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Old June 19th, 2004, 02:29 AM
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Default Re: Golden Age Arcoscephale

Seems to me that there are some nations and units and tactics that are harder to learn to take advantage of than others, but that once they're learned, they are just as good, or better, compared to the easy and obvious nations/units/tactics.

Myrmidons don't look bad to me at all. They look quite good, really, as slow well-armored heavy infantry with not so heavy weapons.

Those look like the most durable chariots I've ever seen. Most chariots are very fragile, but are good for inducing panic in the rear. Most chariots aren't designed to be shock troops, although as was pointed out, with buffs, GE chariots could be quite strong.

The flying warriors are probably like most flying units - easy to get killed, but deadly if used in sufficient numbers and timed properly.

Yes, the Shedu can fatigue out and be swarmed to death, and becomes weaker in comparison to late game units. And the astral is a two-sided ability due to magic duels. I'd say it's a dang good thing those weaknesses are there, however! Remember what I said about numbers being important to rear-flyers? Try combining a flying shedu with a whole bunch of flying troops set to guard commander... suddenly it's much much much harder to overwhelm the shedu or calmly deal with the fliers. Try to strike the shedu before it buffs up with astral and other spells? Good luck with a bunch of fliers guarding him while he does so!

Meanwhile, the research bonus, the mages, the skeptics, the healers, etc., are also great things that can really help out when used well.

If there are several players who haven't figured out how to use something effectively, by all means try mods to make them better. But with players who know how to use the old Versions, they may end up being overpowered, and after the players who didn't know, get some experience, they may start to learn the subtler tricks too.

It's at that point that the mod changes to remove things that got the units killed when they were used bluntly, may end up with units that have too few weaknesses when used skillfully.

I don't claim to have figured everything out, or to have much GE Arco experience or anything. I have done a bit with fliers though and have seen them be extremely powerful or extremely weak, hinging mostly on numbers and timing. When I see people saying they think tough fliers are too weak, I tend to think they probably saw them strike with too few and at the wrong time or against the wrong target. Fliers who can do well even when sent in low numbers against strong foes at the wrong time, seem like they could be too strong.

PvK
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