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Fair enough, it was mostly Oranos that was deemed OP.
The units in barracks being age 3 has always been this way.
In EE, people used to only use Turmas in age 2,
and mostly used them to harass the opponents.
So this may be why it is awkward to newer players,
but to veteran AoM players, this wouldnt be an issue, at all.
But the changes to Oracles and Citizens does feel awkward, to me,
as a veteran AoM player, (im not a pro, but i grew up with AoM, as a kid)
and i assume many other veteran AoM, as well.
Murmillo now dont have any bonus damage vs cavalry,
instead they are an "all purpose" unit, with high base damage,
but no bonus damage vs 1 type of unit; just like berserks and jarls.
This actually makes them more useful, especially in early game; they are more versatile.
They are still countered by archers, so combine them with Turmas.
(so start with 1 barracks of each type, 1 makes murmillo, the other makes turma;
or start with 2 counter barracks, and only make Turmas, to harass opponents)
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I would rather say that cheiroballistas should be age 3,
while Arcus should then become age 2, as the main anti-infantry unit.
Arcus are quite powerful though, mostly due to their range,
(they have the same range as chariot archers, and cheiroballistas..)
so then Arcus would need a small range nerf, (like 18 range)
while cheiroballistas could then use a small buff.
(perhaps some crush damage, to make them better vs structures?)
Anyways, i am making a mod for AoMR, (hence why im looking at the files)
and i was already planning to do this, (among many other changes)
so i dont entirely disagree here. :)
I do agree that their damage vs anything but farms is very low.
It is divine damage though, so (i think that) this ignores all armor.
My point was that Locusts are better now, compared to EE.
It has always been very situational, (as in, only useful vs farms and villagers)
and people thought it was a decent GP. Instant economy damage is VERY strong...
And now it is more versatile, as it can be used in combat,
but i do agree that the base damage should get a small buff.
(and the bonus damage vs farms should be lowered, accordingly)
Strategically deleting farms would be a bit silly, imo...
I dont think you even get the resources back, when you delete stuff,
so you would probably do more damage, than the locusts would..
A better way to deal with it, is to garrison the farming villagers into a TC,
so that they dont get killed by the locusts. (just like in EE btw)
I have seen a yt video where someone uses Locusts,
not in combat itself, but when the opponents units were retreating.
Because the GP now deal AoE damage in a line, this did more damage over time,
and it actually killed a few units. Sure, it isnt as powerful as f.e. curse or bronze,
but this is balanced by its versatility, as it can be used as a harassment tool, as well.
It shouldn't have a set up time anymore or they should bump it back upto 4
If they changed it to be that way, sure,
but thats not how it works at the moment.
Right now it deals AoE damage in a straight line,
(similar to how Ao Kuang's Flood GP worked in EE, but less powerful)
and i think it is a lot better now, compared to how it was before, in EE.
I do still think it needs a small damage buff, but that could potentially make it OP...
To be honest, changing it to spread like forest fire,
would make it even less useful, than it is right now...
And exactly for the reasons that you mentioned..
It would be countered extremely easily, by spreading the farms, as you say.
Its a cool idea, sure, but in practice, it would be a HUGE nerf to Locust GP...
Keep in mind, forest fire is an age 2 GP, while locusts is Age 3.
So Locusts *should* be more powerful, instead of equally powerful. (or less..)
Trees are a limited resource, that can also block units, (so it opens up a path)
while farms can be built, and can be walked over. (so no value besides eco damage)
Sure, they would need to rebuild farms, but this is already the case...
It depends on how you implement it. How fast does it spread? Can you delete farms that are already infected or are they no longer deleteable once they are infested by the locusts. Can the locusts only spread to farms directly adjacent to each other or can the infection "jump" a few tiles. Sure, testing and tweaking would be necessary. But personally speaking I just think a swarm of locusts exponentially spreading across the farmland is much more thematic approach to the spell rather than making it "Baldur's damage wave but boring".
Sure, you could make it work, depending on how its implemented.
But the same could be said about the way it currently works;
chances are that Locusts will be changed in a future update.
The devs most likely wont completely overhaul it, though...
But who knows, perhaps someone will make a mod,
that changes locusts to work in the way you describe.
Like i said, its a cool idea, in theory, but implementing it is another matter.
Anyways, lets just agree to disagree here.
I personally prefer the way it works now; versatile, but less powerful in general,
while you prefer a more powerful GP, that can only be used in a very specific situation.
We could keep talking about it, but i guess we should then start a new thread.. xD
If you want to keep the directional nature of locust swarm then fine, let's keep it. But at leats try to make it unique and thematically fitting. Let's say the locusts are still a small and slow moving wave, just like they currently are in the game. However there would be one tweak. As long as the locust swarm travels across farmland it doesn't die and also grows in diameter. This means that if you cast it from the right angle the swarm will be able to travel across huge distances of farmland and eventually reach massive proportions laying waste to the enemies food economy. I think this would be thematic and fun to use.
Forest fire is the only really weak God power.
Edit: also helps cut through natural-walling so you can push your raid through somewhere that isn't as defended
I didn`t mean it was useless, just weaker than everything else.
Well here is the thing: i am mostly thinking in terms of game balance,
while you seem to care more about it being thematic, and cool.
Which is fine, of course, but game balance is simply more important,
than the GP being thematic, and looking cool..
(sure, it can be both, but balance is still the most important)
If you would make it the way you described,
this would not only be incredibly difficult to implement,
but it would also be quite OP, and probably cause a ton of lag..
On smaller maps this may not be a problem, but it would on larger maps;
imagine an FFA game, where this GP hits multiple players...
(no other god power can effectively decimate the economy of multiple players => OP)
This would rather be an age 4 god power, similar to tornado, instead of an age 3 GP..
If it completely destroys 1 player's entire food economy, thats already quite OP..
In any case, instead of talking about how to change the Locust GP,
we should rather test out how it currently works, and build from there.
It simply hasnt been tested enough, imo, to determine how to change it.
(i.e. how can we try to rebalance it, if we dont really know how balanced it is, atm?)
In short: it could be really cool for custom maps/scenarios,
sure, but not for standard skirmish games..