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You pay 1000 resources to upgrade a unit to elite. At that point, its an imperial age unit, and should be balanced with other imperial age units. Why should bombards kill everything, but for example elite royal knight with the 35% hp tech should just get 2 shot by an anti building unit that they take like 40 seconds to kill?
Hand cannons for example are balanced with other imperial age units. They're strong, but they're fragile, and they have a tendency to overkill which makes them perform worse vs cheap units like archers/spears/scouts/horsemen. Its honestly pretty hard to justify them when they get 1 shot by bombards from over twice the range and if you get like 10 of them hit by 3-4 mangonels you can lose 2000+ resources in under a second. I honestly think they're pretty bad right now.
Meanwhile bombards counter... everything. They counter knights (knights do no siege damage). They counter all ranged units (tons of ranged armor). They counter other siege (except for the springald because its a specific anti siege unit, but even then Chinese bombards beat those). They do fine vs maa and counter them if you have a wall to retreat behind. And the units they don't counter (spears+horsemen+scouts) are pop inefficient, easily countered by other units, and largely lack the power to kill an opponent by themselves which means its easy to stall till you have a siege doomstack.
But trebs? They kill 1 stone wall segment (which is like 15 maybe 30 stone to replace cause of that whole thing where you can't build a single segment) in like a minute for 750 resources, and that's if vills don't repair. You can cut the map in half with stone walls for cheaper than 2 trebs. If you stone wall and your opponent tries to go trebs, just repair against 1 and go kill their pathetic worthless -1500 resources army if they build 2 or more.
Game has balance issues
In most cases getting a wall up is not worth it, unless you can pull it off very cheap on maps like Confluence. I mean, a cheap 300 wood ram is all it takes to break through, and break through it will. Repairing a wall is not really an option - it will drain your wood continiously and even then, you wouldn't be able to outrepair the damage. While ram is a one-time investment that will bring you value throughout the game (you can then use it go wreck his base), a wall only has one purpose and only lasts you so much. Moreover, rams are a very durable target, and you can't take it down outside of melee units or springalds, and those can't fire over stone walls. Archers will be useless. Long story short, stone walls are easily counterable.
Then again, you never specified the mode. In 4v4s, China can abuse map size along with the fact it can erect those 9k hp walls in a blink of an eye, layer after layer after layer, and stall the enemy as the wonder victory timer runs out.
Bombards.. if there's any "I win" unit in the game right now, that's probably it. Its only downside is lack of aoe, which ceases to be a problem in numbers. And they're also expensive, so a springald blob can make quite a dent in your economy.
Bombards singlehandedly make the whole civ irrelevant. I am speaking of HRE right now. They can build elaborate 6x6 wonder grids - a wonder surrounded by outposts surrounded by TC for emergency repairs, by Elzbach for -33% damage taken, as well as some keeps with relics inside for better stats and what not. In theory, this should be a great setup. In practise, bombards blob comes along. Boom - there's no Elzbach. Boom - there's no TC. Boom - there's no wonder. They just one-shot anything. There is no point going Berkshire or Red Palace in 4v4 - bombard blob just one-shots them.
Bombards deal a lot of damage against anything. They move fast for a siege unit and absurdly fast if it's Yuan China (not to mention Chinese bonus range and tons of hp). They pack and unpack almost instantly, which makes French cannon bonus irrelevant. They indeed dominate the late-game battlefiend and turn it into a siege fest. And this is problematic, because it makes civs and mechanics irrelevant. Why should I bother building up any networks of castles, if they will be gone over a second?
So I definetely don't think stone walls are a problem right now. They're an investment, you can play some nice mind games with them. You can exert map control or buy time, but you only get so much time with them. I know it can be annoying to see the enemy walling up and you being able to do nothing about it. This is the matter of scouting. You can pressure their vills and deny walling. English is particularly good at this, btw. Send 5 vills and their shortbows will do away with any vills or a scout.
Also just don't repair the wall. Build a wall behind it. It takes like 60 stone and 15 seconds of villager time to place another segment of wall behind the first.
I don't think stone walls are a problem only because of bombards. But bombards are broken units. I've never seen more people agree about something in a video game than the amount of people who agree that siege meta is not fun, so I have to figure bombards will be nerfed at some point. After bombards aren't a universal unit that counters everything, committing to 2-3 bombards to break yourself out of a contain will actually matter.
And I'm referring to 1v1 btw. I think they're way way worse in team games because you can't wall off 2/3rds of the map for the price of a keep in a team game. Even on open maps like arabia, you can spend 400-500 stone to secure a gold mine or a sacred site and your opponent basically can't do anything without bombards, which takes them a bit and gives you a lot of time to react. Then if you hold them off, you just patch the wall for 15-30 stone.
Compare that to a keep, which costs 800 stone, can be killed by units, and if a bombard snipes it you're out the full 800 stone instead of 30, and it goes down just as fast to bombards as stone walls do despite costing far more.
I think that people are sleeping on stone walls as a sort of replacement for defensive keeps. I hate walls, so I haven't experimented with it much, but I think in situations where you are placing a keep to defend a resource, or your base from raids, a stone wall can almost always accomplish the same goal better for cheaper.
Even many offensive keeps I think could be replaced by stone walls. Your offense is far safer if you can just back up your siege behind a wall whenever your opponent tries to engage. But I think keep+pallside wall is the best if you have time to build it since you simply need something that you can retreat through to keep your stupid overly speedy tank artillery alive and the keep means they take a lot of damage diving you.
The only reason that works is because that 4000-5000 resources is also a unit killer with no hard counter.
But even now, walls still prevent all raids. If you bring 4-5k resources just to break a wall on the side of the map protecting a gold mine, that's 4-5k resources you don't have in the main battle. Your opponent can just push in and wipe out your (far more expensive) keeps, army, or main buildings.
Then what do you gain? You force them to walk away from the gold mine. You don't kill any villagers because they still have like 10-15 seconds to react. If you back up to defend your base that they're now pushing into, they replace the stone wall segement you broke for 30 stone.
I don't know how insanely cost effective you want stone walls to be, but they should die fast to bombards. That's the entire point of bombards, they kill buildings fast. If several thousand resources of bombards killed stone walls slow, then what would kill stone walls? If you got walled in at 8 minutes on french pass, how would you ever stand a chance of winning if getting to imperial and getting 4-5 bombards was still not enough to kill their walls quickly?
Maybe we are playing different games, but the one I recently clocked over 500 hours in, it is nothing like you need a bombard blob just to get beyond a random stone wall. A screenshot I showed you - sure thing, but a small wall on Confluence to delay agression? I never (and 4v4s aside I also do 2v2s and even an occassional 1v1) encountered a situation like you describe - melee units behind the wall ready to torch the ram, archers on the walls protecting them... 99% of the time ram goes uncontested. As soon as it comes I'm most of the time "OMG I need to stop booming and get an army of some sorts". So it's a trade of 300 wood (that you can use to push all the landmarks afterwards) and some stone that after you've used up, is gone. Repairing a wall being attacked also does not work - you will get outdamaged at worst, and have your wood drained at best. And if the attackers brought a mangonel they simply deny any attempt at wall repairing.
Moreover, it never even came to me that I even should go out and try to contest the ram, as I've never encountered a scenario a ram would be sent unsupported - there's an army waiting out there, and losing my melee units just to torch a ram? Doesn't sound like a good trade to me.
Wall is mostly for booming scenarios. If I'm English or French, I have an early feudal army and pulling agression - why would I bother walling in the first place. I got noone to contest me, I enjoy map control, and I best spare my resources to maintain it. A wall can't fight after all.