Caesar Constintine
Clubman
posted 05-28-00 01:07 PM
ET (US)
3 / 14
Just con't forget about this wonderful game... please
wedsaz
Clubman
posted 05-28-00 05:46 PM
ET (US)
5 / 14
There's a few other things that AoK doesn't have:
1. sizeable civ bonuses (who cares if celt infantry are 5% faster?)
2. chariots
3. town centers that don't shoot, but cost a reasonable 200w (I think hiding villies in a TC while you bring your army is cool, but it shouldn't shoot back)
I'm sure there's more.
wedsaz
Clubman
posted 05-29-00 03:36 PM
ET (US)
9 / 14
1. What if someone rushes to castle (possibly with tribber), to get rams early?
2. What if a dozen saracen bowmen show up and start shooting at your TC? (I hear archers outrange TCs in AoK)
3. What if a horde of goth infantry start clubbing away at your TC? (TCs have reduced attack power in AoK TC)
I think it's overkill and probably still doesn't fix the problem. A simple fix would be to reduce TC's attack and arrows to 0. Just hide villies in it while waiting for your army, but you still need one.
wedsaz
Clubman
posted 05-29-00 04:57 PM
ET (US)
11 / 14
1) I meant castle age, not the castle building. A siege workshop, to build a ram or 2.
2) In the AoK x-pack, didn't they specifically mention that archers will outrange TCs?
3) I don't know by how much the attack power of TCs has been reduced, but I do know that massed infantry last long enough to do a surprising amount of damage, and would likely do more with the goth bonus vs buildings. With the increased TC cost and build time, it can be worth losing 20 m@a to completely stop the enemy's villie production for what 2-3 minutes? Also meanwhile they can't hide in the TC, so would lose many suddenly defenseless villies to whatever army is left after the TC is razed.
I don't know what form it will take, but I think TC-killing will be the focus of rushes after the x-pack.