I feel Abus Guns can keep the current fire rate, but they need a starting animation, like other Artillery except the Swedish Infantry Gun or Napoleon Gun. Not only would it help balancing them, it would make sense too: they are not simply aiming a musket or drawing a bow, they are carrying their weapon on their shoulder and have to put it down before they can even aim it, it makes no sense that they do that instantly.
It would be a sufficient nerf if they reduced its damage or slightly lowered its attack speed. Abus has some disadvantages such as 2 pop coating, slow production, expensive.
The reason abus win against all ranged units is that they deal siege damage. Their attack ignores the enemy range resist while they still have 20%. This makes them especially good against rangers or cassadores.
@@svenkleinplarre9461 it's awkward because it's a hybrid unit. Not being able to kite as well is indeed bad, but dealing bombard damage is huge upside however. Maybe give them a bit more ranged resist as well to compensate
Yeah, Abus have always been broken, who the fuck though it was a good idea to give them siege damage with no negative multipliers against other skirms.
Perhaps they need a 0.5x multiplier vs light infantary, cos they are beaten even the units design to counter them like pandour an schiavone, also they have a big advantage because all the other skirmishers do ranged damage and have range resist( excluding neftanyo an wakina) while they do siege damage and have range resist, literally ignoring all armor.
@@serdarylmaz1551you are the one who needs to learn to play or should i say play the "weak lategame otto", i do play mainly late game either treaty 40 or 60, and otto is not "weak" as you claim, they may not be powerhouses like mexico or ethiopia but they are far from weak a A tier civ i would say. Also you claim the game is very balanced, with that statment you show that you clearly don't play the game.
The mode change animations are very slow, I tried it and they don't affect the result too much, and usually everyone uses pavisier in this way, who would think of changing modes at that moment.
I hate abus guns, in team games is autowin in 90% of the casea, u only need protect the abus with anticav and gg, those guys kill all units, cannons, light infantry and cav. The abus deserve a nerf, they have much siege damage. In 1v1 u can win vs abus, but in team is very hard, especially when the other team go rush.
This needs to be more represented by the pop cost of each unit. abus taking 2 pop vs most of these units taking 1. A.K.A you should have done 80 LB vs 40 Abus 80 Rangers vs 40 abus otherwise its inaccurate!
I didn't see a problem since we made a comparison over the total source, but in other videos we will make a comparison over pop and we will see it more clearly there.
Genelde kaynak savaşları daha adil gibi geliyor. Genelde birebir karşılaşmalarda hem pop hem de kaynak savaşları yapıyorum. Şunu söyleyebilirim ki abus skirmi pop savaşında bile alıyor.
Economically, they may be the same power, but abus gunners are 2 pop while other units are 1 pop. When we prepare a video according to the population, the results we get will be very different. I don't think it needs a change in terms of stats.
I was always confused by the firearm rock-paper-scissors in AOE3. I know it's just a video game, but somehow AOE2 logic is way more acceptable to my brain.
Well Abus is special in that they deal siege dmg instead of ranged dmg. Very few units have a resistance to siege. While I enjoy aoe2 aswell, I love how unique each civ in aoe3 feels.
Regarding firethowers, if they had been bit futher from abus gunners, it would've been absolute massacre. Rockets card gives them multipliers against all infantry on top of siege damage and aoe.
I already wrote something about this in the description, at long range the fire thrower unit fires rockets but the abus does not attack. Otherwise, I know it destroys the abus while shooting rockets, but we had to do it like this to be fair.
imo extremely toxic unit, more so in 1v1's and ESPECIALLY vs infantry heavy civs like japan. You get absolutely murdered by ranged siege damage. Absoluetely needs a nerf, turn damage to ranged and up the ranged resistance by 10% for compensation in skirm wars. Or add 0.5 negative multiplier vs light infantry!
@@raptorhacker599 Just to clarify, what do you mean by low speed? It has 3.0 rate of fire, and 4.0 movespeed, which is the same with most skirmisher-type units.
It is unfair for others like that RN. Abus needs Artillery foundry, more houses, these are all extra cost that you need to add to the total cost actually. So POP fight would be one of the fair deal here@@Ransom444
They don't suck in treaty/late game, because they are also very, very cost-efficient AND pop-efficient. For instance, 1 Abus Gunner costs 135 total resources and they have greater "impact" than 2 skirmishers (which makes them pop-effective), for as long as the abus gunners are sufficiently protected from hand cavalry and artillery. Here's my sample computation: 2 Voltigeurs (skirmishers) (total cost: 230 resources) = 36 damage per shot x 2 units x 3 multiplier vs Heavy Infantry = 216 damage every 3 seconds to Heavy Infantry 1 Abus Gunner (total cost: 135 resources) = 88 damage per shot x 1 unit x 2.75 multiplier vs Heavy Infantry = 242 damage every 3 seconds to Heavy Infantry Hence, abus gunners are very cost-efficient AND pop-efficient. If you can micro well and protect your abus gunners, they can put out MORE damage than skirmishers, while costing so much LESS than the same pop of skirmishers. As an added bonus, they deal SIEGE damage and have more RANGE than most skirmishers too... which makes them INSANELY overpowered.
Clarification: Abus gunners may not be pop-efficient on their own vs other skirmishers, BUT in an actual game, they are fighting against other unit types, and abus gunners are usually protected, so they can (most of the time) utilize their higher DPS. More DPS per pop than skirmishers vs other unit types (in an actual match) makes them pop-efficient.
Fun fact. Firethowers had "disadvance" here. Rockets card give them multipliers against ALL infantry, but alas, they were positioned outside firing range (16-22m). They weren't optimal In that case, it would've beren just a massacre