Imperial archer op? CLOSED

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Stratego (dev)
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Imperial archer op? CLOSED

Post by Stratego (dev) »

For me seems super op to me, even have aimed shot - but please check.
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makazuwr32
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Re: Imperial archer op?

Post by makazuwr32 »

Not that op.

For me it is least op archer of elites among main 4 races if exclude undeads (those have or will get their own uniqueness so it is not correct to compare them actually).

1. Bonuses — it has anti-air oriented bonuses thus it deals not too high bonus damage;
2. Damage/cost ratio — for 5 turns it has 42-54 attack at range 9. It is good but not that high since elves have higher attack range while orcs have higher max possible attack if count all possible bonuses;
3. Armor and health — well this part is where it shines out when compared to all other alternatives from other races, yes. Due to 12 armor and same amount of p.armor when maxed along with 112 hp it is most tough non-mounted archer in the game (i mean archers though, not crossbowmen) without buffs.
4. Aimed shot — it is not that op since yes it gives +6 attack and +2 range but at cost of 1 action here and now as well as inability to move after. Aimed shot ability of elves gives +27 attack but at no extra range for same cost.
5. He is locked behind imperials sub which means that it can't be trained in common factories or tcs and you need to construct it first.

Now to compare him to other elite archers from other races — elves and orcs.

Elves — Glade Sentry (5 turns cost):
Toughness — has 80 hp, 8/8 max armor and 30% dodge ranged. In terms of toughness he actually might surpass imperial archer due to dodges.
Attack — he has 43+12 attack, 7-10 attack range, unique ability that gives him -15 attack, -1 range and +4 actions at cost of action and speed penalty. Under this ability he can deal when maxed 40x4 times damage.
Bonuses — unlike imperial archer this unit has regular anti-infantry 20% bonus and regular anti-air 10% bonus as opposed to 5% and 50% on imperial archer.

Elves — Glade Aegis (6 turns cost):
Toughness — has 94 hp, 4/4 +4/+4 armor, and 30% dodge ranged. In terms of toughness due to dodges he is for sure on par with maxed imperial archer if not even better.
Attack — he has 48+12 attack 6-9 attack range, elven aimed shot ability for +27 attack and unique aegis aimed shot ability for +72 attack, +1 range and sight. Ofc both consume action so you can't have both AND attack.
Bonuses — he has same bonuses as glade sentry but they also affect shielded foot melee units.

Orcs — Uruk Archer (3 turns cost):
Toughness — has 88/104/120 hp and 5/5 +6/+6 armor. When maxed it is on par with imperial archer.
Attack — it has 30/34/38 attack and 7/8/9 range which for 3 turns cost unit is very good.
Bonuses — normal 20% anti-infantry and 10% anti air.

Orcs — Minotaur archer (4 turns cost):
Toughness — 78/90/102 hp and 6/6 max armor. Is worst among all 4 variants.
Attack — 40/45/50 and 6/7/8 range. It also has action-free (basically) charge shooters ability for +2/+3/+4 speed.
Bonuses — same pure anti-air as imperial archer.

Now to compare them (60 turns cost in total):
1. 12 imperial archers when maxed have range 9, speed 3 and 54 attack and can deal 54×12=648 damage to unarmoured target. Each has 12 operating range (attack range + speed), with buff they have 11 operating range and can deal 60×12=720 damage to unarmoured target. Against foot land unshielded melee target they can deal +5% bonus damage which will result in 680 damage without buff and 756 damage with buff.
2. 12 Glade sentries when maxed have range 10, speed 4 and 55 attack and can deal 55×12=660 damage to unarmoured target. Each has 14 operating range. Under buff each sentry has 40×4 attack and thus can deal 160×12=1920 damage to unarmoured target, they also do not need to wait for 1 turn to attack but can attack at same turn they used ability. Against foot land melee unshielded target they can deal +20% bonus damage which will result in 792 damage without ability and 2304 damage with ability.
3. 10 Glade Aegis when maxed have range 9, speed 4 and 60 attack and can deal 60×10=600 damage to unarmoured target. Each has 13 operating range. Under aegis aimed shot each has 132 attack and thus 10 of them can deal 1320 damage. Against foot land melee target (REGARDLESS OF IF THEY HAVE SHIELD OR NOT) they can deal +20% bonus damage which will result in 720 damage without ability and 1584 damage with aegis aimed shot ability.
4. 20 Uruk archers when maxed have range 9, speed 3 and 38 attack and can deal 20×38=760 damage to unarmoured target. Each has 12 operating range. Against foot land unshielded melee target they can deal +20% bonus damage which will result in 912 damage.
5. 15 Minotaur Archers when maxed have range 8, speed 4 (+4 via ability) and 50 attack and can deal 15×50=750 damage. Each has 12 operating range without ability and 16 with. Against foot land unshielded melee target they can deal +5% damage which will result in 787 damage.

I doubt that imperial archers are that op in terms of attack as you can see here — 648 damage is not that high output for 60 turns cost and 12 operating range is pretty normal since elves have outstanding glade sentries who can deal outstanding 1920 damage under its buff while orcs with their numbers also have 750-760 damage output.

Only what actually makes them worth their cost is that they have outstanding toughness along with that attack.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Stratego (dev)
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Re: Imperial archer op?

Post by Stratego (dev) »

gosh, i expected one liner lol.

others?
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Re: Imperial archer op?

Post by Jerryqian39 »

Imperial are not spammeble,they do not do too much damage to most of the front line unit .Their best use is to snipe back lines and that leave they vaunable to enmemy so they are all good
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makazuwr32
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Re: Imperial archer op? CLOSED

Post by makazuwr32 »

They have their own niche where they ARE op — against flying units.
972 damage to them is very good.

But not that you will use this too often unless enemy is going full air assault (for example dwarves with transport zeppelins).
Crossbowman is better alternative in this specific case.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen 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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