|
Post by d on Nov 4, 2006 17:04:19 GMT -4
What are the stats? Ave age 2 time. D 4:13, Nick 4:17, Pat 4:23, B 4:45, Tim 5:14, Jake 5:29 and Josh 5:44. I'll stick with my statement about who makes it to age 2 in 4:15.
|
|
|
Post by pcups on Nov 5, 2006 0:07:35 GMT -4
i usually get there faster with my spanish D and slower with my germans, thats probably why my average is there. Depends on which civ im playing.
|
|
|
Post by boorules60 on Nov 5, 2006 3:47:39 GMT -4
Right, but D, you're also not a corporal... the rest of us played the game when we sucked.
|
|
|
Post by tandler on Nov 5, 2006 19:04:19 GMT -4
Ok, Just in response to someone saying that the aztecs would do really well against the french, In the early game this is true. But in the later game, even though the French have really good calvalry (extremely effective with the 2 pop card). They are European, can still build falconets and Heavy Cannons. The aztecs get owned by any form of cannon, me and jake saw this first hand as we fended off army after army with nothing but cannons towers and frigates to defend ourselves from a aztec assault. Now those skull knights would pwn my currisiars... but they would pretty much get run down by the cannons and Skirmishers (Royal Guard) And if those lovely Arrow knights decided to crash the party, although i haven't tested this, i doubt that they would be able to stand up against even a small task force of currisiars.
|
|
|
Post by d on Nov 5, 2006 21:38:46 GMT -4
Has anyone tried just shooting the archer knights with your cannons?
|
|
|
Post by boorules60 on Nov 5, 2006 23:50:24 GMT -4
Actually yeah D... They seem to die in one shot even though patrick has a lot of faith in them. Oh well!
|
|
|
Post by punkybruster on Nov 6, 2006 12:49:45 GMT -4
I think it's a longbowmen vs. non-korean seige onager debate. With decent microing, longbowmen beat onagers (Ben's game with Rob Brown can attest to that) but one faux pas... (jake knows effects of seige weapons on mass infantry). Keep in mind that ligher artillers weapons (falconets, abus, grenadiers, etc.) may not kill in 1 shot because all artillery has 0.5 vs. archer knights.
|
|
|
Post by pcups on Nov 6, 2006 13:14:32 GMT -4
Hey, i didnt know that. So even though a great bombard can still kill one in one hit it wont kill any others, well it might kill one more. 2 archer knights. Plus they have 5x against arty.
Bombards fire every 8 secons and archer knights fire every 1.5 seconds. So they fire about 5 times faster than a great bombard. And can be made much faster.
So HAH. you do the math.
|
|
|
Post by boorules60 on Nov 6, 2006 14:46:12 GMT -4
Three faulty assumptions PCups:
1) You assume each bombard shot will only kill one. Not true... a pack of 8 bombards can easily take out 35 infantry (my poor strelets and jake's poor muskets can attest). If you DON'T bunch them closely together, some of them will not have the range to hit the bombards which defeats the purpose entirely.
2) You say they have 5X against artillery. Not true... they effectively only have 1.25 against artillery because the bombards have 75% ranged resistance, meaning each one only has 12.5 base attack per volley (10 base X 5 bonus X .25 resistance).
3) You believe that the rate of fire automatically makes the archer knights 5 times better because they fire 5 times faster. Not true... the knight and the bombard will shoot their FIRST shot at almost the same moment (with the slight delay for the 2 range the bombard moves). The problem then is, unlike the siege onagers, the bombard rounds get there very fast, and you can't "run away" from it once it is launched. So after the first round... you are already dead, so who gives a shit how many shots you could have fired after that.
D has tested it and found that the deciding factor was NOT the microing, but just there mere fact that the archers could not kill the bombards fast enough before they dropped dead.
|
|
|
Post by boorules60 on Nov 6, 2006 15:09:38 GMT -4
Just so I wouldn't appear to be making any assumptions myself, I ran a test of my own. I first microed the 35 archer knights and they lost to the computer's 8 bombards which didn't even start off in attack mode. Three bombards were left one of which had 1/4 health. I then played so that I was microing the bombards and they could start off in attack mode and the results were even more devastating because I could pick where the bombards were attacking and I had 4 bombards with almost full health in the end. The main reason was that, like I predicted, the first round of bombard shots killed about 15 of the archers while wounding even more... and they hadn't even gotten the first bombard dead so their attacking force was just too small. I had them spaced at the approximate distance I think you and D would have them respectively. If you tried to move away from the bombards, they would have been out of range to attack you. There is NO WAY you can possibly keep your archer knights at 29-30 range from the bombards at all time.
|
|
|
Post by pcups on Nov 6, 2006 20:26:59 GMT -4
Too bad archer knights have staggar mode. Move the same speed take less damage from arty fire.
|
|
|
Post by pcups on Nov 6, 2006 20:29:29 GMT -4
And plus you are both testing this on a plane flat map. You guys always test things and believe them to be true and then you get in the actual game and something is different. Trust me, how often i remember my fucking cannons hitting a tree and all stoping or a gold mine or a trading post.
|
|
|
Post by boorules60 on Nov 6, 2006 21:22:48 GMT -4
Staggar mode... wonderful! Then you'll only have 1/4 - 1/2 of them attacking at once cuz all the others will be too deep (far away) to hit the artillary. Then the cannons really CAN pick them off one by one! And the archer knights take up 20 more pop than the bombards.
|
|
|
Post by pcups on Nov 6, 2006 21:26:03 GMT -4
they build faster though, and remember you can get them in the 3rd age. where as bombards you have to get a factory and start producing them.
|
|
|
Post by punkybruster on Nov 10, 2006 20:10:49 GMT -4
Archer knights lose (per ability to produce) - to artillery (except mortars, organ guns, culverins), Heavy cavalry, heavy infantry, light infantry, medium infantry, and light cavalry They are not as good against buildings as HI, HC, or heavy artillery They are not as good against Heavy infantry as LI, artillery, They are not as good against light infantry as HC or artillery Looks like the only thing they beat is the ship Archer knights OP!
|
|