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Forum : Suggestion Box
AuthorTopic : Battering Rams
gueritol Gold Member
Joined 7/02/2003
Posts : 2470

Posted : Friday, 5 November 2004 - 07:00

I think something needs to be done for these poor souls.

They are seldom utilized and with just cause, they simply don't cut it.

They move slow, consume BP, when they get there (if they do) their 1st strike is pathetic, and seldom last for a second one.

I think ranged inflic way to much damage on this thing which is basically a structure.

I suggest making the damage taken by ranged only a 5-15% of the total inflicted, since ranged should do minimal damage to such quasi-mechanical devices, and also reduce the damage that melee can inflic on them by a factor maybe even limited to the 250 that buildings can take.

Otherwise this available troop will be relinquished to dead memories, and theoretically this shold be a heavily utilized 1st hitting troop, that should divert fire, and attacks to it to be stopped.

DoRW Empirez
Joined 17/09/2001
Posts : 1521

Posted : Friday, 5 November 2004 - 07:08

agree, but i also agree that these devices should not be listed as a "troop" but a building type, and constructed through another means other than barracks. barraacks are for troops.... one castle should have 3 barracks (AND) a siege training facility.

Disturbedyang
Joined 27/01/2003
Posts : 241

Posted : Friday, 5 November 2004 - 10:03

instead...make the bp lost for movement less
most of the time...this siege machines used too much bp when moving
making them unable to really "siege" anything

kingmen3
Joined 23/07/2001
Posts : 1804

Posted : Friday, 5 November 2004 - 12:19

Personaly I don't use them. I never needed them.

DoRW Empirez
Joined 17/09/2001
Posts : 1521

Posted : Friday, 5 November 2004 - 17:20

kingmen check out the latest changes bro you cant take over walls like you could in our days, you have to knock em down.... and 6k walls at 250 a hit = about 15 turns just tryin to put a hole in a wall while gettin sniped by enemy ranged fire. you NEED siege weapons nowadays.

sugarleo Gold Member
Joined 4/05/2002
Posts : 2720

Posted : Friday, 5 November 2004 - 19:23

Yep, with the changes, cats AND rams are showing up in the most recent games I've played.

gueritol, I think your suggestion about range damage is already in force now, my understanding is that ranged only does 10% damage now to both cats and rams.

Recently I had a battle against a player using a couple 50-60 pop rams, and unless you have a high number of ranged armies hitting them, you'll be required to move melee out or watch your walls come tumbling down. IMO, using my most recent experience, I think the changes to damage inflicted, plus the increased damage range has about got the seige machines to the point of perfection.

I do think discussion about 'how' you train and create seige machines should be considered. I'm leaning towards the suggestions of giving comms the option to build or erect a 'carpenter's shop' to create the seige machines versus the current barracks method.

kingmen3
Joined 23/07/2001
Posts : 1804

Posted : Friday, 5 November 2004 - 20:54

thx i will try them now.

gueritol Gold Member
Joined 7/02/2003
Posts : 2470

Posted : Friday, 5 November 2004 - 21:36

This is good news sugar, since I always skipped battering and went for cats ... for the obvious reasons.
But I'll think I'll try them, I have the perfect scenario, let's see how they hold up against balli fire.

savetuba
Joined 5/11/2001
Posts : 1313

Posted : Saturday, 6 November 2004 - 00:09

there was already something to the effect of changing the place of production for seige, something about making the blacksmith able to build them in the new version.

Disturbedyang
Joined 27/01/2003
Posts : 241

Posted : Saturday, 6 November 2004 - 05:58

actually...battering is really tat bad u noe?
since ...u see
lets use the max damage for each of these siege machines
battering rams-36
catapults-50
production for both of this
batt-16
cat-6

so for 2 turns
batts------>
36 X 2 X 16=*i dun hav a calculator in my pc...strange*
heh...anyway...it should be around...1150damage for 32 batt

so for cats------>
50 X 2 X 6=600 damage for 12 cats....

so the conclusion?
u can make a number of batts for double damage the number of cats to be made in the same number of turns
u guys actually get it?..heh...soree for the english
the point is...the gamemaker already make the batts get a lil bit of the advantage...
so if u said cats is better than batts...maybe....just bcoz it got a range
so wouldnt it look nicer if u actually send the double amount of cats(as in term of batts) and siege ur enemy?
hehe.....jk


sugarleo Gold Member
Joined 4/05/2002
Posts : 2720

Posted : Saturday, 6 November 2004 - 12:01

Yes, you're correct in the position you've taken by the result of your calculations.

In deciding which to use, the 'range' of cats is the 'value' uncalulated, while including the factors of your enemy's position, your position, terrain and the current 'in-field' troops of your entire army.

Last Edited : Saturday, 6 November 2004 - 12:06

Disturbedyang
Joined 27/01/2003
Posts : 241

Posted : Saturday, 6 November 2004 - 16:29

yeap....i noe...range is alwiz the best thing
tats y i said it just looks good wit tons of batts charging at enemy
lol

Egregius
Joined 11/07/2001
Posts : 3168

Posted : Thursday, 11 November 2004 - 08:10

Battering rams train mighty fast nowadays.

If catapults STILL get sniped...remember that catapults have the longest range in the game, 1 square more than ballista's in towers!

I don't think they're that unbalanced.

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