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In the hands of the A.I. it was bad, at least prior to the current update.
The uniques that come early are a problem, as are the uniques that come late and obsolete quickly. I'd rather they come up with a comprehensive solution than deal with it case by case.
Maybe the deeper problem is the combat strength system with high damage sometimes being created by relatively little differences in strength. I myself would like some more extended fights and battle lines. But I am playing on marathon and I guess on smaller maps and higher speed, this could cause balancing problems with production. You don't want a situation where even advanced units can't kill the enemies units as fast as they are produced...
Also: archers also can two-shot crossbowmen under decent conditions. So that's not a singularity.
The problem is, obviously, that it is too beefy and powerful for a ranged unit. I can understand UUs having certain advantages over their replacements, but having such raw power with no weaknesses is absurd. It can't move and attack on the same turn? Big deal, just protect it and watch it delete entire armies single-handedly. On defense? Drop them in cities and you're invincible.
I'd like to reiterate (since this is an old post), that it CONTESTS units that are from later eras. Musketmen CANNOT fight this thing on even ground, despite:
a) attacking them in melee, where ranged units are supposed to be weaker.
b) being a later era unit, which is supposed to outclass previous era units.
Even Light Cav with the "Anti-ranged/Siege" bonus will have a hard time taking just one of these things down. The only real solution is to dogpile them, but of course, there's usually an army supporting them and forget taking cities if there's one of these things inside them.
The unit is supposed to help Korea's defensive play, but its raw power just overcompensates. Instead, give it its power buff if it occupies a city or district tile of an owned city. That way, it's not blatantly broken and properly serves its purpose as a unit.
I disagree on the problem analysis. Imo the 'problem' (I think it is not a problem as such, though) is that the unit is available early. It introduces, by design, a tech advantage. THat is a strong bonus. The unit itself is not good against technological equal counterparts (it is worse than field cannon). And it is always hard to fight against a higher tech level, yet alone attack. But one can defend against it, at least drag the fight out and then come at Korea with indutrial era units.
I think it is supposed to create a dynamic flow by creating a tech disparity. It is not by design a defensive unit only. At least I don't see that in any of its special abilities. The early availability, however is a clear hint: Shake up things a little and create a challenge for Korea's enemies (withstand, tech up and hit back) and Korea (make the best out of the limited time).
Came on the forums to voice their lack of humility.
You're right, the problem isn't its strength, but early availability, which confused me as to why my units were performing so poorly against it.