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If you want an additional, fast moving offensive range-unit, then... well. Okay. I understand that. The thing is: The shifting gameplay seems to be intentional, it's just a design decision. The whole combat becomes slower, but also gives a more siege-heavy touch to it. Some people like it that way, others don't.
You don't like it... so why not use a mod?
They are not optimal on offense, but they are a defensive unit after all. Mixing a few into an offensive push is not so terrible. They hold ground far better than any melee of equal strength. They are not for every situation, but they are valuable when you have to make a slow push or used in battles of attrition. They soak up a lot of damage, seem to be high on the AI's aircraft targeting priority saving other units from taking damage. Adding defensive capability to an offensive line is hardly useless. Attacking without taking any damage and following it up with a melee attack is pretty useful.
The change in range is rather sudden and those units may not fit into everyone's playstyle. Plenty of range options for people who don't find them useful.
Admittedly, I seldom upgrade the archer line past crosswbows unless it's an emergency, the cost is pretty steep unless they have a lot of XP already. By then I've usually built promotion building and it's more effecient to build new units and garrison or scuttle the archers.
Ranged is already a bit lopsided in CIV5. More ranged offensive units are not really necessary. Three ranged units plus two ranged units would just make ranged more OP than it probably already is. The archer line really shines when used defensivly like it's meant to be.
TL;DR - It's for balancing ranged vs. melee. If they don't fit your playstyle, don't build them or mod them to your liking.
The units as pointed out in multiple replies are also defensive units, so they get ground bonuses from the tiles they are in, the also don't move into tiles they attack and recieve no damage although they effectively melee their target.
To allow gatling, machine gun and bazooka 2 tiles, would make having infantry utterly pointless. unless they removed the defensive bonus completely. In which case, I'm sure the supporters would be on here whining about why don't gatling guns get a defensive bonus.
All the units are paired up to a common foe, except pikemen really.. who are quite possibly the most overpowered unit in the game.
archers and warriors/spearmen bowmen and swordsmen, crossbows and longswords, gatling and musketeers/riflemen and so on. Each can do a comparitive amount of damage to the other.
Except pikemen which in thier time, can do serious damage to longswords, crossbows, cities, mounted units. However, they do seem weak to barrage from ships. unlike longswords or similar melee. Perhaps the only weakness pikemen have really is ships. And gatling is weak to horse units as machine guns are to tanks. Arty is also weak to tanks and weak against them, which is why theres bazoookas and anti tank guns, tanks are good v infantry and so forth.
If you really want to complain that a unit isn't as capable as it should be, you should look at swordsmen.. who are almost solely useless for anything other than clearing barb camps.
You're clearly not very good at civ.
I deleted my commentary on how 'range' could be construed as an abstract mechanic. 'Range' of warfare changes as the eras progress and becomes more modernized. Good to see I'm not the only one who interpets the range change as such. After all, a Swordman would hardly have the same range as the Modern Armor it upgrades into, but noone complains about that.
Perhaps if they had dropped the ability to upgrade the units and simply treated them as seperate lines it would make more sense. But people probably wouldn't like that much either, losing their earned XP. And as Mazey said. the +1 range upgrade is brutal.
I don't think anyone is missing the point, just interpeting things with a different perspective. If anything some may be missing the point that the archer line is meant to be a defense and support unit in nature. The earlier units lend themselves to offense a bit more, but the artillary line is meant to be ranged offense. I can understand why people don't like the limited range if they consider them offensive units, but I don't share that perspective.
As far as bows firing further than machine guns, think of range as an abstract.
People in these discussions typically forget that Gatling and machine guns have higher defense than their earlier era counterparts. It is funny when people talk about the "worthlessness" of Gatling when they straight up own rifles. They don't take damage upon attack and can take just as much of a hit as a rifle can.
To balance MG's/GG's having 2 tile range, you could lower their overall combat strength (rendering them more vulnerable to artillery/aircraft) but compensate with a damage bonus against infantry units in melee range, to simulate the effectiveness of a close-range machine gun barrage vs. long range suppressing fire. They're still a primarily defensive unit that is effective at stopping infantry charges, but are now more mobile and versatile.
And I agree that MG's that manage to kill enough enemies to gain the +1 range upgrade are devastating. MG's are supposed to chew up infantry and spit them out like nobodies business.
On a side note, Bazookas never should have been part of the archer tier. Bazookas are close range anti tank ambush weapons (and a 1 tile range is somewhat fitting for them, given their common tactical deployment) but they aren't generally fielded in an anti infantry role. An advanced machine gun unit would've made a whole lot more sense (think upgrading your Maxims to MG42's).
Another trait is their fast rate of fire. Logistics should be an early upgrade for these units, maybe even at 20 XP.
There's just no optimal solution to that. You could lower the general range of archers, to make them the same as machine guns, but then early combat would become really boring. You could make the archers lose their range when x civs entered the next age, but that would also not make much sense. So they did the easiest thing and just let that Longbow-Artillery-Paradox exist. In that age, those units are useless anyway.
I agree with the Bazooka-Argument though, that's really silly.
to fit the abstract change, once a civ has access to any semi-omodern ranged unit (artillery, gatling, etc.) the crossbowmen down for that civ lose the 2 range. it would be an incentive to upgrade, but again woulld be very unbalanced and annoying