What Are Your Experiences With the Portuguese Check-In System?

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  • #11398

    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.

    #11409
    andstopher
    Guest

    They’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.

    #11419
    MtG-Crash
    Guest

    I 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.

    #11418
    kastabortkontodeluxe
    Guest

    I 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 🙂

    #11417
    MysticalMarsupial
    Guest

    I’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.

    #11416
    iate13coffeecups
    Guest

    Portuguese CA are unstoppable now.

    They never expect them.

    #11415
    subaruEnjoyer
    Guest

    I really like the wood from berries bonus.

    #11414
    ItsVLS5
    Guest

    They’re better than Vikings

    #11413
    tech_auto
    Guest

    Organ 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.

    #11412
    human_learning_9
    Guest

    I 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.

    #11411
    flightlessbirdi
    Guest

    only 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.

    #11410
    Defiant-Indication59
    Guest

    I’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

    #11408
    jaggerCrue
    Guest

    They’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

    #11407
    MiguelAGF
    Guest

    They 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.

    #11406
    Scoo_By
    Guest

    They’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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