Incash
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- Howdah
- Posts: 1683
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- ESO: esuck
Incash
Following what we all watched let'sh dishcush again the queshtionable mechanicsh of Incash.
1) Garrison in fort: can garrishon 50 unitsh in fort, and pop them out with instant attack animation. brooken mechanic. Only need to make one unit type which is an ayboos culverine mortar unit type.
2) Fort stats: base dps higher than EU fortsh, attack increased when doing brooken garrison. only has 24 range and 6k hp; however, irrelevant due to huracash, as we'll dishcush
3) Fort cost: 700 res (EU fortsh cosht 1100 res). Better building costs less.
4) Hurachash: aybooses, culverines, and mortars in one unit in typical sup middle game.
5) Convert: convert
6) Chasquis: more mobile shipment points but you get them for free each age up idk
Where is the line between overreaction and truth? Probably in just point 1).
1) Garrison in fort: can garrishon 50 unitsh in fort, and pop them out with instant attack animation. brooken mechanic. Only need to make one unit type which is an ayboos culverine mortar unit type.
2) Fort stats: base dps higher than EU fortsh, attack increased when doing brooken garrison. only has 24 range and 6k hp; however, irrelevant due to huracash, as we'll dishcush
3) Fort cost: 700 res (EU fortsh cosht 1100 res). Better building costs less.
4) Hurachash: aybooses, culverines, and mortars in one unit in typical sup middle game.
5) Convert: convert
6) Chasquis: more mobile shipment points but you get them for free each age up idk
Where is the line between overreaction and truth? Probably in just point 1).
If I were a petal
And plucked, or moth, plucked
From flowers or pollen froth
To wither on a young child’s
Display. Fetch
Me a ribbon, they, all dead
Things scream.
And plucked, or moth, plucked
From flowers or pollen froth
To wither on a young child’s
Display. Fetch
Me a ribbon, they, all dead
Things scream.
- kevinitalien
- Lancer
- Posts: 669
- Joined: Oct 31, 2015
- ESO: KEVINITALIEN
- Clan: PLOP
Re: Incash
the worst is that the devs know it and i don't even mention the other gimmicks of this civ lol
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- Crossbow
- Posts: 13
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Re: Incash
I missed old days when jap was still the most annoying civ
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- Howdah
- Posts: 1683
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Re: Incash
I like DE I like new civs and new strats but some new may benefit from tweaking
If I were a petal
And plucked, or moth, plucked
From flowers or pollen froth
To wither on a young child’s
Display. Fetch
Me a ribbon, they, all dead
Things scream.
And plucked, or moth, plucked
From flowers or pollen froth
To wither on a young child’s
Display. Fetch
Me a ribbon, they, all dead
Things scream.
Re: Incash
Military units shouldnt go in buildings, or if they do it shouldnt improve attack, or if it does there should be a low limit/cap or some other type of penalty.
- kevinitalien
- Lancer
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Re: Incash
the thing is that the devs will NEVER remove this mechanics, that's why we should at least limit this shit
Re: Incash
Yea, they're pretty set on core mechanics staying the same, so half the number of units in the fort and half the attack each unit adds seems like a decent place to begin, maybe too big, but if so they can adjust.
Re: Incash
I think the Inca fort is unique enough even without garrisoning mechanic. Inca can have 3 forts costing less resources but being weaker, sounds fair.
They already have Kallanca for the garrisoning thing (which actually makes more sense as it frees pop space).
Chasqui being able to receive shipments is another strong gimmick, and since there can be multiple chasqui on the map it seems potentially too good. Just like the fort, this mechanic is redundant because there are already tambos as extra shipment point.
In general Inca has been released with a great moltitude of unique features, likely too many.
They already have Kallanca for the garrisoning thing (which actually makes more sense as it frees pop space).
Chasqui being able to receive shipments is another strong gimmick, and since there can be multiple chasqui on the map it seems potentially too good. Just like the fort, this mechanic is redundant because there are already tambos as extra shipment point.
In general Inca has been released with a great moltitude of unique features, likely too many.
- Jets
- Dragoon
- Posts: 335
- Joined: Nov 19, 2019
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- Clan: FPL
Re: Incash
They must be so proud of their ideas.kevinitalien wrote: ↑15 Apr 2022, 16:47the thing is that the devs will NEVER remove this mechanics, that's why we should at least limit this shit
Re: Incash
fort wouldn't be so bad if inca didnt have this culv + abus + mortar unit, that can 1.) kill your artillery that you need to deal with the fort 2.) immediately put siege pressure on your base and 3.) counter the units your send to kill them on their own
Re: Incash
I mean imagine nerfing huaraca and having to win games with shitty 17 range junglebows and pikes. They will get fucked by every fast fotress civilization in this game and literally almost every civilization will have better unit scaling.
Re: Incash
That's not true, bowmen are amazing. However Huaraca are fine too, it's a good but overrated unit. The fort is the problem.
Re: Incash
Bowman are quite good once they get teched with poison, speed etc at which point 17 range is much less relevant. With no cards they are kinda meh though.
Re: Incash
I think the cards for the fortress are the problem for many, improved buildings and monumental architecture not the actual base fotress stats itself. Can kill the base fotress with normal stuff if you understand how inca works.
And maybe the fact that inca can build many fotresses for 400 res is problem too. But shouldn't take from inca without adding, if they take that shit away need to make huaracas better vs artillery like arrows knights with no in fotress garrisoning or something.
And maybe the fact that inca can build many fotresses for 400 res is problem too. But shouldn't take from inca without adding, if they take that shit away need to make huaracas better vs artillery like arrows knights with no in fotress garrisoning or something.
Re: Incash
lol thats absolutely going to happen eventually
Re: Incash
Ahah that would be the ultimate meme fix for the problem, I can see it happening.
So the attempt to transfrom aoe3 meta into aoe2 would be finally accomplished.
So the attempt to transfrom aoe3 meta into aoe2 would be finally accomplished.
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- ESOC Pro Team
- Posts: 1116
- Joined: Jan 25, 2019
- Location: Wales (new, south)
Re: Incash
i'm a big fan of the cool-down option personally (assuming that getting it removed entirely is never gonna happen)
Re: Incash
and what woul the logic be? cleaning lady gotta do his job so dirty soldiers can't enter the fort?
Re: Incash
Dude there doesn’t have to be logic to it besides it helps with balance
- kevinitalien
- Lancer
- Posts: 669
- Joined: Oct 31, 2015
- ESO: KEVINITALIEN
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Re: Incash
The simplest and fastest for me is to reduce the number of units who can garrison the fort, personally i would have capped at 15 units who can garrison, with 15 the fort remains strong and does not prevents the opponent from being able to take a fight because of this limit at 50 (lol)
And also the idea of reducing the damage of the fort is not for me the main problem, it's just this problem of garrisoning your fucking military unit, thats nothing to do in this game wtf, even after a year and a half i still don't understand why it's in this game
And also the idea of reducing the damage of the fort is not for me the main problem, it's just this problem of garrisoning your fucking military unit, thats nothing to do in this game wtf, even after a year and a half i still don't understand why it's in this game
Re: Incash
There has to be a design logic when there are other valid alternatives with a design logic.
It has already been nerfed to 25 units iirckevinitalien wrote: ↑15 Apr 2022, 23:05with 15 the fort remains strong and does not prevents the opponent from being able to take a fight because of this limit at 50 (lol)
- kevinitalien
- Lancer
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Re: Incash
noGarja wrote: ↑15 Apr 2022, 23:26There has to be a design logic when there are other valid alternatives with a design logic.
It has already been nerfed to 25 units iirckevinitalien wrote: ↑15 Apr 2022, 23:05with 15 the fort remains strong and does not prevents the opponent from being able to take a fight because of this limit at 50 (lol)
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Re: Incash
I think only the damage has been capped to 25 then. I somewhat remember it being a change in some patch.
Re: Incash
Change to 15 seems like a no brainer as well as doing the same for euro forts
mad cuz bad
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