Catapult build time

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Stratego (dev)
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Catapult build time

Post by Stratego (dev) » Fri Jul 01, 2016 8:41 pm

i think no one builds catapults with the 8 turn cost, instead builds it by workers.

what about making catapults cheaper (eg. trebuchet is only 6 turn but i think a more complex and also useful equipment)

so i suggest giving a 7 or even 6 turn cost.

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Hardeep
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Re: Catapult build time

Post by Hardeep » Fri Jul 01, 2016 9:23 pm

7 turns would be nice
(I personally build the 8 turn variant)
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DoomCarrot
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Re: Catapult build time

Post by DoomCarrot » Fri Jul 01, 2016 10:42 pm

Hmmm.... well, I rarely build catapults in tc's, but 8 turns is fairly balanced for siege workshops I think. Especially once they are heavy/area damage. I think that 6 turns in a siege workshop would be far too cheap. 7 turns is possible.

I would say heavy catapult with area damage is worth 5 turns (in how much damage it can do) more than a cannon if used correctly though. :)
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TheBluePhoenix
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Re: Catapult build time

Post by TheBluePhoenix » Sat Jul 02, 2016 6:30 am

I agree with dev- 6 turns is good
Workers can build it in 2-4 turns (if you have 8-4 of them) and given the time taken to research ballistics and area damage , 6 turns would be good. Still in the long run, building 2 workers would do better than 1 catapult
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COOLguy
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Re: Catapult build time

Post by COOLguy » Sat Jul 02, 2016 1:25 pm

DoomCarrot wrote:I would say heavy catapult with area damage is worth 5 turns (in how much damage it can do) more than a cannon if used correctly though.
True.
TheBluePhoenix wrote:Workers can build it in 2-4 turns (if you have 8-4 of them) and given the time taken to research ballistics and area damage , 6 turns would be good. Still in the long run, building 2 workers would do better than 1 catapult
Even if it is reduced to 6 turns in a Town, it is still cheaper to use 8 workers to build it in 2 turns. :)
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tamtam12345
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Re: Catapult build time

Post by tamtam12345 » Sat Jul 02, 2016 2:31 pm

In no upgrade ,20x20 maps,it will be a disaster if catapult is 6~7 turns in town.

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DoomCarrot
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Re: Catapult build time

Post by DoomCarrot » Sat Jul 02, 2016 3:46 pm

That is kind of how I'm leaning tamtam. I'm imagining our mass confusion game with 6 turn catapults... :lol:

I personally think it might be better to nerf workers' production slightly rather than making catapults cheaper, but that's just my opinion. I think either way this goes it will shift the balance of something or another.
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Re: Catapult build time

Post by COOLguy » Sat Jul 02, 2016 5:23 pm

We could limit the amount of workers available to build.
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lordtalamar
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Re: Catapult build time

Post by lordtalamar » Sat Jul 02, 2016 6:42 pm

Make it an upgrade faster siege so it effects all siege reduction 1 turn? That way in non upgrade games the game isn't out of balance.

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TheBluePhoenix
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Re: Catapult build time

Post by TheBluePhoenix » Sun Jul 03, 2016 7:42 am

tamtam12345 wrote:In no upgrade ,20x20 maps,it will be a disaster if catapult is 6~7 turns in town.
I never use catapults in such mini maps- ballistas surely but catapults- never
Reason- such maps are generally critter swarmed and hence a catapult without area damage does not do any good and to make catapults with area damage you need at least 14 turns and at max 21 turns, wheras you can build ballistas and use them effectively in 10 turns

If the map is full of tcs then may be the situation would change
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DoomCarrot
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Re: Catapult build time

Post by DoomCarrot » Sun Jul 03, 2016 12:57 pm

Well, in rose, tamtam, and my game, we basically have spammed fortifications everywhere, which has given time+need to have area damage catapults. As of now, we each have a lot of catapults, but with a 6 turn cost, our game would be insanity. :lol:

Also, lordtalamar, I like the idea of a tech to speed up production of siege things.
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lordtalamar
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Re: Catapult build time

Post by lordtalamar » Sun Jul 03, 2016 2:28 pm

At Blue phoenix on a no upgrade all tech unlocked game is what we are talking about you can't make ballistic on that setting.... put siege standard 6 or 7 turn and it unbalanced the original game setting hence why I suggest it as a upgrade ability.

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Re: Catapult build time

Post by Darkknight » Mon Jul 04, 2016 12:58 am

DoomCarrot wrote: I personally think it might be better to nerf workers' production slightly rather than making catapults cheaper, but that's just my opinion. I think either way this goes it will shift the balance of something or another.
I agree with this. 8 turn for a catapult is balanced in my opinion and I do produce catapult in my tcs in small games where my workers are building guard towers and fortresses to stop enemy advancing.

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Re: Catapult build time

Post by duneix » Mon Aug 08, 2016 7:55 pm

Darkknight wrote:
DoomCarrot wrote: I personally think it might be better to nerf workers' production slightly rather than making catapults cheaper, but that's just my opinion. I think either way this goes it will shift the balance of something or another.
I agree with this. 8 turn for a catapult is balanced in my opinion and I do produce catapult in my tcs in small games where my workers are building guard towers and fortresses to stop enemy advancing.
I also think so. Catapults are (in my opinion) slightly too strong and would be more balanced if it took more time to workers to build them.

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TheBluePhoenix
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Re: Catapult build time

Post by TheBluePhoenix » Tue Oct 18, 2016 6:10 pm

Okay based on some recent encounters , i feel that the decrease of turn cost 6 will help the game a lot because siege factories become useless once all techs are researched because no one makes them without workers. Please do this
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Stratego (dev)
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Re: Catapult build time

Post by Stratego (dev) » Tue Oct 18, 2016 7:05 pm

how much turn to build a normal and an upgraded catapult? (from scratch)

i ask because we can manipulate the bonusmending whenconstructing value of upgraded catapult in order to require same turns to build as normal verison.

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TheBluePhoenix
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Re: Catapult build time

Post by TheBluePhoenix » Wed Oct 19, 2016 10:24 am

I will check it
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