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Which Unique Units are in need of boosting?

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  • #16
    maybe they can make num merc 3-2-1 no iron 30 cost. Although getting a 3att unit much earlier could be a HUGE adv....

    2-3-1 +10 cost isnt that bad. I just think of it as +1/ pikemen.

    It is kinda nice to have extra unit to attack after you exhaust your stack of horsemen/swords/archer moves. You can use your num merc to finish off red bar spears if you dont have any more movement.
    :-p

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    • #17
      Originally posted by skywalker
      Why are Dromons in there? Those are one of the most powerful UU's in the game.

      oh, and no banana option = no good poll
      I put all Conquests units in, just because we haven't played with them for long enough for any of them to be exempt from polling.
      "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

      Eschewing silly games since December 4, 2005

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      • #18
        To date, I do not think ANY of the UUs need adjusting! A UU is part of the WHOLE civ, and should not be considered in isolation. "None of the above" was not given as a poll option.

        (This has not prevented me from giving Legions "build road" and "build fortress" capabilities).

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        • #19
          People really think that the Javelin Thrower needs boosting!!!???!!!

          6 people picked that at the time of this posting.

          I very suprised by that. I've read other threads about this unit being too powerful.

          I voted for Carrack, although I was torn between that and the Conquistador. I limited myself to one vote.
          Haven't been here for ages....

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          • #20
            i hate the new jagwh0res. friggin useless.
            "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
            - Ender, from Ender's Game by Orson Scott Card

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            • #21
              Jags, and possibly Chasquis.

              Numidian Mercenaries are immensely cool. They cost more, yes, but they have an extra defense and offense point which means they can be used for barb hunting for promotions, and can also be used to attack while on the offensive. If you have 1/3 NMs that gives you a 33% boost in your possible offensive army. That's big.

              And Javelin Throwers... powerful. 'Nuff said.

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              • #22
                Just a Few Comments:

                Chaqsui Scout: Don't lower its cost, increase its attack or movement. You do any of these things, they become more power than Jags. 2 Attack? That would be equal to letting Inca "Horse Rush" from the start of the game. Anyone nearby in an MP game would be dead. Also, If you take away att/def Inca can no longer get a UU Golden Age. I think this unit is fine the way it is.

                3-man Chariot: This unit's cost is too high. 30 shields for a unit that can't travel on moutain or Jungle w/o roads is kinda pricey. 25 shields would be better.

                Jag Warrior: This unit's cost was increased because MP games were turning into "Jag rush" contests. I would leave it the way it is.

                Conquistador: Needs to be tweaked. either give it +1 HP or increase attack to 4 with slightly increased cost.
                Citizen of the Apolyton team in the ISDG
                Currently known as Senor Rubris in the PTW DG team

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                • #23
                  i dunno why people think the Numidian merc is bad, hell with the resource scarcity in conquests its prolly one of the best UU in the game. If you lose out in the iron sweepstakes (as is too often the case) the numidian merc is a god send, just mix with about 6 or so catapults and you have an unbeatable army. Im sure we have all killed spearmen or even pikemen using archers/spearmen/catapults in a desperate bid to get iron. After the war is won however and swordsmen become your new standard infantry the left over archers become obselete and must be disbanded or just sent to die versus superior units unless you want them leeching support gold all the way till longbowmen. With numidian mercs you can just disperse the army to garrison cities and use the new cities first few turns to build vital imporvments and make the high corruption town a productive city that much faster. also not having to fork out 30 gold per spearman when pikemen come along is always very nice.

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                  • #24
                    A good thread to provoke some thought. The NM is very potent, and needs no changes. The Jav Thrower may seem weak, but with that enslave it is really awesome, you just need to use it with a little panache. I have always avoided the Aztecs (and Zulus) for their ultra-early GA like the plague, and continue to do so. The last time I played as England was in vanilla Civ (when they were quite useless), but the new abilites of C3C may well have turned that around. The Dromon are certainly pretty nice in certain situations, just not all that good of an all-round-use unit.

                    My votes would go (tentatively) to the Conquistador and the Keshik for having little but movement bonuses in certain situations. The F-15 is still not worth anything in my book, but the Americans seem good enough that they don't need a good UU.

                    EDIT: Alright - who voted for the Panzer? Someone obviously hasn't built them before....

                    Note to all concerned (F-P ) - my judgements are based almost solely on SP games.
                    Consul.

                    Back to the ROOTS of addiction. My first missed poll!

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                    • #25
                      Yeah, I was one of the "Numids cost too much" people in PTW. This unit DID get an indirect boost in C3C, however, with the new resource scarcity, as pointed out by the above poster. Just played a game with Carthage recently and literally wiped up the competition. Numids are just fine, thank you very much.

                      As far as Jav Throwers, I know that they are powerful barb worker harvesting machines. Heh. I guess I want my UU to actually be useful in defeating my enemies. The Jav Thrower is NOT that. I might be more interested in a "barb worker harvesting machine" if I had a civ that wasn't already industrious.


                      Mo D
                      "Got the rock from Detroit, soul from Motown"
                      - Kid Rock "American Badass"

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                      • #26
                        Before Conquests, there were about 9 UU's that I thought needed boosting. Thankfully, they've fixed a lot of the weak ones. Now, it's down to these three:

                        1) Conquistador: 70 shields for a 3/2/2 unit seems...off to me, even with "treats all as road". I think it need a tweak.

                        2) 3-Man Chariot: 30 shields + a special resource (horses) for a 2/2/2 unit that can't enter unroaded mountains, jungles, and swamps seems a little too much. The Celts get a 3/2/2 unit for 40 shield (just 10 shields more) + a special resource (iron, in this case), and that unit has no move restrictions. Maybe the 3-man Chariot could cost ~27 shields.

                        3) Musketeer: No longer useless, but still overpriced (along with the musketmen...). Should cost just 50 shields.
                        "Every time I have to make a tough decision, I ask myself, 'What would Tom Cruise do?' Then I jump up and down on the couch." - Neil Strauss

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                        • #27
                          Originally posted by CiverDan
                          Just a Few Comments:

                          Chaqsui Scout: Don't lower its cost, increase its attack or movement. You do any of these things, they become more power than Jags. 2 Attack? That would be equal to letting Inca "Horse Rush" from the start of the game. Anyone nearby in an MP game would be dead. Also, If you take away att/def Inca can no longer get a UU Golden Age. I think this unit is fine the way it is.
                          If you think on it it's hard to get GA from a 1/1 unit,

                          I agree with you where you say "horseman inca rush", so, I think just giving to them +1 hitpoint must be enough.

                          Fortune and Glory, here I come!!!.
                          Indiana Jones
                          Spanish Empire Civ for Civilization 5 (in Spanish/en Español)

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                          • #28
                            Chasqui Scout.
                            And her eyes have all the seeming of a demon's that is dreaming...

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                            • #29
                              Chasqui should be 1.1.1 ATOR
                              Last edited by geniemalin; January 13, 2004, 07:10.

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                              • #30
                                ATAR is too fast for a unit that early.

                                Try it in the editor, and you will be getting most of the huts before the AI, or other players in MP, has a chance. I have made a large number of tests, both with and against the ATAR Chasqui Scout. I also tried it in combination with A and/or D = 0.

                                I have played with it at its current stats, and even with its 20 shield cost, I am able to get as many huts as I could with a regular Scout. I don't have to build as many because they do have both an Attack and Defense.

                                I would like to see the cost reduced some, and the ability for them to build regular Scouts.

                                Edited for spelling.
                                Last edited by kring; January 13, 2004, 14:56.

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