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NINJEW

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yeah, for manticores you can technically theorycraft some kind of perfect counter (that requires basing your entire game plan around, even before you know that you'll be fighting manticores (even before the game starts!), and will be beaten down by any strategy that isn't "spam manticores"), but that's obviously not actually practical, and even if it were, manticores are the right move in every circumstance but that one specific niche one. also, i'm not sure you could even do the same theorycrafting to make a counter to massed horned gods or eldritch horrors. it goes around to the big problem of "once you get late enough in the game, the optimal move is to make nothing but your singular T4 unit."
 

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Actually, I've yet to find anything that can match epic frostguards cost for cost. It just takes an age to get rolling, so it might not be MP viable. in SP though...their only disadvantage is being slow.
 

NINJEW

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i'd think massed cthonic guardians would be able to do pretty well, given rallying cry, defensive strike, defender, evil slayer, and instant wrath on gold medal. i believe that as angels they're in the group of T4s that can be made undead as well, so you can pile on all the necromancer bullshit (as well as making the frostguards' life drain moot)

getting pretty off topic there though
 

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their only disadvantage is being slow.
And that is big part of the problem not only are the manticores countered by very little they also see further than most and move faster...
Just to add to the list of "hit strong for their money" Boar riders on Gold with enchanted armory and Shield of dispassion get a whopping 19 defense, they put up quite the fight against manticores. If you play necro they can also take on shadow stalkers due to their blight and frost protection which is pretty ridiculous for a T2 that isn't even meant to be a counter to manticores or stalkers in the first place (+ they have mountaineering and with a stable of vigor even free movement)
But I think it has been mentioned already that the devs are aware of that and think about a new system for T4s so I guess we'll see how it plays out in Planetfall :D
 

Gloweye

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And that is big part of the problem not only are the manticores countered by very little they also see further than most and move faster...
Just to add to the list of "hit strong for their money" Boar riders on Gold with enchanted armory and Shield of dispassion get a whopping 19 defense, they put up quite the fight against manticores. If you play necro they can also take on shadow stalkers due to their blight and frost protection which is pretty ridiculous for a T2 that isn't even meant to be a counter to manticores or stalkers in the first place (+ they have mountaineering and with a stable of vigor even free movement)
But I think it has been mentioned already that the devs are aware of that and think about a new system for T4s so I guess we'll see how it plays out in Planetfall :D

Not a problem on the defense, though - jsut build some roads, research advanced logistics, and have some interception stacks ready. Along logistic roads, you'll outrun the manticores.
 

BloodyBattleBrain

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this test is flawed, because once the warlord has 3 stacks of manticores


Ofcourse it's flawed. I even said so above. and when I did the original tests I pointed out that in a real game, same as above, getting those armies there would be challenging.

It started, iirc, in another discussion where someone said Manticores were OP and had *no* counters whatsoever.


I was pointing out that cost wise, their equivalent is more than enough to destroy them, and it is. In those tests, iirc, more than half the Pikes were still around.


I was making the case then, as now, for a different combat system.

On default settings i think it is a bit too easy to get massed T4, I also think the point where you need more than 1 or 2 stacks arrives very quickly, and in an mp game this means you are now leapfrogging quite early on. Add in a 3rd stack and you need to baby step the 3 stack to avoid stack splitting.

edit: I tend to play larger maps these days, with very slow city growth and research, so realistically, even beelining for it, I'd get Manticores researched about turn 70.

I found that a bit annoying personally, so I was proposing either an expanded adjacent hex rule (adjacent hex plus one, with a delay for armies not on the adjacent hex, of a turn, provided they have mp OR allow them even without mp but apply a "fatigued" buff on them. Getting complicated already) or a variable unit size system, as detailed above. AH+1 would alos mean larger battlefields, so things like long range and speed come more into play, but still allow counter formations to be formed. In AoW3 it is possible to hit the opponent on the very first turn of combat.

Because in the above, being able to *easily* (in this case, 1 stack) bring 24 Pikes to 6 Manticores makes things much more interesting.

So yeah, we are agreed, that the concentrated firepower of Manticores, along with their mobility, is slightly too advantageous to be countered by their natural counter.

Having a variable stack size system like would mean that T1 units would actually be very useful even in the late game.


EDIT:

In addition to:

  • Expanded adjacent hex rule;
  • Variable unit stack sizes

I also proposed limited resources for specialist units. This gets quite fiddly, but I was thinking along the lines of *requiring* something like a spring of life to even produce Manticores. basically, a MCU that unlocks "mounts." It gets fiddly because then you need to justify every mount, from Ponies to Eagles to Gryphons to Manticores, and adjust the racial lineups to account for the cases where a race can't build cavalry.

Entire unit lineup would have top be redesigned for this to make sense, which is why I never made such a mod. That, and I am lazy with modding:(.

If a game were designed form the beginning with rare resources required for T4 units and abilities, it could work.

We do have "command" (?) resource now in Planetfall so this could be a natural limiter.

Also, it appears the way the maps are now designed, namely:
  • the sector system;
  • not every sector being able to hold a city(and therefore fewer cities overall, and requiring more map control for resources);
  • unit recruitment occurring in cities
means, I believe/hope, that the rate of recruitment will be lower than in AoW3.


Add in production overflow and it should mean, if I understand things right, that lower level unit massing should be more viable.
 
Last edited:

BloodyBattleBrain

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it goes around to the big problem of "once you get late enough in the game, the optimal move is to make nothing but your singular T4 unit."

Good sumnation.

I do think that YMMV widely as to when this becomes a problem, or even if it becomes a problem.

I'm on turn 86 or so in a large map, slow settings, using JJ's collection of mods, and I don't think I've seen a single Manticore. I have seen several Phalanxes though, and several Juggernauts. AI got Paragon around turn 65.

As an aside, I recommend JJ's mods. I've yet to evaluate them thoroughly, but the RG changes and racial changes are pretty good so far. PLUS, it's hard ot get OP heroes here. His experience mods are doing their job.

Plus, this is the first time I've seen an AI Necromancer beat a Dread.
 

Jolly Joker

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Thanks for the flowers.

The thing that I really like best with AoW 3 is that you can do a lot in terms of balance with settings alone. In my opinion the game pace must be flexible because it must be right for small maps and it must be right for XL maps as well, and while a small map may finish with only half the tech tree researched and only T3s, you want to finish a medium map around the point where you have researched everything and field SOME T4s as the crown of your military.
On the other hand, you don't want an XL map to end with hundreds of Manticores clashing with hundreds of Juggernauts, because it's just too much stuff to handle, so the pace must be adjusted, otherwise the part that I'd call endgame will just last too long.

Which is what we are talking about here.

It doesn't make sense to assume, that IF the settings/map combo you play lead to masses of T4 production, another T4 would change something. You'd still produce a lot of T4s, maybe even just the one, and be it only for a difference in mobility.

I also think that T3s can be just as effective. Drac Flyers are pretty excellent (I get that one demonstrated by a Sorc AI player who attacks with Apprentice/Flyer combos, and Fire Bombs with Inflict Stun chance are not what you want to face as Dread), and it's the task of chosing the right settings for a game to make sure that there IS a lengthy period of important time when producing 2 Drac Flyers is as good as producing 1 Manticore, simply because there is still enough spece to house them in important stack triples.

On the other hand, playing the fast game will get you in balance troubles soon when you play a bigger map; you'll outresearch your tech tree, mass-produce what should be your ultimate weapon, cast your ultimate spell and want the thing to be over.
 

NINJEW

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Thanks for the flowers.
It doesn't make sense to assume, that IF the settings/map combo you play lead to masses of T4 production, another T4 would change something. You'd still produce a lot of T4s, maybe even just the one, and be it only for a difference in mobility.

ok but if there was as many T4s as there are T3s, and they were designed similarly to T3s, why wouldn't you see the same variety in T4s that you see in T3s?

it's not like being the fourth position on the tier list has some magical properties that make monounit strategies dominant. it's the way the units in that tier are designed.

i mean, T3 stage of the game tends to be fairly monounit too (really more 2 untis than just 1, which is a big improvement but not exactly ideal), but at least you have options between WHICH unit you're gonna focus on, and have the ability to change and adapt that choice to what you see your opponent fielding/what race/class they're running earlier in the game. this doesn't exist for T4 units, because there is only one choice to be made.

Thanks for the flowers.
On the other hand, playing the fast game will get you in balance troubles soon when you play a bigger map; you'll outresearch your tech tree, mass-produce what should be your ultimate weapon, cast your ultimate spell and want the thing to be over.

it also happens on smaller maps at normal speeds if you spam settlers. i think trying to have such fine dictation over the pace of the game that you never see the fourth tier massed is a fool's errand. better to just make that tier more fun to play with.
 

NINJEW

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because dictating the pace that the players will play at seems like a much more delicate and difficult task. if the devs are up to the challenge then perhaps it would work out, but personally i wouldn't hold my breath on that.

meanwhile, in every tier except tier 4, i think the devs have generally done a pretty excellent job of maintaining fun unit variety, so i'm much more optimistic about success on that front.
 

BloodyBattleBrain

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Oh i didn't mean dictate it as such.

I think the devs did a good job mostly with Aow3. It's designed around medium maps as the default setting iirc, and within that, it works quite well.

I do think, and have thought, about modding in t4 units for races, and making all T4s require more effort in general.

For example, Air Galleys requiring harbours. The Human lineup is fine without them, but Air Galleys would be that extra punch. I'd make them considerably powerful if operating with that constraint.


Leprechauns would be powerful and cheap, but require e lucky cloverfield, so naturally very very rare.

That sort of thing.

Draconians would, I think, be an exception, and get dragons simply by building a Grand palace, but have it be economically a very weak race in general.

I did think about bring back the Orc Warlord, but only available as an evolution of the shocktrooper.
 

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Of course I have no idea how you guys play, but I definitely do NOT just go ahead and crank aut T3s and then T4s - not because I don't like it or something, but simply because I don't think that' the best strategy. For one thing you DO need numbers, because you have to cover a lot of ground, for another Support units are always necessary to have (True Sight, Healing, Reload, Repair Break Control and all that), and of course because sometimes you can just get a lot of bang for the buck when a town has the right MCUs.

However, if you have the resources to produce a T4 in half a dozen or more towns, then you may want to have a closer look at your settings - or ask yourseld why the game isn't finished, yet.

I also think I wrote a couple of times that it is fairly easy to deny a settler spam by changing the minimum distance necessary between settlements, but that's already mod territory, I know.

And don't forget the dwellings, when it comes to additional T4s, and specs.. You can always pick an Angel spec, and there you go with a second T4. Or you may get a secret Tech and the secret Dragon.
 

NINJEW

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why would you go for angels when manticore riders doesn't require constraining your spec choices, and they're both very good at: flying up to stuff and hitting it very hard. both those units fulfill the same role, you don't really gain much by going into angels.

that's uh, kind of the entire point, buddy. not only are your choices in T4 restricted, but most T4s are very all purpose and don't have terribly prevalent/practical weaknesses. "when you get late enough in the game, the optimal choice is to just make your singular T4 unit." the 2 problems here are: 1. you only generally have access to 1 t4 unit and 2. there's no reason to use another unit anyway

the shrine of smiting style of t4 balance side steps this by solving problem #2 here, which conveniently renders problem 1 much less of an issue (since now you'll be rotating in T3s instead of having an army of exclusively T4s)
 

Jolly Joker

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I think - and sorry for this - that's complete nonsense, in every department.
Manticore is Cav, while AA is Support - First Strike, Resurgence, Polearm, Healing, True Sight whatnot.

A Fallen Angel on the other hand can win a battle alone using Petrifying Scream - and is an Infantry, by the way. Life Drain, Total Awareness, same thing.

Also:
when you get late enough in the game, the optimal choice is to just make your singular T4 unit.
If that's true, you play the wrong settings, because you shouldn't be able to build only T4s and in large quantities - that's why there is a lot of reason to build and use other units as well. Numbers count as well, and there are always units that will excel in the specific game situation.

However - I probably don't understand the game, so you can just ignore me.
 

NINJEW

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it also happens on smaller maps at normal speeds if you spam settlers.


mostly what's important though is that if you have 3 stacks of manticores, they'll smash through unlimited stacks of T2s with little casualties. maybe your opponent can hit you in 3 places at once with their 9 stacks of T2s. you kill 3 stacks with your grouped up manticore riders, and now the other guy has to spend gold to rebuild those 3 stacks, but you didn't lsoe a single manticore so you're all fine and dandy. then you move your cavalry units with flying over to one of the other t2 3stacks and blow that one up. now your opponent has to spend more money rebuilding that t2 stack, while you are investing your money into getting another 3stack of manticores. unless their initial triple strike decapitates you (unlikely, since you probably scouted out their stacks and started eliminating them before they actually reached your cities), you end up with 6 stacks of manticore riders in the time it takes your opponent to lose and rebuild 9 stacks of t2s.


anyways, to address the other thing: while AA technically have the support tag, "fly up to the other guy and smash it" is still 90% of what they're doing. the exact abilities they're using might be different, but like, again, it's not like your manticores have any serious counters, so why would you bother? in both cases you have a highly mobile, melee oriented attack force with few counters. why sacrifice your spec choices and research for a lateral move like that?
 

Jolly Joker

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We keep running in circles. I tell you, if the economy isn't a factor anymore and you can build everything you want in every quantity, your settings are wrong! Because there will always be a "best build", and it's completely irrelevant, if you have a stack of 6 Manticore Riders or a stack of 2 Shrine of Smitings and 4 Exalted. The stacks will always be the same, and it doesn't matter how many different units are in it.

Surely, it should be obvious that if economy isn't a factor, the Summoning Classes lose every purpose, because the SUMMONING Economy is completely different from the PRODUCING economy, and if you can produce whatever you want in whatever quantities, the game balance is completely busted.

That's why you have to adjust your settings! Surely it should also be obvious that you'll play a game better after 4 years of constant MPing than right after release. So you should acknowledge that and adjust the settings accordingly, making resources scarcer.
 

NINJEW

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no, actually the game is more complicated than that, even when the economy gets broken by stuff like settler spam or, uh, the game settings not being to the liking of forums user jolly joker (and no one else gets a say in what settings are correct)

the summoning classes are actually pretty competitive, even in city spam, because they get their strong units massed sooner, and can leverage that into an early economic disparity that allows them to stay competitive later in the game. in fact, sorcerer is arguably the best class, certainly a very popular one during my time in the game.

you might not realize this, but "you can make a 3stack of t4 units in a somewhat reasonable amount of time" and "resources are literally unlimited" are not actually the same thing, and the reality plays differently than whatever your imaginary cheatcode scenario looks like. hence why i brought up cost in the t2vst4 thing. the economy is still a factor. losing T4 units is a big deal, because they are expensive to replace. it's still optimal to replace them over building other things, because whatever else you spend your money on won't be worth as much as a T4.

however, if you're fighting t2 units, you probably won't lose any t4 units. that is, in fact, the crux of the scenario i proposed, and not "you will have manticore riders pouring out of your ears"

if the economy isn't a factor anymore and you can build everything you want in every quantity
neither of these things are true, under the settings or situations i'm describing. the economy is still a factor, and the quantity in which you build things is limited (you'll notice that in my t2vst4 example, the t2 side had 3 times as many units as the t4 side)

Because there will always be a "best build", and it's completely irrelevant, if you have a stack of 6 Manticore Riders or a stack of 2 Shrine of Smitings and 4 Exalted. The stacks will always be the same, and it doesn't matter how many different units are in it.
this is true because the state of the game is such that there are no real options besides manticores, and you don't really want options besides manticores, because manticores will win battles for you by themselves.

it's not true that 2 shrines and 4 exalted will always be the optimal build, because there's many more variables to consider. even within this, lets ask: what race exalted? the extra movement of tigran exalted is quite advantageous, but dwarf or orc exalted will be more useful if you're fighting an enemy that's primarily using physical damage (such as, gasp, manticore riders). if your opponent is using, say, shadow stalkers, the higher spirit damage that human exalted provide will be more useful. in addition: you have options besides exalted here, actually, because there is more than 1 T3 available to you. draconian fliers will be more useful than any exalted against dreadnought armies. goblin beetle riders will be more useful against halfling units, due to disgusting stench on RG3. halfling eagle riders, meanwhile, will benefit a lot more if you have heroes with happiness boosters.

when playing theocrat, your "best build" will change depending on what your opponent is using and what they are fielding. it won't always be the same, because T3 units are varied.

this is not the case when you are playing warlord, where your "best build" is, in fact, always the same: manticore riders, of whatever race you have access to, because while different races of manticore riders are varied just having manticore riders period is the most significant factor here, because any given manticore rider will perform well in any practical situation. (very important note: this is not true for exalted)
 
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Elder Fogcrow

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hmm counter to horned gods, best should be Firstborn(fire dmg, giant slayer), fire giants, and fire dragons with giant slayer upgrade. Iirc they have 100% fire weakness, thats enough of a weak spot to make a T4 really counterable.
They probably only could give it a weakness like that because the AD class has two other T4s to work with(with other strenghs and weaknesses, where both strenghts and weaknesses are less extreme)