Hunters are intended to have their moment of glory. When viewed as an entire progression hunters are the high point of the cost/effect curve as compared to the melee units which begin to beat out the recon line in t3 and spellcasters which come in heavy in t4.
So making melee stronger than the rest is a conscious design decision?? I don't see the fun in that to be honest.While the choice whether to b-line to the recon line or melee line may be an interesting strategic decision, after gaining Iron Working sooner or later and especially after Mithril building Macemen then becomes a no-brainer, removing most strategy. Making rangers, macemen, pikemen, crossbowmen... have different functions and specialities while no unit overall being better than the other seems more fun to me.
So making melee stronger than the rest is a conscious design decision?? I don't see the fun in that to be honest.While the choice whether to b-line to the recon line or melee line may be an interesting strategic decision, after gaining Iron Working sooner or later and especially after Mithril building Macemen then becomes a no-brainer, removing most strategy. Making rangers, macemen, pikemen, crossbowmen... have different functions and specialities while no unit overall being better than the other seems more fun to me.
Hunters are intended to have their moment of glory. When viewed as an entire progression hunters are the high point of the cost/effect curve as compared to the melee units which begin to beat out the recon line in t3 and spellcasters which come in heavy in t4.
I am going to increase the cost of the hutning teck from 250 to 400 in the next patch. It was to much lower than the other t2 techs.
But I did want people to know that I do want players to think about "should i go for hunters now for an early advantage, or start down the melee/spellcasting/religion line for a later game effect." All paths are valid for different reasons, and although I know that hunters are tempting, I want them to be.
Also I dont think we will ever have a anti-recon promotion, one of the things that sets that makes that design different is that there is no big bonus against them. Which I think is cool, and I dislike patterns so that will probably stay.
The big problem I have is if hunters become to effective at taking cities. Right now Im pretty happy with their handicap in this area, but if anything I would reduce their city attack and city defence stats further.
I hope that makes sense. I dont post this to stop you guys from talking abotu it and suggesting ideas, I've read the thread and thought about what you guys are saying, I just wanted to let you know where I was coming from.
I've never seen anything but hunter spam during early game in the multiplayer matches i've played. Hunter spam, followed by catapult spam, followed by Ring of Fire spam is the usual pattern. It's not a major issue but I do think they need a little bit of nerfing. Ring of Fire and Catapults have both been nerfed, hunters just haven't been yet.
I know I'm reviving an old thread, but after many more games I still think that Hunters are too good at defending cities. An early, str 3 defender with no promotion against it is by far the best defender. Warriors with bronze weapons? Archers? Shock I/II and Cover I/II easily overcome the strength and city defense bonuses. Hunters, on the other hand, can only be overcome with significantly stronger forces or City Raider III, which doesn't come early. I think applying the city attack penalty to city defense would be enough to give attacking units an edge.
1) Shock and Shock II favor Hunters.I'm confused as to what the problem is. Even ignoring the building cost, or the fact that once you get Copper, your Warriors will all gain Bronze Weapons for free (and thus be roughly as powerful as a hunter, for no additional cost), Warriors typically cost 25 hammers, whereas Hunters typically cost 60. In other words, for each produced Hunter, you could have produced roughly 2.4 Warriors.
Frankly, I think that the city defense problem in the early game (and, heck, the late game) should be solved by dramatically reducing defense from culture (and, possibly, increasing the amount obtainable via Walls/Castle).
I'm confused as to what the problem is. Even ignoring the building cost, or the fact that once you get Copper, your Warriors will all gain Bronze Weapons for free (and thus be roughly as powerful as a hunter, for no additional cost), Warriors typically cost 25 hammers, whereas Hunters typically cost 60. In other words, for each produced Hunter, you could have produced roughly 2.4 Warriors.
Frankly, I think that the city defense problem in the early game (and, heck, the late game) should be solved by dramatically reducing defense from culture (and, possibly, increasing the amount obtainable via Walls/Castle).
1) Shock and Shock II favor Hunters.
2) Bronze Working adds 300 beakers over Hunting (725 vs. 425).
3) You need a resource for this to work.
4) Culture defense climbs too fast.
5) Hunters can get very high XP quickly and easily through animals.
I guess warriors with bronze weapons are much better than axeman (which I was trying to use), but I still don't see why Hunters should be such amazing city defenders. Maybe just fixing the culture defense would be enough, but there just seems to be too many benefits to Hunters over other T2 units.