First, I'm really thankful to the team for this mod. This is awesome!!! So many new techs, strategies. Zulu is awesome!!!
Okay...I'll stop fan girling and directly address some balance issues and my suggestions to mitigate them
1) One of the bad things about aoe3 is that some ranged units have same ROF as melee units, which is ridiculous, if you ask me. Do you seriously think that swinging a sword takes same time as shooting an arrow from the bow or shots from a musket? This is one of the reasons why many prefer musketeers rather than halberdiers and halberdiers are not touched at all.
So my suggestion is to reduce ROF for all hand infantry to 0.7. When I said hand infantry, I mean all infantry that has only melee attack. Well it takes bit more time to melee attack with musket or to attack while sitting on horse. So for ranged infantry, ranged cavalry when they are in melee mode, melee cavalry (including elephants) and infantry which act as ranged and melee cavalry ROF should be 1.1 or 1.2. Some ranged units will have 1.5 ROF and some will have 3 ROF. So there will be balance between melee and ranged. Of course you can reduce the attack of some melee units which you think will become OP with this change.
2) There are several issues with elephants, like they take too much of population, pathing issues etc. This makes late game slightly unfair for Indians as it takes lot of time to create camels.
My suggestions are:
-> Mahout should take 6 pop(from 7 pop), Howdah should take 5 pop(from 6 pop), Siege elephant should take 6 pop(from 7 pop) and elephant mansabdars should take 1.5x pop instead of 2x pop.
-> Mahout cost should be changed to 400 food 300 Gold(from 400 food 250 wood).
-> Mahout HP should be increased to 1000(from 917). Howdah's HP must be decreased to 550 or 500 (from 667). Siege elephant's HP should be decreased to 550 (from 700). Mansabdars must be adjusted accordingly.
-> Elephants obviously have more more damage area than horses. So the damage area of mahout and flail elephant should be increased to 3 or 4 (from 2). Mansabdars must be adjusted accordingly.
-> Mahout's penalty vs heavy infantry should be changed to 0.6x (from 0.5x). I don't know why they invoked 0.5x penalty vs villagers for mahouts, which is unrealistic. So please remove that penalty. Mansabdars must be adjusted accordingly.
-> Howdah's armour should be increased to 0.3 (from 0.2), so that they have similar armour as dragoon. Mansabdars must be adjusted accordingly.
-> Siege elephant have very less siege attack and bonus vs artillery. It is supposed to be a mix of culverin and mortar. But it actually acts like mortar only, as it has less siege attack and multipliers vs artillery. At least increase their siege attack to 60(from 40) OR increase their bonus vs artillery to 4.5x (from 2.5x) like culverin. Since they are classified as light cavalry, skirmishers or archers easily take them down, which is plain ridiculous. Either remove that tag or increase the armour to 0.75 like any other siege unit has. Mansabdars must be adjusted accordingly.
-> All elephants should have same speed that should be between 5 to 6. Siege elephant should have slightly less speed. Elephants moving as fast as cavalry is unrealistic.
-> To mitigate pathing issues, change the Obstruction radius to 0.79X, 0.79Z, which is equal to cavalry. The credit goes to Murdilator.
3) Sowar stats are less than cossack(which takes 1 pop) but it takes 2 pop. So Sowar pop should be changed to 1 and its mansabdar to 2.
4)This is not necesary, but just to make the game more interesting, Gurkhas should have higher melee attack, like 12 (from 6), unlike other skirmishers. I know it is a stupid idea.
5) Aztecs coyote runner should have higher HP, like 180 or 190 (from 150) and slightly higher attack like 21 (from 18). of course increase the cost to 85 food 60 gold (from 85 food 25 wood). In late games coyote runners are the only choice Aztecs have vs massed skirmishers.
6) Uhlan's attack is approximately increased by 23.3 %, when compared to hussar, so its HP must be reduced by 23.3 percent, which makes 320 - 320 x 0.233 = 245. Right? Wrong. Uhaln has 190 HP. For what? 0.3 resists vs ranged instead of 0.2 vs ranged. So decrease their HP by 10 more percent, which makes 245- 245 x 0.1 = 220. But 190 HP is too low, that too for 2 pop. Cossack for 1 pop has 225 HP for gods sake.
These are the main issues that have been bugging me. I thought that wars of liberty mod will take care of these issues, but it didn't. Feel free to point out several issues.
I've to appreciate wars of liberty to increase siege attack of sioux, which is an extremely good step.
Last edited by XavierXante
on Sat Aug 05, 2017 5:35 pm, edited 3 times in total.