![]() Lakota also has Tokala Soldiers that act like lancers to a lesser extent, but they’re hard to train. Lakota: Rifle Rider also counters HI, but they include a heavy cavalry tag, so ranged cavalry now counter them.At most, legacy civs only ever included one unit that might throw a wrench in this system, and the draw-backs were clear. Generally, each unit counters 2 different unit types, and is countered by 2 different unit types (2:2). Ranged cavalry’s counter to artillery is also be dotted, b/c it’s not a very hard counter, and it usually requires a very large mass of ranged cav to effectively pick off cannons. I did make a change: Heavy infantry’s counter to Ranged cavalry is a dotted line, because muskets only just trade well with goons, and it’s rare for goons to actually get caught in melee by infantry. I stole this from someone on the forums a few months ago, but I don’t remember who or where, so thanks to that person for the graphic. ![]() ![]() Here is aoe3’s counter system in a nutshell graphic. Unfortunate design choices: ambiguous unit qualities and stats, blatant disregard for the core unit typing and counter system, and convolution without cause. Tldr DE devs have strayed too far from much of aoe3’s core unit-design philosophies, and they should make adjustments accordingly if they really wish for this game to be a definitive version of the beloved AoE3. AoE4 doesn’t have the same personalized feel that aoe3 has, but aoe3 has gone off the rails with some of the new content, and I believe that many players are repelled by their inability to recognize a game they’ve played for more than 15 years. ![]() ![]() Player counts in aoe3 are currently dwindling, and while many may blame it on aoe4, I’m not so sure aoe4 is the cause. I write this post out of love for the game and the community, and I hope it’s well-received. ![]()
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