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Onderwerp: Unit balancing

Hi there!
I'm trying to get as detailed idea about units as possible. So please share your thoughts about them.

I want to know which troops are underpowered and which are overpowered.
Which are your favourite ones and which troops do you always ignore in favour of other types.

Please be unbiased about races. Imagine you might play the opposite race too smile

I also want to know what your thoughts are about the balance between the elite troops and the normal troops.
Are elite troops something to be proud of or are they all nobrainers? So thats Longswordsmen vs Spearmen, Knights vs Horsemen, Execs vs Warriors, and Gual cav vs Wolf riders.

Also please bear in mind that the slings will be removed (that was an ancient item and should have been removed long ago) as will other items be balanced.



I know some of you have already complained about these things, but I want to have detailed feedback, all bundled in one place.
please reply and just give your personal opinion without being influenced by others.

Thanks to all.

2 Laatst bewerkt door Bowser (2010-11-24 00:16:33)

Re: Unit balancing

I don't think slings need to removed just made to cost less. They cost way too much gems to upgrade.

Upgrade cost: 20250 Wood and 20010 Gems and that's just to level two. more people would use them if it didn't cost so much to upgrade.

Re: Unit balancing

Note that you can watch the current testing stats on:
http://testing.neuroninteractive.com/page/report/units

Re: Unit balancing

well, for one. i don't see the point of upgrading from spearmen to longswords, when longswords have less than half of the cavalry defense as spearmen.

it just needs to be set up in such a way that one unit specializes in killing another. this would force players to have a balanced army instead of 99.99999% gual.

5 Laatst bewerkt door Lakers4eva (2010-11-24 23:24:00)

Re: Unit balancing

Definitely agree with the above. Horses/guals could be made to be vulnerable to ranged attacks, not just human archers but witches also(transform witches into ranged class troops, they could still attack with "magic" but make it ranged attack not melle so they also fight in first round after spells). This way you kill two birds with one shot. You lower the importance of guals/horses and increase the importance of ranged troops. So it would work in a triangle:
                                    Horses
                              weak/     \strong
                                   /           \
                                 /              \
                                /                \
                   strong /                   \weak
                   Ranged----------------Infantry
                               weak           strong

So to explain it even better if it aint clear:
-Horses strong against infantry but weak against ranged
-Ranged strong against horses but weak against infantry
-Infantry strong against ranged but weak against horses.

PS: Yeah i know, not much of a triangle but you get the ideea big_smile

6

Re: Unit balancing

For archers--

The ranged aspect of them needs to be updated IMO.  When there was a static 7 slots archers owned the field because they would always hit their targets.  When the battlefield grew archers almost instantly became useless as they frequently would miss.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

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Re: Unit balancing

As you can see in the new stats the gual have less defense vs artillery.
this first section of a battle report shows the weakness of the gual
(elfs witches also have ranged attack, just a lot weaker but then the elf witches have a bigger melee attack and more defense vs most units)

A well placed salvo of Arr1 (151 Archers) kills 13 units from 13 Executioners.
A well placed salvo of Arr1 (151 Archers) kills 5 units from 10 Temple Sentinels.
A well placed salvo of arr2 (145 Archers) kills 12 units from Strong (234 Gu'al Cavalry).
A well placed salvo of arr2 (145 Archers) kills 4 units from Brave (97 Executioners).
A well placed salvo of arr3 (163 Archers) kills 5 units from 10 Temple Sentinels.
A well placed salvo of 10 Temple Sentinels kills 1 units from Arr1 (151 Archers).
10 Temple Sentinels don't wait and kill 2 units of arr3 (163 Archers).

i tried to do something simmilar as lakers idea, the triangle...
It seems to work on beta now, we just need a lot of testers and some finetuning.

Also, when a human is being attacked there is a spell that makes archers almost useless, this spell should be weakened a lot since a level 5 rain would make all archers unable to shoot.

http://testing.neuroninteractive.com/page/report/units  <---units
http://en.forum.dolumar.com/post/4716/#p4716   <---- some reports

Please join us on testing!

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.