still they should have their high melee dmg. Caroleans should work as a musk unit not as a skirm one, unlock the charge ability and give them melee multipliers as other musks, charging is a tool to close distances between them an other squishy units like skirms and artillery.
Xbows and Halbs are necessary to Sweden army atm.
Xbows and Halbs are necessary to Sweden army atm.
Re: Update 13088
frankly i dont think the card will be any better in say treaty, i really dislike trying to balance something by making it this complex, if the card needed ners then change the age, or just change the cost of the house. not saying i know the answers to everything but this change is 1 of the most needlessly bizarre changes.Le Hussard sur le toit wrote:I had not understood this part. Seems like the card will never be worth it in supremacy then.harcha wrote:@Le Hussard sur le toit blueberries won't work for not yet built torps mate, it's a change
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