Crossbowman and culverin of Maltese need to be nerfed

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United States of America dutchdude117
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Crossbowman and culverin of Maltese need to be nerfed

Post by dutchdude117 »

In the next installment of the age forum lurker...
https://forums.ageofempires.com/t/cross ... d/221350/7

We have long-bow-wall requesting a nerf to malta.
Crossbowman of Maltese are enhanced too much by Steel Bolts.
As you can see, after Steel Bolts, they are not only skirmishers, but also mortars, which can siege in 18 range in age 3.
The general sentiment of the response to this can be summed with this quote
Malta is currently the worse civ in the game and it’s hilarious you would suggest a nerf to a civ that requires 4 cards to make their xbows viable.
Continuing...
Long-bow-wall gives his reasoning why there malt culv should be nerfed.
As for culverin of Maltese, it is too OP that they can get benefit from 2% hp from each shipment. After 8 shipments, their hp will be more than 320, which means other culverins need to take 3 shots to kill them, while they only need 2 shots to kill other culverins.

That’s really unreasonable and unfair. Maybe we can balance them by preventing artillery from benefiting from 2% health, or give them an upper limit
Kevinitelien seems to agree:
agree, artillery and fixed guns should not have the 2% hp /card ( same for warship btw )
My position: I agree with the nerfs to the culverin, it just seems a little weird to me that Malta has the best anti artillery in the game when their weakness is (or at least should be) artillery.

The crossbow nerfs I am not sure about though.
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Korea South Miyawaki Sakura
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Re: Crossbowman and culverin of Maltese need to be nerfed

Post by Miyawaki Sakura »

Are yumis can 18 range siege attack?
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Re: Crossbowman and culverin of Maltese need to be nerfed

Post by dutchdude117 »

Miyawaki Sakura wrote:
24 Dec 2022, 17:02
Are yumis can 18 range siege attack?
No Yumi's do not have a ranged siege attack.
https://ageofempires.fandom.com/wiki/Yu ... ?so=search
They have standard range of 6 for siege damage. There is not tech that I know of that allows them to range siege damage.
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Great Britain I_HaRRiiSoN_I
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Re: Crossbowman and culverin of Maltese need to be nerfed

Post by I_HaRRiiSoN_I »

I have a sense that malta artillery will no longer benefit from HP per shipment civ bonus. that will also hurt the fixed guns too
I dont think xbows or steel bolts will be changed
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Re: Crossbowman and culverin of Maltese need to be nerfed

Post by callentournies »

bow-type light infantry are just insane. they win the skirm war, they dps cav faster, and now they bonus vs HI and siege from 18, 19, or 26 25 range. Malta bow is the most economical:performance light-infantry unit in the game, it beats everything and costs 40/40.

I thought the 2% per card was too much the day the civ was released
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Re: Crossbowman and culverin of Maltese need to be nerfed

Post by Garja »

callentournies wrote:
24 Dec 2022, 20:51
bow-type light infantry are just insane. they win the skirm war, they dps cav faster, and now they bonus vs HI and siege from 18, 19, or 26 25 range. Malta bow is the most economical:performance light-infantry unit in the game, it beats everything and costs 40/40.

I thought the 2% per card was too much the day the civ was released
This has always been the case, especially for premium bow units but even old xbows used to do fine against euro skirms of the same age.
Just now a euro civ finally has a proper RI that can compete with the likes of yumi, jungle bowmen, etc.
As for the siege, it's indeed very good but I like it. It acts as a sort of counter against massive turtle play, which appears meta has shifted to. Lbows have the same, idk what that guy is complaining about (sounds just a crybaby).
I agree that the 2% should not probably affect artillery exactly because it alters the culv vs culv dynamic. However it also depends on how many cards are needed and if it is just because of that or because Malta also has the guard upgrade on culvs.
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Re: Crossbowman and culverin of Maltese need to be nerfed

  • Quote

Post by callentournies »

Good pointsh as always. I DO appreciate the value vs hard turtle play, you touched on why I've affected but couldn't articulate. I just think hard turtle play (walls) should be adjusted to be less brain-damage inducing without having your skirms siege things fast from 20+ range.

Because it punishes non-turtle play too. Wall forward and go 100% light-inf and siege things, & a hundred other intangible ways. Skirms can't siege things fast. You need other things to siege things fast. I'm a not, not a conservative with a lowercase c. Constrictions add variety.

I have to remind myself I made a post saying I've mentally clocked out and don't care about things like competition and to bring on all the gimmicks, fuck it.

At the same time tilanus has removed VC, brit tower FI, french church card gren rush, The Build, seemingly nearly everything I enjoyed & pioneered which wasn't too strong, and added a bunch of stuff that was too strong and easier to do, and spat in the spirit of my face (not personal). sucks
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Re: Crossbowman and culverin of Maltese need to be nerfed

Post by uberjz »

callentournies wrote:
24 Dec 2022, 21:32
... The Build, seemingly nearly everything I enjoyed & pioneered
?
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Re: Crossbowman and culverin of Maltese need to be nerfed

Post by I_HaRRiiSoN_I »

uberjz wrote:
24 Dec 2022, 21:45
callentournies wrote:
24 Dec 2022, 21:32
... The Build, seemingly nearly everything I enjoyed & pioneered
?
otto ff into 4 tc boom

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