Lighter knights - IMPLEMENTED

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COOLguy
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Lighter knights - IMPLEMENTED

Post by COOLguy » Sat Feb 21, 2015 11:43 pm

I mean the Hungarian Hussar, and the Light Cavalry. They are useful, but I think they need a bonus against Healers and workers. It makes no sense that it takes two hits to kill one of these. These two units should be able to kill them with one attack.
Thanks!
Josh

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balint
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Re: Lighter knights

Post by balint » Sat Feb 21, 2015 11:53 pm

I agree.
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ollie444
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Re: Lighter knights

Post by ollie444 » Sun Feb 22, 2015 9:17 am

Yeah!

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ejm29
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Re: Lighter knights

Post by ejm29 » Sun Feb 22, 2015 9:36 am

I also agree! :)

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Re: Lighter knights

Post by rudhek » Fri Feb 27, 2015 9:59 am

I agree :)
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Alexander82
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Re: Lighter knights

Post by Alexander82 » Fri Feb 27, 2015 3:26 pm

i agree too ;)
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Stratego (dev)
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Re: Lighter knights - IMPLEMENTED

Post by Stratego (dev) » Fri Feb 27, 2015 7:28 pm

ok, in next version they will have bonus against them too.

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patroid
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Re: Lighter knights - IMPLEMENTED

Post by patroid » Fri Feb 27, 2015 7:55 pm

Indpnt agree.
Hungarian hussar-yes.
But light cavalary qouls be too op then...

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ollie444
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Re: Lighter knights - IMPLEMENTED

Post by ollie444 » Sat Feb 28, 2015 7:43 am

Just give it less armor/health

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Re: Lighter knights - IMPLEMENTED

Post by Stratego (dev) » Sat Feb 28, 2015 9:52 am

ok, how should lcavalry change?

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COOLguy
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Re: Lighter knights - IMPLEMENTED

Post by COOLguy » Sat Feb 28, 2015 3:05 pm

Well, I don't think that the L Cavalry would be OP if we added a bonus against workers and healers. It just didn't make sense why they would be able to survive more than one attack by a Light Cavalry or Hungarian Hussar. If the Light Cavalry doesn't need to change that's fine; but if we need to give him those bonuses, then we can just remove his pierce armor.
Thanks!
Josh

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Re: Lighter knights - IMPLEMENTED

Post by Stratego (dev) » Sun Mar 01, 2015 9:00 am

ok, than i made it 50%-50%: so
- will have bonus against healers, (player should build a pike instead of healer if a lightcav. approaches)
- but not against workers
what do you think?

it is up on server.

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patroid
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Re: Lighter knights - IMPLEMENTED

Post by patroid » Sun Mar 01, 2015 5:47 pm

Why i sayed that??
An example.
A small map.
Guy A is a typical builder and produces workers first(3 turns)
To male a base and production centers.

Guy B is thinking getting many tcs in a short period of time
Is the right way and is building a light cavalery-3turns.

After 4 turns from beginning he reaches the tc of guy a
And attack his worker woth one hit.
In turn 5 he killed wotker nr2 and conqueres the tc.

Won after 5 turns.

If it killes with 2 hits guy a made a pike and killed
Guy b's cavalery and the game continues.

Bonus against healer - np.

Patroid

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Re: Lighter knights - IMPLEMENTED

Post by Stratego (dev) » Sun Mar 01, 2015 6:42 pm

maybe we misunderstand each other.

lets try to clear the thoughts out:
now lightcav. it is like:
- have bonus against priests
- have no bonus against workers.

do u suggest changing it?

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COOLguy
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Re: Lighter knights - IMPLEMENTED

Post by COOLguy » Sun Mar 01, 2015 10:05 pm

Well this is fine. I am fine if it has no bonus with the worker, even if it doesn't make sense why he wouldn't. There is NO CHANCE that the Light Cavalry will be OP because it takes 3 light cavalry (9turns total!!!!!!!) for 1 pikeman (2 turns). :)

New change is fine by me - it is a good compromise.
Thanks!
Josh

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Alexander82
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Re: Lighter knights - IMPLEMENTED

Post by Alexander82 » Fri Apr 03, 2015 4:00 pm

Can you do the same for the lancer/heavy lancer?
I saw that you need two attacks to kill a healer with a heavy lancer and i think it should have applied the same treatment
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Re: Lighter knights - IMPLEMENTED

Post by DoomCarrot » Tue Apr 07, 2015 5:14 pm

Yeah, I agree, lancers should be able to kill them too.
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