Interesting idea, and synergizes with their gimmick, although to be balanced it would probably have to take multiple hits for each unit of armor reduction.
Meh, Tarkan already does a lot of bonus damage against buildings. Besides, what's the point in making this a bonus if it only applies to the unique unit? May as well integrate it in the unit.
Flamethrowers doing little damage to units while removing melee armour could represent enemy panicking, making them easy prey for melee units. Sounds neat to me.
I think the siege to building idea is nice up to some degree that dont convert buildings into glass structures and wouldn't hurt for some time a test in real time of the rest of the units to see what effect does it have. What i honestly fear is that this thing can bring a ton of new bugs to the game and is not hate, weall know how this has been handled for years.
Imo it's an underwhelming bonus. Scorpions, although not used very often, are really good on their role, weakening or killing archers and, to some extent, infantry. Their main problem are the weakness to other siege, specially mangonel, which this bonus don't address. Against cavalry this bonus might be useful but the main counter to cavalry still are units that don't are affected by armor - halbs and camels. I could see a Scorpion archer combo being anti cavalry with this bonus but, again, the weakness to mangos are too obvious. The mangonel line is a high attack unit. You either kill the units with 1-2 shots or you lost your window. I'll give creative points, however.
For sure, my conclusion is it's definitely not OP. I do think it's decent, as it mostly compares with Chinese scorps, which need a UT and miss SE, but maybe it should just be free. It is limited by the scorp's situational utility as you point out. I think the Demo Ship and Anti-Building applications may be more broadly useful.
thats not a great change for the civ sice the only thing seperating it from celts or slavs is the timing adavantage you have with free militialine upgrade and more affordable upgrades in early imp
Great ideas. This makes me wonder if stripping building armor should be a default thing for all petards, or perhaps a petard upgrade tech that is given to civs for which it feels fitting and civs which need something extra while leaving the tech out of the hands of the more dominant civs.
This would be a good bonus for Outremar, which should be the one and only Defensive/Siege civ, but has too much potential to make unique and interesting melee units. This plays into integrating sieges with melee, which is perfect.
I would simply hand this out bonus for scorpions only giving them a unique mechanic also make them less fragile by increasing their HP to the point they can survive 3 mangonel shots
Unpopular opinion. All goths infantry should have increased damage against buildings while increasing damage taken from other sources. It fits their theme as “euro barbarians” bringing anarchy to the world. It would give them something to keep them competitive against higher tier civs while making them more micro intensive and difficult to balance out the new/old bonuses
I think it would be a re-design of the civ instead of a balance because the goths already are weak to archer fire at least in imperial age and his building bonus is basically like free arson but you dont see anyway hordes of goth infantry in the castle age so it would be kinda overpowered from feudal age to snipe buildings. Should be studied and tested properly.
@@nelsonmejiaslozada9362it doesn’t have to be that big of a buff. Just enough anti building damage that they can put a little extra pressure on opponents (what with the Meta being so wall heavy anyway). I just want them to be a bit more viable at higher ELO. Or maybe give them the ability to see all huntables on the map (Vietnam can just SEE the opponents’ TC and they’re not even S or A tier from what I remember)
@@adeadfishdied yes, but I feel they should lean into both a bit more (or give them another eco boost/feature like seeing huntables). Goths are just seemingly missing a niche and this would help them stand out
I agree, but it's a pretty fine line & very controversial. IIRC AOE1 Persians used to have a hunt bonus and a farming penalty, but the penalty got removed.
What if petards made it so that a building took more damage for say a minute after doing damage to it? Say one petard made infantry do an extra 3 damage to a building and ranged units do + 2 for a minute. Or removed some building armor. Petards just seem to be a unit that almost never gets used. If they made getting through walls easier without other siege units they might become more common in castle age to get through stone walls. It would need to be a worthwhile investment for a one time use unit which is why we almost never see them used.
I definitely think petards could use some love, but I don't think there needs to be a time limit on destroyed building armor (apart from repairing, as discussed). Maybe petards could destroy 2-3 building armor, which would give some units +2/3 damage unless it's repaired.
@@adeadfishdied Then compensate it by reducing availability of siege upgrades, including mangonel/onager line upgrades - weaker mangonels/onagers in exchange for more reliability and less risk involved
Siege Elephants, arguably yes. Melee elephants kind of make sense as well, but I'm wary of handing this out to too many melee units, and eles already have trample damage.
Thanks, yeah, the algorithm can be very stingy with promoting smaller creators. Occasionally sharing videos on forums or subreddits can help, but also any kind of interaction with the videos (likes, comments) can tell the algorithm to promote them a little more.
The Korean bonus and UT are just for the Mangonel unit line. The ones I listed are stated as affecting multiple siege unit lines, which prevented the list from being overly long.