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Post by SolidLight on Mar 17, 2020 0:21:02 GMT
So an oddity spotted, first is that cost in conquest vs campaigns are different, and then the stats for 1912/1914-1917 Breastplate Cavalry & Armored Car does not seem to make sense. Risviltsov is trying to check the base stats as of right now, together with the Krupp Cannon. Light artillery is an example of this.
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Post by Risviltsov on Mar 17, 2020 0:26:14 GMT
I'm literally doing a clean sweep on our collected stuff and redoing the entire thing so we're not cutting corners with assumptions
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Post by Risviltsov on Mar 17, 2020 0:36:53 GMT
Completed the 1861 lists for all units, and they're verified correct.
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Post by Risviltsov on Mar 17, 2020 1:14:32 GMT
Completed the 1861 lists for all units, and they're verified correct. Now completed the 1865 lists on the spreadsheet
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Post by TheAmir259 on Mar 17, 2020 1:54:45 GMT
I've entered the datas for Artilleries upto 1914, i hope the base stat will add up to the max stats, i've inserted a reference of max tech buff as well to make it easier. Well, gotta move now, got some migration to do.
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Post by Gone on Mar 17, 2020 2:06:14 GMT
New Infantry is actually a horrendous unit. They are slightly cheaper than Hunting Cavalry, but so much worse. Too slow, gets shredded by Light Cavalry (The most common Cavalry unit, which makes this vulnerability a big issue), has medรญocre offensive power and mediocre HP. 3x more expensive than Militia, but ironically they are less useful than Militia because Militia is amazing for holding cities. Meanwhile New Infantry is an unit meant to attack and defeat enemies, but they are completely outclassed by Cavalry in that role. To conclude: as SolidLight once said, itโs basically a super militia that is mediocre combat-wise, too slow to serve as an effective frontline unit, and is too expensive to be used as a city holder.
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Post by Gone on Mar 17, 2020 22:33:35 GMT
Is it agreeable that what you should economically prioritize in Conquest is getting Armored Cars as soon as possible?
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Post by Risviltsov on Mar 18, 2020 3:37:31 GMT
Is it agreeable that what you should economically prioritize in Conquest is getting Armored Cars as soon as possible? Eh, here's my picks. I have a line and flank doctrine. Infantry - Riflemen, Militia, Light Machine Gunner (flanks) Cavalry - Light Cavalry, Hunting Cavalry, Armored Car, Tank (front line) Combat Artillery - Light Artillery, Howitzer Siege Artillery - Field Howitzer, Krupp Cannon Navy - Submarine, Destroyer Forts? No.
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Post by Gone on Mar 18, 2020 3:43:54 GMT
Is it agreeable that what you should economically prioritize in Conquest is getting Armored Cars as soon as possible? Eh, here's my picks. I have a line and flank doctrine. Infantry - Riflemen, Militia, Light Machine Gunner (flanks) Cavalry - Light Cavalry, Hunting Cavalry, Armored Car, Tank (front line) Combat Artillery - Light Artillery, Howitzer Siege Artillery - Field Howitzer, Krupp Cannon Navy - Submarine, Destroyer Forts? No. Huh, interesting. Mine is not that different. I spawn Militia to hold cities and HMGs to deal with enemy Calvary and Artillery if they are near a city. If playing as France, I spam Old Guards. Spawn Light Cavalry to deal with Infantry and Armored Cars as my overall main unit. Use Howitzers to siege cities and attack Armored Cars, Tanks, ships and forts. I build Ironclads as my main naval unit and use Submarines to hold ports. I also never build forts.
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Post by TheAmir259 on Mar 18, 2020 3:54:49 GMT
Using Ironclads as your main navy is supposed to be more punitive as chase guns deals 120% damage on armors vs only 100% on heavy armors of other warships. Yet it feels like Ironclad is really better than others. Especially the firing animation (I love them!) and the fact that they don't burn.
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Post by Gone on Mar 18, 2020 3:58:34 GMT
Using Ironclads as your main navy is supposed to be more punitive as chase guns deals 120% damage on armors vs only 100% on heavy armors of other warships. Yet it feels like Ironclad is really better than others. Especially the firing animation (I love them!) and the fact that they don't burn. I too love that firing effect. So satisfying.
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Post by Risviltsov on Mar 18, 2020 3:59:04 GMT
Eh, here's my picks. I have a line and flank doctrine. Infantry - Riflemen, Militia, Light Machine Gunner (flanks) Cavalry - Light Cavalry, Hunting Cavalry, Armored Car, Tank (front line) Combat Artillery - Light Artillery, Howitzer Siege Artillery - Field Howitzer, Krupp Cannon Navy - Submarine, Destroyer Forts? No. Huh, interesting. Mine is not that different. I spawn Militia to hold cities and HMGs to deal with enemy Calvary and Artillery if they are near a city. If playing as France, I spam Old Guards. Spawn Light Cavalry to deal with Infantry and Armored Cars as my overall main unit. Use Howitzers to siege cities and attack Armored Cars, Tanks, ships and forts. I build Ironclads as my main naval unit and use Submarines to hold ports. I also never build forts. Infantry: Flanking units at the flanks of the line. Cavalry: Center part of the front line. Takes hits. Lighter cavalry defends the flanks. Artillery: Back line. Submarines: Combat against shipping, built in hordes. Destroyers: Sieging and anti-submarine unit. 1861-65 Navy: Ironclads, always. All else is too weak. Here's how it typically goes for me: Light Cavalry | Light Infantry | Heavy Cavalry | Artillery | Light Cavalry | Light/Medium Infantry |
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Post by Gone on Mar 18, 2020 4:00:16 GMT
Huh, interesting. Mine is not that different. I spawn Militia to hold cities and HMGs to deal with enemy Calvary and Artillery if they are near a city. If playing as France, I spam Old Guards. Spawn Light Cavalry to deal with Infantry and Armored Cars as my overall main unit. Use Howitzers to siege cities and attack Armored Cars, Tanks, ships and forts. I build Ironclads as my main naval unit and use Submarines to hold ports. I also never build forts. Infantry: Flanking units at the flanks of the line. Cavalry: Center part of the front line. Takes hits. Lighter cavalry defends the flanks. Artillery: Back line. Submarines: Combat against shipping, built in hordes. Destroyers: Sieging and anti-submarine unit. Here's how it typically goes for me: Light Cavalry | Light Infantry | Heavy Cavalry | Artillery | Light Cavalry | Light/Medium Infantry |
Nice.
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Post by SolidLight on Mar 18, 2020 7:26:36 GMT
Two things: HMGs cost 20 gold more in WW1 (I canโt understand why), and generic musket cavalry picks up rifles in WW1 (awesome). Anyway great job!
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