What Are Your Experiences With the Portuguese Check-In System?
- This topic has 21 replies, 1 voice, and was last updated 1 year, 11 months ago by MtG-Crash.
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February 12, 2023 at 1:37 am #11398Anonymous PlayerMember
My experience with the new Portuguese has been quite frustrating.
On Arena and other closed maps, they seem to be especially strong, as they have an improved uptime and the option for early aggression.
Massed organs were already difficult to stop, and now they are even harder.
I have tried going double monastery monks to counter them, but they often outmass me before I can get enough monks plus Redemption or they just make Light Cav.
Even if I go double monastery monks at home, they can still boom and I’m left feeling silly.
My counter organ strategies on Arena have not been very effective.
I have never been to Lisbon, but I have heard it is a delightful place.
February 12, 2023 at 1:37 am #11409andstopherGuestThey’re perfect don’t touch them.
It’s been 3 years of pain in my life and now they’re perfect.
They finally got that tiny boost they needed in the early game to not feel completely generic and slow.
February 12, 2023 at 1:37 am #11419MtG-CrashGuestI hate how I cant make anything against Organ Guns on Arena.
Conqs and Janissaries at least have a weakness to skirms, but Organ Guns are just unbeatable.
Redemption Monks would be the closest, but it takes you ages and clocks up a Monastery, and costs 375 Gold.
And then the reach difference between Monks and Organ Guns is still just 11-7=4, so in practice your Monk often just straight up dies and it requires some perfect micro just to have all of that investment not be completely dead.
Not even talking how to actually kill Organ Guns in early castle age.
I wish Skirms would just have an attack bonus against them, then my decision tree would be just similar to Jannis and Conqs.
Yeah, they’d be incredibly dangerous and kill very easily, and I’d still need inner walls, watch out for Petards and macro great behind all of that, but if I play well I can take some cost efficient fights and maybe win the lategame, which will still be close to impossible due to Feitorias, but still.
February 12, 2023 at 1:37 am #11418kastabortkontodeluxeGuestI haven’t been able to play the game online since the New Portuguese so I can’t say for certain, but the berry/wood-bonus is downright silly and ”gimicky”.
They build barracks of sticks and little branches, or what?
They should remove that or atleast nerf it down a lot so it doesn’t give as much relatively early on, which IMHO would make more sense and balance things out a bit.
Then again, I haven’t played it, so my opinion doesn’t mean much 🙂
February 12, 2023 at 1:37 am #11417MysticalMarsupialGuestI’m about as low elo as it gets (about 750) and I don’t think I’ve lost a single game as Portugese.
The cheaper gold units just makes archer rush Feudal or knight all-in castle so good.
February 12, 2023 at 1:37 am #11416iate13coffeecupsGuestPortuguese CA are unstoppable now.
They never expect them.
February 12, 2023 at 1:37 am #11415subaruEnjoyerGuestI really like the wood from berries bonus.
February 12, 2023 at 1:37 am #11414ItsVLS5GuestThey’re better than Vikings
February 12, 2023 at 1:37 am #11413tech_autoGuestOrgan guns I can’t figure out how to stop them, they wreck mangonels shooting quickly and knights are no good.
They need to be slowed down somehow.
February 12, 2023 at 1:37 am #11412human_learning_9GuestI see them at flank in all the arena team games.
That says enough.
As someone already pointed out, they can now do 22-23+2 castle drop, go all in, idle tc to imp for treb.
Then simply build feitoria to have just enough for arb, skirm or halb to support the pocket.
It’s too easy to play.
I can only survive vs them if I am Turks.
February 12, 2023 at 1:37 am #11411flightlessbirdiGuestonly played with/vs them a few times, they do feel quite strong but not opressive/needing nerfs.
The wood for berry buff was a good idea imo.
might change my mind later though.
February 12, 2023 at 1:37 am #11410Defiant-Indication59GuestI’m sure anyone who has faced them on arena knows how oppressive organ guns are.
Even with 3 monasteries in castle age it can be really tough to deal with them and the monks die really fast to a couple of hits.
I think a smart change would be to remove the requirement of redemption to convert them.
Even without redemption required you need at least 2 monasteries producing monks and good micro the deal with organ guns from 1 castle.
Takes away most of your APM for anything else and it’s so much tougher to play.
You make one mistake and you’re completely dead
February 12, 2023 at 1:37 am #11408jaggerCrueGuestThey’re kinda broken right now.
Early game was their only weakness and with that gone, they don’t have any.
They’re good on any map type, be it open, closed, hybrid or full water.
And they’ve instantly jumped into top 5 on arena.
Some nerfs are needed imo
February 12, 2023 at 1:37 am #11407MiguelAGFGuestThey are OP, I think.
They are top tier in open (you say they are average on Arabia… they are arguably top tier now, the wood bonus gives them so much flexibility and potential for really fast ups), closed, hybrid and water maps, which is simply too much.
Their only weakness, their lack of early game eco bonus (which so many other civs don’t have anyway) is now gone.
They are too flexible and have too much stuff for them going on at every stage of the game.
I appreciate that their win rate was on the low side and they could have done with a small additional buff, but this is way too much.
I’d say remove the berry bonus, give it to other civ that needs it more (or keep it reserved for a future civ) and maybe give them something minor to make up for the reduced tech research speed buff.
February 12, 2023 at 1:37 am #11406Scoo_ByGuestThey’re currently A+, arguably S tier on arabia.
It probably wasn’t needed, but this is not something that makes them broken, so I’m not complaining.
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