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Pretty much 90% of the matches use Romans and Egyptians only. Check match replays on http://abacvs.praetorians.me.
As a Praetorians mod maker myself, I spent quite a while reading the game files and comparing the numbers that determine troops' aspects. There is some bad math there which disfavor Barbarians completely. Pyro Studios made a mistake. They designed the troops balance for campaign mode (Barbarians are the main enemy there), not for online multiplayer and team matches.
it was the start of "reloading"
who doesnt know what it means: Reloading is/was the most powerfull and important tactic of all. without a good reloading you didnt have any chance against players in same level who do a good reloading
basic of reload means: : at least 1 roman and 1 egypt. the egypt is the "reloader" with his medic who has the ability to give a fast stanima-push to all units in the near...
the roman use pilum with infa in start and later legions, in the right time egypt "reload" them with his medic(s) and roman can do more pillum...
some players were able to do up to 5 pillums before they start to fight.
so maybe not the "weakness" of barbarians are the problem, but some overpowered tactics of romans/egypt? before the "reload" started, much more played and won with barbs...
i dont know if someone here remember me, i would say i was "a good" player :))
on hurricane map, we allways played at least 1 barb + 2 egypt, sometimes 2 barb + 1 egypt
we had much fun if enemy come with roman+egypt ;)
bye the way: on a population of ~300 barbs are stronger then roman, so if a barb attack roman with 300 they will win ;)
the point with war-machines... yes barb only can do 2 war machines with infa and roman 4.
but that barbs have MUCH MORE defense against catas than roman and egypt you didnt tell ;)
greetings from an old player who is looking for some matches with the remastered praet :P
The real issue is: the core troops and combat definition completely disfavor Barbarians. Without getting too technical, there is basically some bad math going on in the def files, mostly related to: barbarian troops getting 16 units instead of 30/32; how the damage is calculated; and finally the 3/1 combat constraint (no more than 3 units can attack a single unit).
Barbarians balance could be fixed at a modding level. The problem is, the community would never agree to use a mod incompatible with the original game. Mods in Praetorians have historically been incremental and backwads compatible. And that is why they suck and never gained traction in the community to this day.
With the new version and new engine, Kalypso has the chance to solve this once for all at the core level. Although I really doubt they care about that.