ELITE CARAVEL vs EVERY BATTLE SHIP (Total Resources) | AoE II: DE

Ойындар

Пікірлер: 17

  • @diegocruzmachicao5642
    @diegocruzmachicao56425 ай бұрын

    What a disappoinment, I didn't think the caravel was so bad.

  • @darkdill

    @darkdill

    5 ай бұрын

    That's because this test does not capture how navy battles actually play out in-game. Caravels punish players for microing units in a ball because of their pass-through damage, but this effect goes out the window when the two fleets patrol into each other.

  • @PLScypion
    @PLScypion5 ай бұрын

    Caravels vs Dromons is the rare case of Scorpions beating Mangonels for once.

  • @saffron5802
    @saffron58025 ай бұрын

    Civ theme matches the test results xD

  • @et34t34fdf
    @et34t34fdf3 ай бұрын

    I'm confused, aren't caravels supposed to beat galley-line in mass battles, and rather easily at that?

  • @bobhoya801
    @bobhoya8015 ай бұрын

    Is it just me or do most of the unique water units seem worse than the basic units?

  • @mohamadekonurcahyono2529
    @mohamadekonurcahyono25293 ай бұрын

    Harbour vs every battle ship, please.....!

  • @prospraykh
    @prospraykh5 ай бұрын

    How can I get this game ?

  • @Dave_The_Musical_Fisherman

    @Dave_The_Musical_Fisherman

    5 ай бұрын

    Steam

  • @abdullahtokgoz
    @abdullahtokgoz4 ай бұрын

    Caravels are support units and cannot be the main units.

  • @SvanTowerMan
    @SvanTowerMan5 ай бұрын

    The title is wrong. Here I thought you were finally going to pit ships against land unique units.

  • @MikeEmpires

    @MikeEmpires

    5 ай бұрын

    Thanks for the warning! Just fixed the title. I promise warships vs unique units is coming soon.

  • @SvanTowerMan

    @SvanTowerMan

    5 ай бұрын

    @@MikeEmpires Yay! All right.

  • @user-oq5qu1ss8k
    @user-oq5qu1ss8k5 ай бұрын

    它們需要陣型😅

  • @johnvuong5496
    @johnvuong54965 ай бұрын

    Terrible unit, costs more than a Galleon and is inferior against it, lost against every single warship except Cannon Galleons and Dromons. The Devs either need to buff this unit or make it cheaper

  • @UniDocs_Mahapushpa_Cyavana

    @UniDocs_Mahapushpa_Cyavana

    5 ай бұрын

    It is a bit weak, though I think they should nerf Galleys instead, as they are annoyingly both the best on water and against land. I think it is probably best for the full turtle 🐢 with the Portuguese using a back side of their island 🏝 to create a choke point (where Caravels are better) to hold with Caravels, Castles, and monks. Just follow the gameplan of: • Getting as many relics as possible • Converting ships where possible in the early game or at least threatening it to chase them away • Turtling 🐢 with Caravels, Castles, monks, Elite Cannon Galleons and Bombard Cannons, making sure you always have defenders advantage • Using Feitorias into monk micro to convert all your opponent's units and buildings as the win condition. Made a lot easier by the Feitorias generating wood 🪵 for walling in the monks from time to time. As for change, I would like: • Fire-galley line gain trample damage like Siege Elephants 🐘 and Siege Rams so they remain relevant against mass galleys; I would try Fire Ships and Fast Fire Ships have 1.5 tile blast radius with 33% effect. • Galley-line and (Elite) Longboats being nerfed; I would try -1 attack bonus versus ships and buildings, -3 attack bonus versus fishing ships 🎣⛵, +0.21 attack delay, and -0.03 speed. This is actually pretty big as it reduces damage versus Fast Fire Ships by -20% with full upgrades for both, due to armour considerations and makes micro-ing them much more costly in APM investment. • All siege units have a higher bonus attack versus ships; Trebuchets gain 100% accuracy versus ships like they have versus buildings instead because they one shot most of them anyway. • Transport ships need a buff, especially as they are virtually never used on hybrid maps like Cup and Bay; I would say: • Have Transport Rafts which are 50 food 🍒, 20 wood (makes sense as supplies are stored for passengers) • Transport Rafts have 50 hit points, no ship armour (so transports scale better and more intuitively into the late game), and 2/4 melee/pierce armour (stats which would make them moderately tankier in the early game than current Transport Ships versus current Galleys and make scaling much more intuitive and less convoluted upon upgrades) • Transport Rafts upgrades to Transport Ship with the War Galley upgrade and has a special upgrade like the other military ships • Transport ships attempt to ungarrison units when destroyed like buildings and siege, but will have them die like before if not close to shore. A change mostly for hybrid maps. • Balance Transport Ships so that landings are meta, however they cannot win the game by themselves against an opponent with the same skill level, so the water is still important. Also, make sure they at least rarely see play on hybrid maps for shenanigans. • Remove the attack bonus of the galley-line, (Elite) Longboats, and other unique unit replacements for galleys against rams, so the ram/armored-elephant-line tanking strategy works better to hard counter them • Remove the resistance of ships to conversion, to punish too aggressive ships • Byzantines lose the Galleon upgrade, so while they can win the water easier with the changes, they cannot use it to push land very easily. • Habors being a universal upgrade; change Thalassocracy to be: Docks ⚓ and Habors have 2x hit points, Habors have +1 attack versus ships and +1 range. • If the dev team can spare the attention, a new ship, the Boarding Ship to represent naval boarding, with: • available in the Dark Age • costs food 🥩 and wood 🪵(flavourful as the supplies for the crew) • moderate melee attack and high health and armour • loses health over time when not garrisoned (like irl ship decay) • it cannot attack buildings • upgraded by the War Galley upgrade and has its own unique upgrade like the other military ships • as an optional extra gimmicky ability, have it convert enemy units if they have a low enough health after being attacked • The Boarding Ship would serve a defensive 🛡 role, as it would be great in defence, but poor in offence, as the ships will just decay to death if there is no enemy units to fight • I would make the specific unit upgrades be called Conquering Boarding Ship and Serene Transport Ship to make them sound cool. • Vikings bonus of “Warships cost -15%/-15%/-20% in the Feudal/Castle/Imperial Age.” replaced with “War Galley, Shipwright, and Conquering Boarding Ship upgrades are free.” Flavourful and avoids bland one unit composition navies. • All civs gain access to Fire Ships, Demolition Ships, and Boarding Ships to avoid them lacking core tools on water for nuanced, dynamic gameplay. Though the specific upgrades in Imperial are still given on a civ by civ basis. • Full water maps like Jungle Islands 🌲🌲🏝🌲🌲 have players start with a Transport Raft, so they can scout and have landings. It makes it easier to do a landing, but also a lot easier to scout an opponent’s landing. The Scout Cavalry is also there. The original Transport Raft has the Auto Scout ability like the other starting scouts. • As an optional addition, add in Uninhabited Islands, which Fishing Ships 🎣⛵ can gather wood 🪵 from. Preferably as an infinite source with a high carry capacity, so that the maps have less of a potential to stalemate and sneaky eco gathering is a thing. Plus, it is flavourful. Other resources on the water would also be fun additions.

  • @darkdill

    @darkdill

    5 ай бұрын

    It only looks weak here. In a real game, Caravels are nasty if micro'd. You get the Caravels to make the enemy fleet chase you, causing the enemy ships to bunch up, and then you fire and hit a bunch with each shot. It only looks bad here because the two fleets are patrolling into each other, which results in the ships spreading out too much.

Келесі