[Vote] (5-41) Changes To Cossack's Withering Fire Promotion

Approval Vote for Proposal #41


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Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.

All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.



VP Congress: Session 5, Proposal 41
Discussion Thread: (5-41) Changes To Cossack's Withering Fire Promotion
Proposer: @BliTTzZ
Sponsor(s): @azum4roll

Proposal Details
Current promotion:
25% chance to force an enemy unit to retreat after taking ranged damage. If the unit cannot retreat, it takes 50% more damage than normal.

New promotion:
Cossack's attack forces enemy unit to retreat. If the unit cannot retreat, it takes 33% more damage than normal.

Rationale:
The reason behind this change is like with other retreat chance based mechanics. Less randomness will improve AI warfare performance first of all and also allow better engagement outcome calculations for human players.


VP Congress: Session 5, Proposal 41a
Discussion Thread: (5-41a) Withering Fire Consistency
Proposer: @azum4roll
Sponsor(s): @azum4roll

Proposal Details
Current Withering Fire:
25% Chance to force an Enemy Unit to retreat after taking :c5rangedstrength: Ranged Damage. If the Unit cannot retreat, it takes 50% more damage than normal.

Proposed Withering Fire:
Deals +50% damage to Enemy Units that cannot retreat.

Rationale:
Most of the time you don't really want the enemy to get out of your flanking formation by retreating, as unlike Winged Hussars, Cossacks don't have extra movement speed nor do they automatically move up to the defender's tile. This encourages players to focus more on units in tight formation or trapped in a corner. AI can also make use of this easily.
 
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Timestamp post to arrange all the threads in a neat order.
 
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