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Also maa ram pushes honestly suck. I'd only be worried about archers with maa. Knights you wouldn't want archers against either, they're for sniping enemy archers that kill your spears. And that's where I think their cost gets in the way. They're slower and slightly shorter range, so you have to be able to take a few hits on the way into engaging. They're not that squishy, but a few hits still kills them because you'll likely have small numbers. A cost reduction could help a lot.
I hate nest of bees though. I think there are niche scenarios where they're fine, but they're slow, easy to react to, awful vs armor, and their hard counter (springalds) is weirdly fast super long range and gets spanmed every game.
The whole Song rush kinda hinges on Zhuge Nu, so its viability will be decided by how spammable they are come the patch. The fact they do their minimal damage of 1 three times even if the target has 50 ranged armor combined with their fast rate of fire and combined with the rams are going to get their hp nerfed means China might suddenly become much more viable early on.
https://www.youtube.com/watch?v=8HmXalgo_0I
Viper going with a double TC first then into Song is quite interesting, also to note that he went for all the econ upgrades before putting it don at around 7 minutes, with Song Dynasty starting a 9 minutes!
No matter the balance, China will remain a faction with poor choice of units until age III as well as an array of tempting booming opportunities it just can't pursue if it wants to stay in the game. Even if Zhuge Nu get cheaper, rushing Song weakens Chinese player and delays them from getting an army. And they will still struggle against knights and such.
China is meta in 4v4 right now because of those OP bombards and grenadiers that actually get to see use since the game does not end by age II. This is where China makes more sense. I feel the pros will eventually settle for those civs that offer immediate and consistent benefits and allow to gain the early advantage.
Yup, it's hard to argue with that logic.
China used to spawn with 8 vills instead of 6 but that was patched out before the full release, I honestly wish Relic did away with the French faster vill production speed and gave it to the Chinese instead (make it a -15% flat bonus across all ages and maybe nerf the Song Dynasty to only provide 25%) , that I think would solve a whole lot of different balance issues, namely
-how France can keep up the pressure to the point of almost being unsustainable for the enemy to contest, while also getting ahead on eco
-how china has all these eco boosting capabilities but is simply too slow early game to make use of it
I'm getting ahead of myself now tough, that said when even Delhi can be more aggressive than another civ in age 2 you KNOW that other civ has a lot of issues in feudal...
Besides, only 1 civ gets threatening feudal age knights. Rus technically get them too but I see rus constantly lose when they go feudal knights and the current FC build seems far stronger. Zhuge nu are already at least ok vs everything else (just not usually worth spending the gold on when you could instead spend it on castle age or eco upgrades).
Well, you're more or less getting an archer unit that requires an extra 400 food/200gold to unlock but that has less range and makes it up with a lot higher DPS and very cost effective blacksmith upgrades.
Archer spam would probably still work against them, but I can see them being very good combined with horsemen, since the latter will incentivize spears from the opponent which the Chuge-Nu is really good at deleting.
That said, I don't think even this admittedly ridiculous 80 resource Chuge-Nu would actually save you from English longbow spam. Good luck trying to catch those before they delete half your units or if they use their age 2 men at arms to screen for them if you get too close.
The same can be said for Royal Knight Pressure, altough they would hold up fine if combined with keeps and maybe some spearmen, assuming your eco is not severely crippled by the time you get to Song.
A Longbowman is 40 Food 50 wood = 90 Res
An Archer is 30 Food 50 wood = 80 Res
A crossbowman is 80 Food 40 Gold = 120 Res
I would hypothesize the cheaper Chuge-Nu will be around the same cost as an Archer, I would personally go for 40 Food 20 wood 20 gold.
It's not a direct upgrade over the Archer like the longbowman is, so it does not require to be as expensive, not to mention it would still require you to mine Gold, unlike the Longbowman.
Also, can you imagine Chuge-Nu imperial age spam with the spirit way? They'd become even better than Palace Guard are at running across the map and sniping enemy eco...
I personally think professional scouts makes sense against english because you're probably getting the stables anyways. If they try to longbow allin, you can just deny it with horsemen instead of song dynasty and you'll probably annihilate it. If they start adding spearmen you'd probably be ok just towering your wood/food (whichever doesn't have the barbican) and mixing horsemen+archer+zhuge nu (even if they deny gold you can currently produce off a non supervised range with just tax, so if they were 80 resources you definitely could).
Maybe both professional scouts + song would be too greedy but you could definitely get away with stables into song into range or maybe even just range+song if they were actually that cheap.
If you want to run across the map and snipe eco I think fire lancers do that the best. I wouldn't use zhuge nu for that (fire lancers are a lot faster, aoe down vills so they kill faster, and they can burn down buildings when villagers garrison. Zhuge nu would just be better in direct fights).
If you do a decent build order there's no way your eco will be crippled before song dynasty vs knights btw. You can have song dynasty started before the first knight even hits. Barbican on your food, if you're really that scared tower your wood and abandon gold (you don't need it for spears anyways), they can't touch your eco. I prefer second tc vs french though because it gives an extra garrison point and if you gather like an extra 50-100 stone 1-2 handcannon towers are a pretty good deterrent to knight raids, so you force the french player to at least diverge from blind raids with knights (although they can kind of secure their hunts pretty easily).
I don't find that low amount of horsemen to be any effective against even just an equal number of longbowmen. Basic scoot and shoot micro combined with their damage per shot and possibly even an offensive keep more or less reqjuires you to have more horsemen than the english has longbows, and horsemen are 120 resources compared to the 90 of Longbowmen. This is also before inserting Pailings or the Campfire into the equation.
I really want to like Keeps against England, especially the handcannon upgraded ones, but a single one of those is 100 wood, 25 gold and 50 stone (175 resources in total, almost 2 longbowmen) to set up across (68*0.75+30=)79 seconds, assuming you only have 1 worker on it.
This also means you're going to need to mine stone or aternatively build a market and obtain 100 of it for your keeps that way. Which is not a good thing to do when you're being rushed and you need all your vills mostly on food to pump out horsemen.
It's a static defence that can't even match the Longbow range until it gets the handcannon and has pitiful enough health to go down to even just men at arms, unless you're planning on investing an additional 100 stone to Fortify outpost, which also takes an extra 30 seconds and I find to rarely be worth it, especially considering you're going to need that stone for a second TC.
It's a lot more decent against French and Rus knight harass and can keep them off of you for a while until they get a ram.
It will be interesting to see how the rush tactics are affected now that the Battering Ram is getting a well deserved nerf in feudal but actually becomes more usable in castle-imperial.
Man, I really wish
-Chinese could build Keeps cheaper and have their upgrades take 25% less to go through
-have the arrowslits upgrade only require wood and food
-have the handcannon upgrade for the chinese only require wood and gold
-buff the fortify outpost tech across all civs, it basically NEVER gets used.
Wishful thinking, I know. It's not like anyone but TheViper does the tower rushes anymore, really. They're not all that effective.
No, no it wouldn't. The only feasible use of them I can theorize is to put them on a stone wall to boost their range and durability, and then make use of their fire rate and sheer numbers to shut down ram pushes, as they can be surprisingly good against rams especially if those do get their hp nerfed.
In my experience by imperial the main problem is the popcap, not resources. If you could get 100 Zhuge or 100 lancers, what would you rather get? Yeah, my thoughts exactly.
I'm afraid it's either going all-in with defenses or focus on booming and hope you won't get wiped out by 10th minute. There's no middle ground here. 2-3 horsemen will get wrecked before they get to deal any real damage.
I just tested out a song dynasty build, I can have song dynasty started by around 4:30, near immediately after I hit feudal so probably around when longbow production starts. I had a stable at 5:50, so I could have had 4-5 horsemen by around 6:30. Considering you have the barbican of the sun, english might be able to like force a villager to run away or something but they shouldn't be able to kill a villager before then. 4-5 horsemen and a tower on your gold should mean you're fine against a longbow attack. If they add spears it might get annoying, not entirely sure how it would play out but that's when you can just switch to pure archer yourself, and if you survive long enough you should be ok.
I think maybe even just tower your gold mine and go for scouts with the professional scouts upgrade. You can get that and start off with picking up a bit of their hunt by like 7 minutes, and if you force them into a ram allin you can throw down a few towers, put the scouts in the towers, and focus down their spears/archers, then kill with your own army. I think it'd probably be a tough fight (and you could run out of food during the fight if you're forced into using the scouts defensively), but towers+vills to kill the archers do pretty well even against longbow allins and if they spend that many resources on fast ram+siege engineers they shouldn't be very far ahead in total resources.
I'm not sure how that plays out. I'm pretty sure you can get away with song dynasty against english, and maybe even with adding in professional scouts. Just might require you to have better micro than them.
I do not think handcannon slits are good vs english btw. They're worse against unarmored than arrow slits and english is likely to hit you with unarmored longbow. I would only build them vs french or a rus that goes knights but honestly rus knights is a worse version of french so I'm just not scared of that. A regular tower is good enough to just prevent them from running past and going for your villagers and gives a place to garrison, and that's all you need from them. I'm not remotely scared of maa so I don't really care whether towers can kill those.
Its fine to get more eco than your opponent without just being incredibly stupid. Go song dynasty, scout them, if they go 2nd tc throw down a 2nd tc yourself (or get professional scouts and steal their hunt then go second tc). If they don't, build units, being just ahead instead of stupidly ahead on vills is fine. If they're going castle, go castle. In all these scenarios, you should come out ok (and probably pretty far ahead if they rush 2 tc, I think only abbassids could reasonably try to boom with chinese). I'm pretty sure fast song dynasty doesn't have a build order loss to anything, at the very least not at the level of any one typing here.
80 cost zhuge nu would also I'm pretty sure just dominate everything. They have over double the dps longbows do, and more hp, so if they also cost less literally all you'd have to do is not die outright and you just kill them later feudal.
I might just edit the OP with that build you have there since it achieves the same result over 3 minutes earlier...
If you don't do force drop offs to generate gold like I did (and you probably shouldn't), you would probably just rally a 3rd vill on gold slightly earlier. I think I got the gold before the food anyways though.
I recommend hotkeying the imperial official so you can instantly go back to them for tax drop offs. Also taking berries is ok for your first drop off if you can't get sheep there in time, but obviously take sheep. Click them past the mill to get them as close as possible, and kill them at once with 1 vill each or your vills do this stupid thing where they run the entire way around the mill to get to the other side of a sheep because they won't go to living sheep.
You could also place the mill right next to the tc so you don't have to walk as far, it makes your early eco a tiny bit better, but I like the flexibility of putting the mill on berries personally. It means you don't have to return your scout to your base fast, because if you run out of sheep because your scout is trying to get more deer its a slight inefficiency rather than game ending.
Also I technically had the resources at 4:35 and only placed it at like 4:42, but I think if you did it perfectly earlier than 4:30 is achievable.
If you wanna see it you don't even have to friend me actually, you can search someone through the add friend then just go to their profile and match history. At this moment its I think the 3rd most recent game I played (vs the ai to try the build out), the most recent one was professional scouts into song dynasty.
I'll try the build out right away!