What Would Happen if a Ranged Unit Ignored Pierce Armor and How Could it be Balanced?

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  • #5823

    In short, if we had an archer unit that could ignore pierce armor, they would be short-ranged, have low-ish base attack, and would not be able to damage siege units, ships, or buildings.

    They would still be countered by Rams and Mangonels, and would be cost-inefficient against Skirmishers.

    #5824
    LucasDucas_
    Guest

    So.

    A Mameluke, throwing axeman, chakram thrower, and Gbeto that has a hard time killing siege?

    Interesting concept.

    Generally the balance for those units is low range (Mameluke 3, TA 5, Chakram 6, Gbeto 6) and fairly low fire rate.

    But if it doesn’t kill siege well, then you could probably buff the range or fire rate slightly (to maybe match xbow).

    Personally I think it would be cool if slingers had this ability.

    Since a sling doesn’t really pierce armor anyways like arrows or guns.

    And their damage output is pretty low against any non-infantry units.

    #5825
    mesqueunclub69
    Guest

    1 damage for base, 2 damage for elite.

    Extremely expensive or extremely fragile so that a well placed onager shot melts them.

    Probably also with 4 range instead of 5.

    Having a unit with that potential against skirms, siege and other high value high pierce armor targets is extremely powerful, and should be adjusted accordingly.

    At the same time you also want to have a use for Arbalests; in this case they would perform better against units with less PA (such as +2 upgraded units).

    #5826
    Koala_eiO
    Guest

    2 or 3 base damage for both regular and elite version.

    #5827
    Helvedica
    Guest

    Throwing Axmen

    #5828
    Parrotparser7
    Guest

    I mean, ranged units that deal melee damage are exactly the thing made for this.

    #5829
    laguardia528
    Guest

    Honestly just making it a more real-world accurate version of a crossbow – moderate range, slow movement speed and slow reload time but devastating one time damage that ignores armor.

    Kinda like the sniper unit from Empire Earth 1.

    Because of the micro intensive nature of the unit you’d have to keep them supported, and they’d be prone to overkill in large groups.

    #5830
    crashbash2020
    Guest

    Actually I think going the opposite way makes more sense.

    High attack with high reload time.

    This way the armor ignoring occurs less frequently, you would balance it to give a similar DPS as other ranged units in it’s price range

    #5831
    halfajack
    Guest

    >Additionally, they’d still be cost-inefficient against Skirmishers, even if they ignore the pierce armor (and FU Elite Skirms would outrange them by 1, at least).

    This is pretty tough to achieve unless they’re really quite expensive or have terrible fire rate (like skirmishers do).

    If you give this unit even just 1 base attack (and 2 elite) it’s doing 3 damage to skirms in castle age and 6 in imp.

    Xbow/arb do 1 and 2 damage respectively.

    So this unit does triple the damage to skirms as xbow/arb even with only 1 (2) base attack.

    I can’t see a way of mitigating this that doesn’t make the unit suck against everything else.

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