Falconets and Horse Artillery
Falconets and Horse Artillery
Yesterday, I had a game playing British and went my usual age IV combination of musk/horse art/hussar. Then I suddenly asked myself, why I never build falconets after fortress age. I didn't remember it, so I had a look at the famous and always-up-to-date wiki. There it says that horse artillery and falconets are pretty much identical except for the following characteristics:
Falconet 100w/400c/5pop 200hp/100dmg/speed 4.0
Horse art 100w/500c/6pop 200hp/125dmg/speed 6.0
In other words, you spend 20% more resources (pop and coin) for a unit that is not only 25% stronger, but also extremely mobile. To me it means that horse artillery vastly outclasses falconets, since it can easily keep pace with units other than infantry (e.g. goons), can reach the battlefield significantly faster when building reinforcements and can also flee from cavalry, especially with arsenal ups.
I think this design is suboptimal. To me, there is no real trade-off when choosing between the two. Ideally, the additional mobility of horse artillery should cost you something, e.g. by keeping all other stats identical to falconets one would pay for the additional mobility with the extra res/pop. What do you think?
Falconet 100w/400c/5pop 200hp/100dmg/speed 4.0
Horse art 100w/500c/6pop 200hp/125dmg/speed 6.0
In other words, you spend 20% more resources (pop and coin) for a unit that is not only 25% stronger, but also extremely mobile. To me it means that horse artillery vastly outclasses falconets, since it can easily keep pace with units other than infantry (e.g. goons), can reach the battlefield significantly faster when building reinforcements and can also flee from cavalry, especially with arsenal ups.
I think this design is suboptimal. To me, there is no real trade-off when choosing between the two. Ideally, the additional mobility of horse artillery should cost you something, e.g. by keeping all other stats identical to falconets one would pay for the additional mobility with the extra res/pop. What do you think?
Whatever is written above: this is no financial advice.
Beati pauperes spiritu.
Beati pauperes spiritu.
Re: Falconets and Horse Artillery
its fine like it isduckzilla wrote:Yesterday, I had a game playing British and went my usual age IV combination of musk/horse art/hussar. Then I suddenly asked myself, why I never build falconets after fortress age. I didn't remember it, so I had a look at the famous and always-up-to-date wiki. There it says that horse artillery and falconets are pretty much identical except for the following characteristics:
Falconet 100w/400c/5pop 200hp/100dmg/speed 4.0
Horse art 100w/500c/6pop 200hp/125dmg/speed 6.0
In other words, you spend 20% more resources (pop and coin) for a unit that is not only 25% stronger, but also extremely mobile. To me it means that horse artillery vastly outclasses falconets, since it can easily keep pace with units other than infantry (e.g. goons), can reach the battlefield significantly faster when building reinforcements and can also flee from cavalry, especially with arsenal ups.
I think this design is suboptimal. To me, there is no real trade-off when choosing between the two. Ideally, the additional mobility of horse artillery should cost you something, e.g. by keeping all other stats identical to falconets one would pay for the additional mobility with the extra res/pop. What do you think?
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- Lancer
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- Joined: Mar 6, 2016
Re: Falconets and Horse Artillery
Horse artillery is fine the way it is, we don't need to things that don't need changingduckzilla wrote:Yesterday, I had a game playing British and went my usual age IV combination of musk/horse art/hussar. Then I suddenly asked myself, why I never build falconets after fortress age. I didn't remember it, so I had a look at the famous and always-up-to-date wiki. There it says that horse artillery and falconets are pretty much identical except for the following characteristics:
Falconet 100w/400c/5pop 200hp/100dmg/speed 4.0
Horse art 100w/500c/6pop 200hp/125dmg/speed 6.0
In other words, you spend 20% more resources (pop and coin) for a unit that is not only 25% stronger, but also extremely mobile. To me it means that horse artillery vastly outclasses falconets, since it can easily keep pace with units other than infantry (e.g. goons), can reach the battlefield significantly faster when building reinforcements and can also flee from cavalry, especially with arsenal ups.
I think this design is suboptimal. To me, there is no real trade-off when choosing between the two. Ideally, the additional mobility of horse artillery should cost you something, e.g. by keeping all other stats identical to falconets one would pay for the additional mobility with the extra res/pop. What do you think?
- Kyo_
- Crossbow
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- Joined: Jan 5, 2021
- ESO: KyoKusanagi
Re: Falconets and Horse Artillery
Horse artillery should be made a little more expensive, or falconets a little cheaper. Unlike falconets, horse artillery have an extra dimension of tactical strength which is taking the fight to the enemy when you perceive you have an advantage and you want to press it. Falconets are about as slow as the slowest infantry. Once enemy sees that and can't challenge it, they can simply retreat and prepare for a counter. But if you have horse artillery instead, then you can simply march them right into the face of 50 skirm/musk mass and let off a couple volleys that can do significant damage. The shock factor of horse art. is pretty underrated imo
- UpMySleeves
- Dragoon
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Re: Falconets and Horse Artillery
You make Falconets in Fortress and Horse Artillery in Industrial and Imperial age. What's the problem, or am I not getting something?
Never trust a man in a blue trench coat, never drive a car when you're dead
Re: Falconets and Horse Artillery
That's why the spanish card that allow to produce horse artillery at age III can be interesting maybe
Re: Falconets and Horse Artillery
there is no problemUpMySleeves wrote:You make Falconets in Fortress and Horse Artillery in Industrial and Imperial age. What's the problem, or am I not getting something?
Re: Falconets and Horse Artillery
AFAIK there is one more significant difference: Horse artillery take much longer to deploy from mobile mode to attack mode compared to falconets. It's very noticeable.duckzilla wrote:Yesterday, I had a game playing British and went my usual age IV combination of musk/horse art/hussar. Then I suddenly asked myself, why I never build falconets after fortress age. I didn't remember it, so I had a look at the famous and always-up-to-date wiki. There it says that horse artillery and falconets are pretty much identical except for the following characteristics:
Falconet 100w/400c/5pop 200hp/100dmg/speed 4.0
Horse art 100w/500c/6pop 200hp/125dmg/speed 6.0
In other words, you spend 20% more resources (pop and coin) for a unit that is not only 25% stronger, but also extremely mobile. To me it means that horse artillery vastly outclasses falconets, since it can easily keep pace with units other than infantry (e.g. goons), can reach the battlefield significantly faster when building reinforcements and can also flee from cavalry, especially with arsenal ups.
I think this design is suboptimal. To me, there is no real trade-off when choosing between the two. Ideally, the additional mobility of horse artillery should cost you something, e.g. by keeping all other stats identical to falconets one would pay for the additional mobility with the extra res/pop. What do you think?
Anyway, I'm completely fine with using falcs in fort/indus and horse art in indus/imp. I don't really see an issue here. Maybe nerf their speed to 5.5, if anything.
Re: Falconets and Horse Artillery
Isn't there a difference in multipliers vs inf and buildings?
- harcha
- Gendarme
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- ESO: hatamoto_samurai
Re: Falconets and Horse Artillery
i also thought this. the mandela effect is realSoldieR wrote:Isn't there a difference in multipliers vs inf and buildings?
POC wrote:Also I most likely know a whole lot more than you.
POC wrote:Also as an objective third party, and near 100% accuracy of giving correct information, I would say my opinions are more reliable than yours.
- UpMySleeves
- Dragoon
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Re: Falconets and Horse Artillery
It's because of the unit description I think, Falconets are "better vs inf but worse vs buildings" iirc.harcha wrote:i also thought this. the mandela effect is realSoldieR wrote:Isn't there a difference in multipliers vs inf and buildings?
Never trust a man in a blue trench coat, never drive a car when you're dead
Re: Falconets and Horse Artillery
Time needed to change mode is very important but Horse Art can move 2.4 at bombard mode, which is way faster than 1.6 of Falc. Artilleries shouldn’t move at bombard mode with 1/4 speed of limber mode. Horse Art and Falc should have similar speed at bombard mode.KnArLoC wrote: AFAIK there is one more significant difference: Horse artillery take much longer to deploy from mobile mode to attack mode compared to falconets. It's very noticeable.
Anyway, I'm completely fine with using falcs in fort/indus and horse art in indus/imp. I don't really see an issue here. Maybe nerf their speed to 5.5, if anything.
Re: Falconets and Horse Artillery
The idea behind horse artillery is that they're falcs that can be moved and microd faster (the unpacking animation is shorter).
And you pay a slightly higher price for that and can only get them in a later age.
Makes you wonder how AOE3 would have looked like if falcs didn't exist and you'd get horse art directly in age 3.
Imagine how many packing-unpacking screw-ups would have been avoided and how fewer games ruined if falcs actually moved fast and unpacked immediately.
And you pay a slightly higher price for that and can only get them in a later age.
Makes you wonder how AOE3 would have looked like if falcs didn't exist and you'd get horse art directly in age 3.
Imagine how many packing-unpacking screw-ups would have been avoided and how fewer games ruined if falcs actually moved fast and unpacked immediately.
Re: Falconets and Horse Artillery
That was my impression. The fact that horse artillery has a 25% higher dmg output does not fit well into this.Dolan wrote:The idea behind horse artillery is that they're falcs that can be moved and microd faster (the unpacking animation is shorter).
And you pay a slightly higher price for that and can only get them in a later age.
Whatever is written above: this is no financial advice.
Beati pauperes spiritu.
Beati pauperes spiritu.
Re: Falconets and Horse Artillery
Well, if a unit is only available in age 4, it would be underwhelming if it didn't do more damage.
You need a good reason to age up and that's to get a bigger bang from the units you can only get in the next age.
You need a good reason to age up and that's to get a bigger bang from the units you can only get in the next age.
- harcha
- Gendarme
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Re: Falconets and Horse Artillery
1.6 is not 1/4 of 4.iamgaming wrote: Time needed to change mode is very important but Horse Art can move 2.4 at bombard mode, which is way faster than 1.6 of Falc. Artilleries shouldn’t move at bombard mode with 1/4 speed of limber mode. Horse Art and Falc should have similar speed at bombard mode.
They unpack much slower than falcs. That's probably the only redeeming quality of falcs.Dolan wrote:The idea behind horse artillery is that they're falcs that can be moved and microd faster (the unpacking animation is shorter).
...
Imagine how many packing-unpacking screw-ups would have been avoided and how fewer games ruined if falcs actually moved fast and unpacked immediately.
POC wrote:Also I most likely know a whole lot more than you.
POC wrote:Also as an objective third party, and near 100% accuracy of giving correct information, I would say my opinions are more reliable than yours.
Re: Falconets and Horse Artillery
Oh yes 40%, not 1/4. Instead, my brain was 1/4 of normal size when I wrote that O_oharcha wrote:1.6 is not 1/4 of 4.iamgaming wrote: Time needed to change mode is very important but Horse Art can move 2.4 at bombard mode, which is way faster than 1.6 of Falc. Artilleries shouldn’t move at bombard mode with 1/4 speed of limber mode. Horse Art and Falc should have similar speed at bombard mode.
Re: Falconets and Horse Artillery
That's precisely what I thought the increased mobility already is. The availability of mobile horse artillery is already beneficial, because you can now choose between two units with different specializations. It is just that the falconets do not have a specialization, making them far less useful.Dolan wrote:Well, if a unit is only available in age 4, it would be underwhelming if it didn't do more damage.
You need a good reason to age up and that's to get a bigger bang from the units you can only get in the next age.
If it was just for bigger bang, one could also competely left out horse artillery and just give falconets an upgrade which improves both dmg and speed. Why should one keep a seemingly redundant unit in the game at all?
Whatever is written above: this is no financial advice.
Beati pauperes spiritu.
Beati pauperes spiritu.
Re: Falconets and Horse Artillery
It's not like pikes disappear from the game once you hit age 4. Falcs are still a decent unit for the price and you could mass more since -1 pop.duckzilla wrote:If it was just for bigger bang, one could also competely left out horse artillery and just give falconets an upgrade which improves both dmg and speed. Why should one keep a seemingly redundant unit in the game at all?
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