Hello,
Does anyone know why the Fortresses/Towers auto-attack range is not set to their maximum range?
thanks
|||No I don't I find it quite irritating tbh.
|||in past games increasing los helped. try giving them some line of sight gear|||@oligx
Tbh, increasing max range should automatically increase the LOS range to the max range, it should auto attack within the max range tbh, it is indeed VERY annoying that it doesn't currently.
Talking about fortress, what's with Egypt and Greek's difference in damage? My Greek fort with level 10 green bow puts out 121 dps and my Egypt fort with Cyprus epic bow & arrow puts out... 91?
Why such a huge difference in performance while the cost difference is only 100 stones?
Edit: On further inspection Greek even has extra 20% damage they can get via Star Tech, and while it costs 100 more stones, it also costs 100 less woods than Egyptian counterpart... so that makes me wonder even more, why such a huge dps difference? It's like Greek fort does twice the damage... literally.
|||the main difference is because egypt can also create very strong war elephants from the fortress, and greek cant create a single age3 unit (except advisor units). on a different note, 100 stone is actually a big cost difference. you can see it as 1/3 of a towncenter, or as a extra tower.
for greek, the fortress is just a defensive building, with the possibility to creat palintonons out of it in age4.
for egypt, the fortress is a defensive building, but most important, a building to train the most powerful unit in the game (i'm talking just 1v1 against other units, no micro, no pop/resource cost)
"the main difference is because egypt can also create very strong war elephants from the fortress, and greek cant create a single age3 unit (except advisor units). on a different note, 100 stone is actually a big cost difference. you can see it as 1/3 of a towncenter, or as a extra tower.
for greek, the fortress is just a defensive building, with the possibility to creat palintonons out of it in age4.
for egypt, the fortress is a defensive building, but most important, a building to train the most powerful unit in the game (i'm talking just 1v1 against other units, no micro, no pop/resource cost)"
All valid point, but still more than twice the damage is pretty insane if you were going to build the fortress anyway for adviser unit. Like you said, if it was meant purely as defensive structure then I think the damage is warranted, but there are very nice Age 3 adviser units that the fortress can easily double as powerful unit producing structure for Greek.
|||"All valid point, but still more than twice the damage is pretty insane if you were going to build the fortress anyway for adviser unit. Like you said, if it was meant purely as defensive structure then I think the damage is warranted, but there are very nice Age 3 adviser units that the fortress can easily double as powerful unit producing structure for Greek."
true, but then they would 'waste' an advisor for extra unit. other advisors that give bonusses, or reduced costs for tc/age4 are better choices (at higher levels)
also i would like to add that it could give a better balance, since egypt has so many benefits (elephants, chariots, amazing raiding camels,...)
just let the greek have a stronger fortress :)
i think it's because egyptians are meant to be an agressive raiding civ (early stables, camels in age 2, chariot archers... all aids a rushing, agressive playstyle) but with fairly weak units which are meant to be used for guerilla style play (except war elephants, which is a total trend-bucker and a bit of a puzzler really). so it's not surprising that turtling isn't as effective with them.whereas greek is more of a steamroller civ with units like hippikons, hoplites, ballistas which are pretty direct without much finesse. that's not to say you can't raid with greeks (for example a tox rush is great for raiding as it pwns villagers from outside of the TC range and destroys any age 2 infantry. if the enemy doesn't have a stable, you are going to wreck them) or turtle with egyptians, but it's not the basic style of the civ.
|||I understand what you are saying about the Egyptian fort being kinda weak... Its hard to do some of the high level defense quest as egypt that rely heavily on fort spamming (the argos suicide wrap quests in particular)
You know what would be really interesting? If there were "off-beat" technologies in the tech tree that shifted the balance of your civilization. For example, if there was a star tech that made it so Egyptian forts had +50% HP and Damage, BUT you werent allowed to use Ellies.
Imagine that.
No comments:
Post a Comment