Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
I have seen multiple youtube videos where people use Ptah's GP.
I have seen someone else use it against me, and have used it myself.
It is currently one of the best god powers in the game..
Are you sure you used it correctly? If so, perhaps try verifying game files?
Leto's GP is indeed quite weak, but it is also incredibly cheap to recast.
It was always a bit underwhelming, but the fact that you can keep casting it,
means that you can essentially make huge minefields, especially if you have a wonder.
Making it stronger could make it too OP, but perhaps a 4th and/or 5th egg could be added,
when it is used in the later ages. (just like how some other GPs become stronger with ages)
I personally find Oceanus' Carnivora GP the weakest. More often than not,
it is killed before it can even do any damage, and is countered very easily, by archers...
(at least with the spider eggs, you can kill a few units with it, when used correctly)
But yeah, Atlanteans as a whole feel weak and awkward to play.
I feel like some god powers need to be re balanced or re worked entirely.
i have been working on a mod, so i am often looking at the files.
In my mod, i am already buffing Atlanteans quite a bit;
and i have been overhauling the economy in general.
On the other hand, in EE Atlanteans were often considered overpowered,
so i do think that a few nerfs here and there were needed..
------------------------------------------------------------
I think the reason why the Atlanteans seem underpowered,
is because their citizens now gather resources slower than the other factions,
relatively speaking: they cost x2 pop and total resources,
but only get x1.5 base gather rates, compared to Greeks.
(Norse/Egyptian villager gather rates are a bit lower though)
For the citizen heroes it is x1.65 base gather rate; not including upgrades.
In the original and EE, they they costed x3 resources/pop,
and had about x2.3 gather rates, so in comparison, that would be +/- x1.6 in retold.
Citizen Heroes in EE also had around +10% gather rates, just like in retold.
So the Atlanteans do have worse economy, but it does build up quicker now,
as they are also trained faster now, so this may balance things out,
at least in early game... I have seen 1 youtube video of a pro player using Kronos,
and even though he won, (mostly because the other player made big mistakes)
he was clearly struggling in early game, with his economy...
In my mod, i already changed the gather rates to x1.6,
and x2 for citizen heroes. (compared to Greek villagers)
Keep in mind that they dont have to drop off resources,
which does matter, so citizen heroes will be better compared to other factions.
I still have to do more testing, to see if this is balanced...
Citizen Heroes may become OP this way, (they now get +25% gather rate)
but since Atlanteans have very expensive heroes, (they do cost less pop now)
and getting citizen heroes is also expensive, i feel like this should be balanced...
------------------------------------------------------------
Another reason is probably because of Oracles.
They need to be spaced out, and have full vision,
and their vision radius cannot overlap with other Oracles,
otherwise they wont gather favor at 100%.
Some people apparently dont realize this.. (even though it is mentioned in the tutorials)
if you dont do this, then they do indeed not produce any favor...
But if you do, they can produce favor at about the same rates as Egyptians.
However, doing so also makes Oracles extremely vulnerable,
as you cant defend them as easily as monuments and Greek temples.
It also makes it so that you constantly have to keep an eye on them,
even while they are scattered across the map, which requires more APM.
My suggestion would be to try to hide them as much as possible.
Then you also need to make them into heroes, to get the max favor income,
which can be a serious investment for a small boost in favor income;
and although the total cost is comparable to monuments,
since they are more vulnerable, and get killed more often, the cost increases quickly..
In my mod, i was thinking of changing their build limit to 5, (from 10)
while also doubling their favor gather rates, and/or add another form of favor income.
This would make it easier to defend them, and require less "APM upkeep",
but it would also make their favor income cheaper compared to Egyptians,
hence why i am thinking of adding another form of favor income.
------------------------------------------------------------
PS my apologies for the wall of text,
and for the fact that this may not be the best place for this.
But i do hope that it was helpful.. :)
Locusts is a pretty good GP? it is primarily meant to use against farms,
rather than units, making its use more situational. (as a base harassment tool)
It deals bonus damage vs farms, but it does have low damage vs everything else.
But at least i CAN now damage units, which it couldnt before,
in the original game and EE, so locust swarm actually got a big buff in retold.
I think Food is even just x.1.0 base.
At least it feels like Atlanteans Food eco is abysmal.
My main reason why Atlanteans feel so awkward to play is that in Classical Age they have 1 unit in the Barracks and 3 units in the Counter Barracks. In the Heroic Age you have 3 units in the Barracks, and all feel superior to the alternatives in the Counter Barracks.
I would like to see it changed to Murmillo plus Arcus and Katapeltes + Turma in the Classical Age. That way you could play either Murmillo + Turma or Katapeltes + Arcus.