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A Culverin still one-shots any Springald, including the Clockwork ones from the chinese even if they also get the upgrade giving them ranged armor and 10 more health (I think? I did not find any enemy mad enough to try and contest my Chinese Bombards with their own culverins, cannons and bombards recently).
Just remember to aim each one of your Culverins at a different springald and you'll be deleting their Spring blob in no time.
A Springald on the other hand will still take 5 shots to even take down a Culverin (it was 6 before), assuming there are no villagers repairing it, which is rare.
The Culverin has a higher range than even the Rus Springalds, and the fact it has no set up time makes it really good at poking enemy artillery and then falling back to not get shot at.
With all of that said, I would have also preferred they fiddled with Springald damage in a different way:
Keeping the base damage at 60, reducing range by 1, increasing reload time by 33% while also giving Springs +60 damage vs siege and +60 damage vs ships would have been better in my opinion.
They would still do as much damage as a giant pole sized bolt should against infantry and cav, but their DPS would be really subpar against anything that's not enemy siege or ships.
The only springalds which would not get fire rate and range nerfs would be the ones on both Outposts and Stone Towers, they are very disapponting as they are still from castle age onwards, nerfing them further would not be a good idea.
The base dmg was the main issue, as it could delete any unit. Not just Siege. Reduce base dmg a lot and buff bonus dmg vs siege. Which they did.
The damage is significantly higher, and few springald could actually rekt nest of bees. So I doubt you'll be able to recourse to Nest of Bees now without playing the Springald war.
Building so much more damage as bonus then base damage, that the usage against other types becomes invalid.
I really hope it will get further changes.
around 12-14 minute
springhold push with spearmens was their strongest move
Imo if they're viable unit counters they're probably over performing vs units, and they were way better than viable. So I think that nerf is a justifiable amount.
The OP spelled it out for you. Its a 50% damage bonus vs siege compared to before.
If they increase reload decrease range, its no longer anti siege. The whole point is to make it a siege counter. If you want realism, everything would do more damage. Springalds would be nerfed simply because they'd be relatively weaker after soldiers started limping after taking 1-2 crossbow shots and ended up dying from an infection. And ofc when they missed all the time.
lmaoooo & 50% isn't huge? its an unnecessary buff to springalds. The dmg per shot to cav / infantry units was fine. Idk how increasing the reload time / lowering distance a bit, somehow makes you think it will just be completely ineffective against siege units now, a bit dramatic. Culverin movement speed + the cost will leave them being unmade & as i said prior, this change only hinders civs that have access to culverins.
Bombards would also be able to return fire on them. Bombards currently have around the same damage per cost as springalds at about 200 for 1000 cost vs 80 for 400 cost. But bombards can be more easily repaired, and you've just lowered springalds fire rate. They'd lose to bombards, and even worse if the opponent has culverin.
Short range siege is anti unit, not anti siege. Siege is a backline unit, so you have to have the range to hit the backline to hit siege.
Besides, its not a massive buff. They're slower (so they can't get into position as fast to fire), and they cost more. 80 damage for 400 is .2 damage per cost, 120 damage for 500 is .24, its a 20% increase in damage per cost not 50%.
So basically, we've got a 20% increase in damage vs siege explicitly for the price of like a 70% decrease in damage vs units.
I honestly felt like bombards was one of the better units you could build against springalds. And they're supposed to counter bombards. So to me this makes a lot of sense.
Besides, its a way better solution than age of bombards after your change ideas hard nerf them against siege. I'm gonna be honest here, you don't even seem to know what the change is. I don't know why you think its so bad.
They also won't kill culverins. A culverin is basically a unit that gives you the win in the springald war because they 1 shot springalds. They're basically a better springald your civ gets acces too (other than I think they'll still be slower). Now that springalds don't kill units, I think there's actually less reason to build them over culverins (which were better in the anti siege role and still likely are). Rather than taking away reason to build culverin, this change is far more likely to take away culverin civs reason to build springalds.
Devs said price increase was needed because of the buff vs siege.