No Flag helln00
Crossbow
Posts: 44
ESO: helln00

16 Oct 2019, 08:31

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?
Bhutan jgals
Lancer
Posts: 559
ESO: OstiferButthole
Location: USA

19 Oct 2019, 04:01

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
Bhutan jgals
Lancer
Posts: 559
ESO: OstiferButthole
Location: USA

19 Oct 2019, 04:03

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
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Italy gamevideo113
Howdah
Posts: 1291
ESO: gamevideo113

19 Oct 2019, 05:58

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%.
[Some people aspire to be pr30+, some people aspire to have fun, and some people aspire to play 3v3 Deccan.] - vividlyplain - 2019

Who (nationality) rape ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?
Bhutan jgals
Lancer
Posts: 559
ESO: OstiferButthole
Location: USA

22 Oct 2019, 06:28

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
Australia Kawapasaka
Lancer
Donator 10
Posts: 567
Location: Wales (new, south)

22 Oct 2019, 07:42

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:
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Armenia Sargsyan
Jaeger
Donator 01
Posts: 2207
ESO: Sargsyan
Location: Armenia
GameRanger ID: 2106182

22 Oct 2019, 09:47

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.
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Italy gamevideo113
Howdah
Posts: 1291
ESO: gamevideo113

24 Oct 2019, 05:38

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.
[Some people aspire to be pr30+, some people aspire to have fun, and some people aspire to play 3v3 Deccan.] - vividlyplain - 2019

Who (nationality) rape ?
stupid logic. noob players can say op?
toxic, Insult, Racism ?

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