1 turn cost flying scout rebalance - IMPLEMENTED

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makazuwr32
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1 turn cost flying scout rebalance - IMPLEMENTED

Post by makazuwr32 » Sun Jan 24, 2021 5:02 pm

With upscale 1 turn cost flying units (namely fairy and scout bird) became a bit way too decent way to hold off enemy land meleee units who can't hit flying.
I am considering to revert for these 2 units their hp back to their original values (or at least lower it down by half).
Fairy of elves will have than 1 hp (or 2 at most), scout bird of humans will have 2 hp (or 4 at most).

Any comments or objections?
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
When you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Midonik
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Re: 1 turn cost flying scout rebalance

Post by Midonik » Mon Jan 25, 2021 8:00 am

Makes sense - most ranged units one shot them anyway, but the melee units struggle way too much chipping on that much hp one by one.
Last edited by Midonik on Mon Jan 25, 2021 9:45 am, edited 1 time in total.
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makazuwr32
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Re: 1 turn cost flying scout rebalance

Post by makazuwr32 » Mon Jan 25, 2021 9:27 am

That's the main reason for because while i was playing humans vs orcs i was able to hold off orcish melee for much longer than normally should due to scout birds as "walls" and "tanking units" in tc (i mean the first unit who takes damage in tc).
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
When you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader

Huttensohn
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Re: 1 turn cost flying scout rebalance

Post by Huttensohn » Mon Feb 01, 2021 10:06 am

Thanks for bringing them up, I also experienced that on the ocean map with elf against human. for elf, you don't have ranged navy units so I was basically unable to conquer town centers with my mermen because the human occupied them with loads of scouts.

of course, this could be also used by elves, too, but against other navies it's not that strong and on land, having ranged units is not difficult for any race. but stoll, for 1 turn too strong.

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makazuwr32
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Re: 1 turn cost flying scout rebalance

Post by makazuwr32 » Mon Feb 01, 2021 7:05 pm

Well elves soon will get a ton of ranged naval units.
Same as unicorn but water ones.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
When you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader

User avatar
makazuwr32
Posts: 6830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: 1 turn cost flying scout rebalance

Post by makazuwr32 » Wed Apr 14, 2021 5:38 pm

Implemented.
Scout bird hp reduced to 4, Fairy hp reduced to 1.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
When you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader

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