Buff Barracks, Not Infantry
 
			- This topic has 26 replies, 1 voice, and was last updated 1 year, 11 months ago by  jaimejaime19. jaimejaime19.
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November 18, 2023 at 12:09 am #48220 SnikhopGuest SnikhopGuestReduced wood and construction time would not do anything to Castle Age onwards infantry play, just make archer and scout aggression faster (or MAA/drush) as others have said. Faster work rate…you have to consider what this does to e.g. Goths or other strong Champion civs. Very dangerous to play about with. November 18, 2023 at 12:09 am #48219 mrbojingleGuest mrbojingleGuestThe answer is shields. Put a shield wall tech in barracks during feudal. Militia line negate a certain amount of damage from the front before the shield is destroyed. Make it replenishable within radius of barracks. Also allow military units to garrison in barracks. Make it more useful to have them around. November 18, 2023 at 12:09 am #48218 noize89Guest noize89GuestI like the idea of giving the militia line +1 dmg to non stone walls/castles/towers. It makes them much more dangerous when ripping down palisades and house walls, making them very viable in early and mid game. More bonus damage can make having just 2-3 of them in your army comp viable so you can break into the enemy base with scouts/archers. November 18, 2023 at 12:09 am #48217 Aggravating-Skill-26Guest Aggravating-Skill-26GuestMake THS a Castle age upgrade Make squires a feudal Tech Increase Arsons bonus from +2 > +3 November 18, 2023 at 12:09 am #48216 kochapiGuest kochapiGuestMy man want infantry buffs to buff his scout/archer play November 18, 2023 at 12:09 am #48215 RheimsNZGuest RheimsNZGuestI agree. I don’t really think the infantry themselves need to be buffed, but buffing their: – Creation time 
 – Damage vs buildings
 – Damage vs villagersAre all really good ideas. I really, really agree with the idea of giving them the ability to force fights, because this is a huge area they suffer in. They will never go toe to toe with Archers or Knights and we need to understand that that’s ok. Just make them a little more numerous and dangerous in other ways. November 18, 2023 at 12:09 am #48214 UmdeuterGuest UmdeuterGuestReading the discussion here, it sounds actually quite reasonable to make Barracks 150w and Stable/Range 200w. Wouldn’t change too much, just makes the balance a little bit smoother and Dark Age a bit more flexible probably. November 18, 2023 at 12:09 am #48213 Crime_DawgGuest Crime_DawgGuestThat would not have the intended effect. Better off reducing research time of militia line and upgrades. November 18, 2023 at 12:09 am #48212 ArkhireGuest ArkhireGuestI’d say we’re at a point where nerfing other units might be more sensible than to keep buffing the militia line. Pathing is the worst offender for any melee unit, but cavalry have the movement speed advantage. So, after so many militia buffs and patches trying to improve pathing, why not take an approach from another point? November 18, 2023 at 12:09 am #48211 PhantasticForGuest PhantasticForGuestIncrease dmg vs buildings. Help them force fights. November 18, 2023 at 12:09 am #48210 Audrey_spinoGuest Audrey_spinoGuestBuffing barracks build time and cost means buffing other forms of rushes (unless you’re Khmer). However, a work rate buff could be interesting. Probably gonna need to remove it from the Meso civs though. November 18, 2023 at 12:09 am #48209 temudschinnGuest temudschinnGuestThats not mainly buffing the infantry, but archer or scoutrushes. Not sure why we would want this. It would also further buff all in eagle play, which im not a fan of. 
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