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Topic ClosedSpearmen take far too long

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col0005 View Drop Down
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Direct Link To This Post Posted: 17 Mar 2011 at 01:26
Ummmm not sure how you do maths but it seems that overall the stats seems relatively equal
Kobold Cohort = 18At        26Cv        24Sp       12Ar        24Sw        21.5 Average def
1 Sentinel             =20 At       16Cv        23Sp        24Ar        23Sw        21.5 Average def
 
Now I understand that Cavlery attack will often account for a greater attack percentage and archers are hindered in forests so the lower attack value for spears is fair enough however we are still left with spearmen taking twice as long to produce and are more expensive to produce (2 spearmen to one archer)
 
Oh and yes i have been rolled a few times by HM but sometimes HM also appears to mis-interpret or neglect to fully address what has been said, I still see little advantage for orcs over elves for larger players while I can see great advantages for the elves.


Edited by col0005 - 17 Mar 2011 at 01:33
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Direct Link To This Post Posted: 17 Mar 2011 at 02:03
col0005, has my full backing on this :)

i just want to know when i get my race bonus....like the elves mana bonus on spells (or do i already have a bonus i don't see....)
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Direct Link To This Post Posted: 17 Mar 2011 at 16:06
That awesome defense against cavalry IS the big advantage for larger Orc players.  All advantages are situationally specific, and this particular one is specific to players with lots of preparation time defending cavalry-friendly squares (possibly including towns on plains).

Also, you're neglecting the equipment cost.  Trueshot take 1 leather and 2 bows, 2 Kobolds take only 2 spears.  I'm ignoring the beer as extraneous, but the truth is, so are the bows/spears as well as being in balance.  The killer difference is 0 reliance on livestock-derived equipment.  A city producing Kobold Cohorts 24/7 will produce an equipment surplus sufficient to keep another city producing even the most expensive units 24/7.

If you threw in shorter production times, such a city would be ridiculously over-capable.  It should be enough that a well-planned city doesn't need any kind of equipment sovereignty boosts and could instead focus sovereignty entirely on enhancing spearman production.  I've mentioned before that cities can get up to 3x the unit production rate on a specialized unit, but Kobold Cohorts are the only ones that could be produced at that rate without equipment supply issues.  At worst, you could donate spears and beer from another city which is no doubt capable of significant overproduction of that equipment which isn't even used for otherwise-focused cities.  I have 50k+ beer, spears, and bows at all my cities simply because it makes no sense to stop producing but neither do I have need of all that I can produce.
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col0005 View Drop Down
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Direct Link To This Post Posted: 17 Mar 2011 at 23:05
Honoured Mule as I said "sometimes HM also appears to mis-interpret or neglect to fully address what has been said"
The comparison was between kobolds and Sentinels so the build cost is 2 spears to 1 bow so the advantage goes to elves(yet again), if you look at T2 it is even more of an elven advantage
Orc 2 spear 1 chain 1 leather (for a slightly less valuabe unit)
Elves 2 bow 1 leather.
Also spearmen are very weak against archers which is good for game balance but because of this you cant say that cavlery defence counters all the production advantages of elven archers as well as the higher attack value.
By you argument elves can over produce archers as they are  cheaper to produce AND faster to build (based on getting equivelent upkeep and as my previous post suggest equivelent value)
 
Ok maybe I was being a bit drastic in saying there is no large advantage, but each unit has it's own situational advantage. If your required to defend a mountain then archers are the best option, and you don't need the long production time. Also a plains square can easily be attacked by archers as well so having a combination would be advisable


Edited by col0005 - 17 Mar 2011 at 23:21
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Direct Link To This Post Posted: 17 Mar 2011 at 23:20
Wheather or not Illyriad is balanced is beyond me.

Tho for the sake of making a point; when I started out playing I chose Elf and Orc without knowing what that precisely entailed (my own fault and I dont complain).

I would just have to say that I feel somewhat let down or dissappointed that the most warloving race in the game isn't more destructive.
I would sooner argue that orcs should have more/bigger impediments in their way when working towards sieging cities or other structured assaults, than having mediocre units (other than the spearman who functions poorly in assaults/aggression).


Also I was surprised to see the elves have such a powerful unit as their archers (tho I expected they would have an advantage with bows).
I do feel however that if combat magic is added at some point, and elves gain on that in combat, you might want to consider lowering the attack value of the archers a little bit.

Anyway, just my 2 cents


Edited by Tordenkaffen - 17 Mar 2011 at 23:21
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Direct Link To This Post Posted: 18 Mar 2011 at 00:12
Just want to say that we (the dev team and the content balancing team) are following this thread with interest.

It's a tough area and some of us feel that whilst there are obvious and promoted advantages to particular races (eg the Elves get a 5% magic bonus), there are also non-obvious bonuses - and especially - penalties to races as well.  An example of which (staying with the Elves) is the fact that they don't require plate, which initally seems like a bonus, but rapidly becomes a penalty.

We argue regularly and passionately about it and what, if anything, we should do to change things.

Much of our thoughts and wishes are tempered by imminent releases such as the full implementation of Trade v2 - where the ability to buy units on the open market will change the military landscape dramatically.  There are also other imminent releases whereby one race or the other will be "buffed" in specific areas.

We have general design principles for each race to which we try and adhere, and I'll have a think about whether we should publically release these general design principles - some of which are obvious, and some of which are potentially less so.

But please keep discussing these balance issues, as we really are interested in what you have to say.  Bear in mind that the people who speak the loudest and longest aren't necessarily the people to whom we pay attention; a well argued case with counter-arguments has more effect than a loudly argued case.

Regards,

SC

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Direct Link To This Post Posted: 18 Mar 2011 at 00:21
"Bear in mind that the people who speak the loudest and longest aren't necessarily the people to whom we pay attention; a well argued case with counter-arguments has more effect than a loudly argued case."
 
What about a long, loud, well-argued case?  (a sub-specialty of mine)  :):)
 
I make myself laugh!
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Direct Link To This Post Posted: 18 Mar 2011 at 00:29
Originally posted by col0005 col0005 wrote:

Honoured Mule as I said "sometimes HM also appears to mis-interpret or neglect to fully address what has been said"
The comparison was between kobolds and Sentinels so the build cost is 2 spears to 1 bow so the advantage goes to elves(yet again), if you look at T2 it is even more of an elven advantage
Orc 2 spear 1 chain 1 leather (for a slightly less valuabe unit)
Elves 2 bow 1 leather.
Also spearmen are very weak against archers which is good for game balance but because of this you cant say that cavlery defence counters all the production advantages of elven archers as well as the higher attack value.
By you argument elves can over produce archers as they are  cheaper to produce AND faster to build (based on getting equivelent upkeep and as my previous post suggest equivelent value)
 
Ok maybe I was being a bit drastic in saying there is no large advantage, but each unit has it's own situational advantage. If your required to defend a mountain then archers are the best option, and you don't need the long production time. Also a plains square can easily be attacked by archers as well so having a combination would be advisable


My bad.

I think you'll find, however, that bows attacking spears on plains will not find favor.  Bows are terrible on plains whether attacking or defending, while spears are at their best there.  Elven Trueshot are the only bowmen I'd ever use in attack, but never on plains.  Conversely, Kobold Cohorts perform quite decently attacking mountains (though not as well as bows defend them) and seem to attack in forests better than would logically be expected.

But in general, nothing comes close to orc spearmen for defense against cavalry, whatever the terrain or unit tier.  Since cavalry in general are the strongest attackers in the game, having the best counter is quite noteworthy.

And the Trueshot's 2 leather cost is no trifling matter.  It takes very considerable sovereignty boost for a Trueshot-producing city to be self-sufficient.  None of my cities could achieve it with 24/7 bowman production (though I believe it is possible with the right balance of food, livestock, and leather sovereignty).
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Direct Link To This Post Posted: 18 Mar 2011 at 00:30
And just to clarify, spears do well on plains attacking as well as defending (though they're still stronger as defending units).
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col0005 View Drop Down
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Direct Link To This Post Posted: 18 Mar 2011 at 01:01
???? 2 leather? A trueshot takes 1 leather, Where as a T2 orc spearmen takes 1 leather AND 1 chain.
I admit that my examples are more based on what is said in the game rather than what i've experienced. Archers aren't mentioned for plains where as it say's spearmen prefer cover.
I assumed that the archer defence of 12 (2 kobolds) would be defeated by the archer attack of 20 (1 sentinel)
 
So would 200 kobolds defending plains easily defeat 100 attacking archers?
 
P.s. For equivelent upkeep Elven archers are still cheaper and much faster to produce which is a huge advantage in an extended campaign


Edited by col0005 - 18 Mar 2011 at 01:12
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