tu_79
Deity
You are the manager, when a consensus can't be achieved, your vote decides. Besides, it's not like the changes will be graved in stone.I don't feel like an agreement was ever made on this. What's the explicit takeaway here?
You are the manager, when a consensus can't be achieved, your vote decides. Besides, it's not like the changes will be graved in stone.I don't feel like an agreement was ever made on this. What's the explicit takeaway here?
Edited my post to include descriptions for all promotions. I personally don't care much about names, I kept it as snipers just because that is what its currently namedCould you provide the values of barrage so we know what to compare it to?
My only thought is just replace sniper with accuracy IV. It does almost the same thing without worrying about a new type.
Then your choice is
1) accuracy Iv: more damage
2) range: more range.
3) indirect fire: easier firing
I'd rather keep barrage and accuracy where they are.Switch Accuracy effects for Barrage effects and I'm in.
But for Skirmishers, I'd get rid of Range too.
Here is my proposal, written out as a tree. There is no consensus but a few people have implied this would at least be their second choice. This would change only 3 promotions (5 if you count each level of accuracy separately), which are marked by * I'm assuming that having a bonus against full health units is possible and somewhat easy for AI to understand (correct me if this isn't realistic)
View attachment 469181
Accuracy I, II, and III* -"+10% Ranged Combat Strength (RCS). +10% damage against full health units"
Snipers*- "+25% against full health units"
Range- "+1 Range. -20% RCS
Barrage I,II and III- "5% RCS. +10% damage against wounded enemies"
Logistics- "May attack twice. -30% RCS"
Infiltrators*- "+15% damage when in enemy territory"
Indirect Fire- "May shoot over obstacles. -10% RCS"
Cover I and II- "-25% damage from ranged attacks"
Medic I and II- "Blah blah healing (I forget the exact wording)
I also suggest that, if possible, the skirmisher tree is identical, with only indirect fire replaced by mobility (+1 movement). As for the exact values of promotions such as range or indirect fire, I would prefer to play with this tree for like a month and then adjust them. Currently range is pretty weak, but hopefully this change to accuracy makes that entire line better. Similar with replacing cover with hardened
1) I'm for having hardened there. I wanted to get a v1 proposal with widespread agreement, which is why I left it out. Cover is not useful for archers. With that said I see Hardened as a utility option, so I would make the CS bonus larger (20% or 25%) but no RCS boost. Basically its cover but for melee attacks, I can see myself taking this occasionally1- You alluded to possibly replacing Cover with Hardened later, but I'd rather see both as options from the get-go. We'll get better data to figure out where to go from there. There will almost certainly need to be at least 1 or 2 more rounds of tweaks after the implementation at a minimum regardless, so I'd rather get the data now. Add Hardened 1 and 2 (+10% RCS, +15% CS) in the same places at cover is now without removing cover imo.
2- Covering Fire was not discussed, and people did agree that they didn't like it's current implementation. I'll copy what seemed to be agreeable:
Covering Fire I - "Enemy Units Within Attack Range Suffer -10% " (Dynamite, Basic level 1.)
Covering Fire II - "Enemy Units Within Attack Range Suffer -5%, +15% defense" - (Covering Fire I AND (Barrage III OR Accuracy III)).
(**) Covering Fire II adds to CF I, so it deals -15% CS to enemy units in total.
1- Yeah, I understood that. I just wanted to input that including it could get us better Data. Also +20-25% CS and no RCS would be better, I agree.I see the argument for switching names around making more sense, but it may be confusing to some people to suddenly see barrage doing what accuracy used to.
1) I'm for having hardened there. I wanted to get a v1 proposal with widespread agreement, which is why I left it out. Cover is not useful for archers. With that said I see Hardened as a utility option, so I would make the CS bonus larger (20% or 25%) but no RCS boost. Basically its cover but for melee attacks, I can see myself taking this occasionally
2) I don't really see covering fire as part of this tree, more as a unit trait of gatling/machine guns. I'm up for adjusting these because I really don't like those units.
Let me suggest you reword that covering fire II as so- "+15% defense, Enemy Units Within Attack Range Suffer -5%", otherwise it reads like the enemy units are getting the 15% defense.
But hey, that's why patchnote exists. G can change nothing if he or she has to concern about people not reading patchnotes.I see the argument for switching names around making more sense, but it may be confusing to some people to suddenly see barrage doing what accuracy used to.
You're trading raw damage for some defense in a unit that works better in your own territory, since it's not meant to help taking cities. I rarely get level 8 units to benefit from the whole tree.Ultimately to me ranged is supposed to be vulnerable to melee if melee can actually attack it...making a promotion (hardened) that resists that seems against the theme of melee vs ranged.
Agree.Ultimately to me ranged is supposed to be vulnerable to melee if melee can actually attack it...making a promotion (hardened) that resists that seems against the theme of melee vs ranged.
I disagree. I don't think that a promotion to exchange damage and progress in other promotions for increased survivablity versus melee is wrong.Ultimately to me ranged is supposed to be vulnerable to melee if melee can actually attack it...making a promotion (hardened) that resists that seems against the theme of melee vs ranged.
I think it's not technically possible.I got a new idea. How about add "+10 max HP of this unit, +10% RCS" as basic promotion? It doesn't make enemy melee take more damage, but still makes ranged tank up more.
Why not? In JFD's CiD, conscripted unit has 50 max HP and in RtP, sovereignty reformation modifies slave unit's max HP. And those mods using CP's dll.I think it's not technically possible.
Promotions:
Reworked ranged unit promotion trees a bit:
Accuracy I-III: now +10% damage v. fully-healed units (was 10% v. Cities)
Accuracy IV: now 25% v. fully-healed units (was v. wounded units)
Barrage IV: now 15% in non-friendy lands (Was free pillage)
Removed Range/Indirect Fire from Skirmisher line - now gain:
Whirlwind (requires Accuracy 3) - 5 splash damage to all enemies adjacent to target
Parthians (requires Barrage 3) - +1 movement
Siege units no longer get Medic I-II - now get:
Splash Damage - 5 splash damage to all enemies adjacent to target (requires Barrage 2)
Splash Damage II - 5 splash damage to all enemies adjacent to target
Someone said this several months ago, but I guess it doesn't matter anymore.Why not? In JFD's CiD, conscripted unit has 50 max HP and in RtP, sovereignty reformation modifies slave unit's max HP. And those mods using CP's dll.