Read that part of my post again... That was literally under a quote from Tu.
I didn't crop your message at all, but the point still stands, you're talking about a 5cs scout when I'm commenting on tu's 8cs scout.
Read that part of my post again... That was literally under a quote from Tu.
A melee unit that can be one-shot by Longswordsmen and Knights is useless at that time. Making them survive for at least 1 hit isn't necessarily enough to make them useful, but it's important.I again find no point about necessity of scouts surviving against longswordsmen. Same reason with ranged vs. melee. Why do they have to? Does it make scout usable?
The part you quoted is literally in response to Tu. I think you meant to quote:I didn't crop your message at all, but the point still stands, you're talking about a 5cs scout when I'm commenting on tu's 8cs scout.
Basic scouts and basic archers both have 5 CS so with the -33% on attacking scouts would lose the fight. Upgraded scouts have 9 CS to composite bowmen's 8, but will still lose the fight because of the attack debuff. Basic scouts will also lose a fight to a catapult, but when upgraded will do some damage. (6CS vs 4, maybe less if the catapult is promoted.)
You seem to love claiming things without doing the math. The attacking debuff means scouts can't attack any unit other than 'paults for a victory, and even then they can't 1-shot it.
Useful and functional for exploring. I wouldn't say the same for war. Only way to move around quickly after forest chopping is through enemy roads (heavily used) or weird forest zigzags.4.) Should scout movement base/promotions remain the same? Yes. The current promotions are useful and functional.
This is all getting a bit crazy..
I did quote your entire message (you have to click the quote to see it)The part you quoted is literally in response to Tu. I think you meant to quote:
I did use quotes, I quoted tu's message, and discussed tu's message.Which is fair. I thought you were referencing me rather than Tu. Consider using quotes in situations like that. It's the writer's job to assure people understand what they're saying.
Also an 8 CS unit with a 33% attack debuff would stalemate or take more damage than they inflict to basic archers, so you're still wrong in the math department. (Especially since the archers can attack without taking damage, meaning they would always be able to 1v1 the scouts.)
I think 75% is slightly too crazy, 50% seems more reasonable (by the way what's the reduced avoidance chance versus mounted units? I know there is one but I don't think I remember reading what it was). I mean I agree completely that you should not be able to use them as reliable defenders, but a 50/50 seems reasonable enough for that goal.This is all getting a bit crazy. Let's step back a bit. Here's my take:
1.) Should scouts be able to attack or not. My vote is no, they should not. This allows us to give them a higher CS without risking their utility.
2.) Should scouts have a % chance to avoid melee attacks? Yes, 75%. This prevents scouts from being reliable defenders.
3.) Should scouts start with one extra sight? Yes. This makes scouts immediately useful and they retain this utility until explorers arrive.
4.) Should scout movement base/promotions remain the same? Yes. The current promotions are useful and functional.
5.) Should explorers be able to embark across oceans immediately? Yes. This gives them a niche (and will boost Brazil's units too).
So, Scouts will become hardier (increase CS to 12) but much more skittish, and will be the best 'scouts' until explorers arrive. Explorers will be able to sail across oceans earlier (if we move them back a tech). Zeppelins can fly over anything. Paratroopers/XCOM can drop in and get behind-enemy-lines bonuses.
This seems balanced to me.
G
This would make scouts insane defenders until steel, and probably after. Completely broken IMO.This is all getting a bit crazy. Let's step back a bit. Here's my take:
1.) Should scouts be able to attack or not. My vote is no, they should not. This allows us to give them a higher CS without risking their utility.
2.) Should scouts have a % chance to avoid melee attacks? Yes, 75%. This prevents scouts from being reliable defenders.
3.) Should scouts start with one extra sight? Yes. This makes scouts immediately useful and they retain this utility until explorers arrive.
4.) Should scout movement base/promotions remain the same? Yes. The current promotions are useful and functional.
5.) Should explorers be able to embark across oceans immediately? Yes. This gives them a niche (and will boost Brazil's units too).
So, Scouts will become hardier (increase CS to 12) but much more skittish, and will be the best 'scouts' until explorers arrive. Explorers will be able to sail across oceans earlier (if we move them back a tech). Zeppelins can fly over anything. Paratroopers/XCOM can drop in and get behind-enemy-lines bonuses.
This seems balanced to me.
G
I did use quotes, I quoted tu's message, and discussed tu's message.
Doesn't matter if it's a stalemate or not, you would still send your cheap scouts into his expensive catapults. Even if you just drop the catapult down to 20% before your scout gets killed you've still slowed down down his push completely.
So, no I did not make any wrong math because I did not use any math at all.
We've got an iconoclastic problem. Some think No terrain cost is iconic, some think current trailblazing promotions are even more iconic. Both things too iconic! And the thing that it's making movement weird is both things combined!Do you actually agree with the whole 'no terrain cost' + trailblazer giving scouts faster movement in rough terrain compared to non rough terrain? It just seems like such a breach of reality.
We've got an iconoclastic problem. Some think No terrain cost is iconic, some think current trailblazing promotions are even more iconic. Both things too iconic! And the thing that it's making movement weird is both things combined!
Ok, G. You had your word. I won't say I don't like it because as many other things we have to test it before. It really seems more scouty than currently. My doubt is: does the chance to avoid melee implies that the scout will move after being hit, before or neither?
Perhaps if the scout is more resilient, he can live until we can open borders with our neighbours and gain some sailing skills. I didn't ask for explorers to be able to cross oceans, but it's certainly positive. Now we can chase those last goody huts way before being able to settle those lands.
We can leave the discussion for enhancing promotions once we are used to the new style, so we discuss more properly.