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Mercs?
Topic Started: Jan 14 2010, 07:38 PM (818 Views)
Mariomasta
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Well AFAIK most of the mercs are still in RE stats, or not in patchnotes. Here are some of my suggestions, even if you don't agree with my changes, help suggest some more. As you know im terrible at balance

Barbary corsairs: probably one of the worst mercs there are. Updates needed. I say + speed, siege and + hp. speed to 6.5, siege to 60 and hp to 475. Weak attack still, but high speed and hp, and better siege. attack reduced by 4 to 24, and x2 vs villagers. Given siege unit tag and now countered by MM

Hackapell: I think I would want to make this unit more fun. HP reduced to 235 from 295, and RR reduced to 20%, but now in melee they do 181 (from 121) and siege is 100 (from 35). Extremely powerful but fragile unit. And impossibly lethal in melee.

Jaegar: range increased to 24, HI multiplier to x3. Range increases by .5 for each jaegar, up to 14 buildlimit. Making range 31

Landsknecht: Another one of the worse mercs. Speed increased to 4.5, melee attack increased to 2 AoE, hp up by 60, 490, siege to 90.

Manchu: remove vil penalty, range up by 4, bow attack to 30.

Stradiot: "light cavalry from the balkans" I think we should represent this by increasing speed to 8 and make it flying unit. First flying cav xD.

L'il bombard: Shoots ducks instead of cannonshots. increase range by 4, remove cannon penalty.

Ming iron troops: HP up to 285, RR up to 75%, speed down to 3.5. Siege attack up to 50.

Yojimbo: Hand resist changed to ranged resist, pop reduced by one.

Arsonist: attack up to 32, and remove RI negative multiplier on RI. RoF down to 2.5

Etmeli: Attack reduced by 5, given 1 more AoE to 2. So 35 damage, 2 AoE, and x3 inf (normal)

Highlander: Now gathers resources, or gives a trickle of .75 food, wood, coin, and exp
Edited by Mariomasta, Jan 16 2010, 11:08 AM.
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ĺ×ļ
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China Lamer
...... GTFO
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DukeLeto
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Refined Chaos
Mariomasta
Jan 14 2010, 07:38 PM
Stradiot: "light cavalry from the balkans" I think we should represent this by increasing speed to 8 and make it flying unit. First flying cav xD.
Besides all the ruyters :P
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Mariomasta
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Ranged cav my bad xD. When you say cav usually implies that but w/e. So what do you think? rather than just trolling

If your not going to use my ideas, at least do something to improve the mercs that were stupidly UP in the previous patch, forget the funpatch
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I'm still waiting for 1x1!

Stradiot and Manchu are already changed btw.
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Mariomasta
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only thing i know about manchu is that russia has a conversion card. Stradiot i haven't seen anything on tho, how can you say you changed it?

None of those are on funpatch changes "updated regularly" xD.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I've updated the changes at that topic.

Quote:
 
Merc changes
- Blackriders have gotten the frightendamage ability. Every BL gives enemies unit -3% attack
- Swiss pikeman double hp, half the attack
- Fusiliers only have handattack
- Fusiliers have area damage of 1
- Fusiliers have build limit 12
- Fusiliers have 4 speed
- Fusiliers boost each others speed

- Ninja Pop cost changed to 2
- Hp reduced to 200
- Attack increased to 30
- Siege attack increased to 150

Stradiot
- Hp reduced with -50 (to 535)
- Added a 1.5x bonus vs infantry


- Manchu attack decreased to 25 (from 27)
- Manchu get 1 area damage
- Damagecap = 32 (I had damagecap at 26 first, while their attack is 27 ^^ )

- Outlaw boosting tech in saloon/monastery also increases merc attack and hp by 25%, moved to imperial
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Mariomasta
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maybe so, but still please make corsairs and landsknecht usable please....
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ĺ×ļ
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China Lamer
Alright so since I really can't find those changes I listed (Sunild probably deleted them) I'm just going to repropose.

BR buildlimit set to 9 ( don't forget that! otherwise they become OP)
Landsnecht receive 1 area damage
Corsairs get x2 vs villager and 90 siege
Hackapells get 7.5 speed, heavy cav tag removed, light cav tag added, and 40% RR
jat lancer get x2 vs heavy cav
elmeti get 50HR instead of RR
jaegars can now hunt (if this is not possible without killing their military tag then just give them a food trickle effect)
ronin get +30% attack and hp, build limit set to 5
I was actually going to give manchu OP hand attack and ninjas bonus vs inf, but w/e :P


that's it for now
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 

Hackapells get 7.5 speed, heavy cav tag removed, light cav tag added, and 40% RR


Lol, they get countered by skirms now?
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ĺ×ļ
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China Lamer
1, but no longer countered by HI/LC :P
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Mariomasta
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landsknecht already have 3 area damage.... they are merc doppples/halbs. What will having 2 AoE help them??? reduce them...
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SunnyDeeeee
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H34d Nubc4k3
Mariomasta
Jan 15 2010, 07:45 PM
landsknecht already have 3 area damage.... they are merc doppples/halbs. What will having 2 AoE help them??? reduce them...
no they don't...
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Mariomasta
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I like the corsair change, but your hackapell idea is, well, mehh. Etmeli should have damage slightly reduced, but 2 AoE

implement: "L'il bombard: Shoots ducks instead of cannonshots. increase range by 4, remove cannon penalty. larger splash too."... do it
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Mariomasta
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sriously they dont??? oh always thought they did lmao... mehh well then again i havent sent it since 4 landsknechts in my old twc deck XD. increase AoE to 2 and speed by .5
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ĺ×ļ
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China Lamer
yeah mario like your suggestions are so good why don't we give hackapells 4 area damage and 10 speed too so they don't die to ranged cav
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Mariomasta
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Read my Post pls. I wasn't insulting just disagreeing, whereas you ppl always flame me for a stupid suggestion. I made this so ppl could come up with ideas to add on. Learn to take criticism
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SunnyDeeeee
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H34d Nubc4k3
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Jan 15 2010, 11:05 PM
yeah mario like your suggestions are so good why don't we give hackapells 4 area damage and 10 speed too so they don't die to ranged cav
1 hacka would then 1 hit kill 10 strelets? lol :D
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owns
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the OWNER
lol OP
a 2 arena damage would be better :D
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ĺ×ļ
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China Lamer
mario clearly there is something wrong with your suggestions if everyone disagrees with them; allow me to demonstrate
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ĺ×ļ
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China Lamer
Mariomasta
Jan 14 2010, 07:38 PM
Well AFAIK most of the mercs are still in RE stats, or not in patchnotes. Here are some of my suggestions, even if you don't agree with my changes, help suggest some more. As you know im terrible at balance

Barbary corsairs: probably one of the worst mercs there are. Updates needed. I say + speed, siege and + hp. speed to 6.75, siege to 60 and hp to 550. Weak attack still, but high speed and hp, and better siege

Hackapell: I think I would want to make this unit more fun. HP reduced to 235 from 295, and RR reduced to 20%, but now in melee they do 200 (from 121) and siege is 100 (from 35). Extremely powerful but fragile unit. And impossibly lethal in melee.

Jaegar: range increased to 26, HI multiplier to x3.

Landsknecht: Another one of the worse mercs. Speed increased to 4.5, melee attack increased to 4 AoE, hp up by 100, 530, siege to 90 and hand attack to 60.

Manchu: remove vil penalty, range up by 4, bow attack to 30.

Stradiot: "light cavalry from the balkans" I think we should represent this by increasing speed to 8 and make it flying unit. First flying cav xD.

L'il bombard: Shoots ducks instead of cannonshots. increase range by 4, remove cannon penalty. larger splash too.

Ming iron troops: HP up to 315, RR up to 80%, speed down to 3.5. Siege attack up to 45.

Yojimbo: Hand resist changed to ranged resist, pop reduced by one.

Arsonist: attack up to 32, and remove RI negative multiplier on RI. RoF down to 2.5
1. Heavy inf that runs as fast as cav and has more hitpoints and attack? How do you counter these?

2. Lol so now they one hit kill pretty much every single inf unit, rape cav in two hits, and after that they go own the opponent's base. This is not a fragile unit.

3. This one is actually not too bad, but I still like my idea better :P. Jaegars don't need much boosting anyway

4. Yeah.... so now we have uber ronin for 60% of the cost.... nice

5. Manchu & Stradiot have already been done

6. So cool, now you have a culv unit that happens to own inf and cav... how the duck do you counter this? And I don't think the duck stuff is moddable

7. so now instead of a ~550 ranged hp unit we have a ~1500 one. Smart.

8. This is good

9. why not give them a bonus vs cav and LI while you're at it? Arsonists don't have a RI multiplier
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Fuzzy
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I <3 Sunil
Looooool
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Mariomasta
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9.actualy they do, i checked mnbobs site, they have .5 vs RI. Or its was LI idk.... And i can take they criticism without getting pissy.

Corsairs have always been fast, they were at 6 before, .75 is not that much more... There attack is still pitiful, but i like lukes idea of a raiding HI.

hackapells with my idea lose 50 or so hp, and dow to 20% RR. that is quite fragile, RC will rape them, and infantry if microed properly will rape them, like what 8-10 musk shots will kill them???. However the most lethal cav if they are in CC.

7. For the iron troops, heck there called iron troops so i increased hp and RR. HP by like what... 60? and RR by 20%. And to compensate i reduced speed so cav can get them, and is done porperly you can have HI melee them. More like ranged hp from. Sry ill reduce hp suggestion a bit to 285, bit overkill there.

6. Cav.............................. And it doesnt have multiplier, just removed negative so it doesnt suck on cannons

4. Already said i was misinformed by the landsknecht...

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Mariomasta
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Edited, how do you like them now?

Quote:
 
Barbary corsairs: probably one of the worst mercs there are. Updates needed. I say + speed, siege and + hp. speed to 6.5, siege to 60 and hp to 475. Weak attack still, but high speed and hp, and better siege. Attack reduced by 4, and given x2 multiplier on vils. Given siege until tag and now countered by MM

Hackapell: I think I would want to make this unit more fun. HP reduced to 235 from 295, and RR reduced to 20%, but now in melee they do 181 (from 121) and siege is 100 (from 35). Extremely powerful but fragile unit. And impossibly lethal in melee.

Jaegar: range increased to 26, HI multiplier to x3. Or the gathering idea sounds good, but make it at rate of CdB/SW, idk

Landsknecht: Another one of the worse mercs. Speed increased to 4.5, melee attack increased to 2 AoE, hp up by 60, 490, siege to 90.

Manchu: remove vil penalty, range up by 4, bow attack to 30.

Stradiot: "light cavalry from the balkans" I think we should represent this by increasing speed to 8 and make it flying unit. First flying cav xD.

L'il bombard: Shoots ducks instead of cannonshots. increase range by 4, remove cannon penalty.

Ming iron troops: HP up to 285, RR up to 75%, speed down to 3.5. Siege attack up to 50.

Yojimbo: Hand resist changed to ranged resist, pop reduced by one.

Arsonist: attack up to 32, and remove RI negative multiplier on RI. RoF down to 2.5

Etmeli: Attack reduced by 5, given 1 more AoE to 2. So 35 damage, 2 AoE, and x3 inf (normal)
Edited by Mariomasta, Jan 16 2010, 10:43 AM.
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reiska
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Jaegermeister
Any chance to give jaegers even a bit more range? Gurkha, longbowmen & co just eat them alive at the moment.. I don't mean that they should be superior to all LI, my point is just that they would fill their purpose of being powerful fortress units - Not just extra villagers that suck vs everything but musketeers and pikemen.

EDIT: Range grows in numbers (tashunke trick) ?!
Edited by reiska, Jan 16 2010, 11:02 AM.
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Mariomasta
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Good idea, .5 for each Jaegar, can make up to 14 max for 7+ range, and have range start at 24. Ill add it, and you guise can make highlander gather.
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DukeLeto
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Refined Chaos
We like group bonus effects too much :P
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ĺ×ļ
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China Lamer
there's no problem with jaegars... they have the same range as all other skirms, why should they have more? btw my idea is cooler and more historically accuate :P
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No_nickname
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No_membertitle
Jaegers that hunt sound kewl. But I wouldn't mind a bit more range either :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Does Jaegar means hunter? I mean Jager is a Dutch word and means hunter,

I think I like hunting more than more range (and I don't know if range works with the Tashunke bonus)
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Mariomasta
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Maybe have hunting, and hunt bonus in groups xD. OPPPPOPOPOPOPO.

Start at rate of reg vil, and a full group of 15 has about the rate of a SW. 6.5% bonus to all gathers each.


and how bout the other ones?
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I_like_Chickens
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Corporal
I think that the mercs should have something special otherwise they are quite boring and just a slightly better version of normal units
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ĺ×ļ
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China Lamer
yeah jaegar apparently means hunter in german
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Fuzzy
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I <3 Sunil
My brazilian friend says Cassadore means hunter in portuguese :P hth
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ĺ×ļ
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China Lamer
yes well cassador is already unique enough.
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DukeLeto
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Refined Chaos
What did cass get?
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No_nickname
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No_membertitle
+1 speed
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reiska
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Jaegermeister
ĺ×ļ
Jan 16 2010, 12:44 PM
btw my idea is cooler and more historically accuate :P
you forget the fact that the fellow hunters create social pressure to perform better, that's why the higher range
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Mariomasta
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farfectched but okay xD
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Cassas also got more range with the long range card for goons
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DukeLeto
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Refined Chaos
K
Didn't they get like 30 range or something? xD
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