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reminder that elf gs unit costs like 1300, so 800 blunderbuss just blows it out of the water like nothing, while 1250 hybrid unit can't even finish it in melee.
It has for the most part worked wonders against Ogres, however I have not gone against Cathay units yet. They certainly have quickly downed most Ogre units however, which I am quite fine with. Note this is in IE with all the research that buffs them having been grabbed. I have not used the forge to modify them any either.
If the FGs aren’t putting out as many rounds as quickly as the BBs that could explain why the BBs killed more models faster.
EDIT: FGs have markedly less missile damage than BBs.
Makes sense though, BBs have significantly less range than FGs. BBs are like gunpowder versions of shotguns - they’re supposed to be devastating at short range while the FGs are like rifles.
Thus, how it SHOULD work out is that while BBs tear things apart with a few volleys at close range, once the enemy is on top of you their success depends on how they match up with the enemy in regards to melee and how much damage they really did before getting engaged.
With FGs then, that superior range should result in them being able to fire off more volleys than BBs at the target and do some damage, but then when they’ve been engaged, they should be able to make short work of any low/mid tier units and hold their own against high tier ones.
GFs just feel undertuned for highest tier missile infantry, they are all around worse then blunderbusses. Buffs from lords, tech tree and forge may negate it somewhat, but they really feel lower in value then blunderbusses.
You could also try against cavalry or even single entities.
Blunderbuss weapons probably have some splash damage, which is highly efficient against tightly packed infantry but useless vs. single targets. Besides, cavalry quickly closes the short range of blunderbusses.
Incidentally, FGs have anti-large melee and large charge defense.
Overall, I still think FGs deserve a little buff. They deal ~2/3 of blunderbusses damage (if we only count numbers, not the splash), so may be make it like 3/4 of 4/5.
I'll try to do a better test for piercing and report if here.
also it seems because of how staggered the firing is on fireglaives. it takes them like 9 seconds to complete a volley so even with 9 sec reload it takes them alot longer to fire another volley compared to other ranged units
cant test it now but i wonder how blunderbuss does vs fireglaive when supporting allied infantry from behind.
if i remember correctly the fireglaives have a small arc that allows them to safely shoot over friendly units while a blunderbuss will mulch your lines just as much as the enemy
through maybe im just remembering wrong
also i wonder if veterancy makes a huge difference between them or not
Blunderbusses do not have fire damage. Fire Glaives do. Use Fire Glaives correctly and you can easily increase their damage by 20-70%.
It's all in the synergy and how you use it.
Blunderbusses will absolutely shred your own line as well, have to shoot from a flank, not behind an enemy unit or it'll penetrate straight through and you'll be sad.
Same veterancy, just accuracy they get. So nothing major.
All in all, I get the same amount of kills on Blunderbusses and Fire Glaives where my Fire Glaives pull ahead on monstrous units and single entities.