Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > General CS Discussions > CBAv22
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Wololokingdoms will take more time.
2. "3 civs unit caps weren't divisble by 4 so we nerfed them". Got some OCD dude? Maybe it was done on purpose to balance them out. And are we really going to nerf Vikings even more?
Great job on the spawning changes though. I hated how my units always moved back when trying to defend quickly.
2. "3 civs unit caps weren't divisble by 4 so we nerfed them". Got some OCD dude? Maybe it was done on purpose to balance them out. And are we really going to nerf Vikings even more?
2) In 1v1s you would need to delete two units to get max pop. Why not make life easier and have full pop without deleting anything. Like 2 pop difference was going to balance anything 11 Nobody would have ever noticed except Estigma in Maya 1v1 if he still played.
Take a chill pill
Like 2 pop difference was going to balance anything 11
Take a chill pill
+1
They are close ranged units with a higher skill gap than other units, which might make some people feel like they are not as good as archers but in close range fights they will own. It depends a lot on the player using them...position......other civs in YOUR TEAM.....
There are no good reason to give them +1 range other than to justify your need for making changes,
they will get quicker cage which completely change the balance of the game, meaning every civ has certain ballpark timings (for everything) and this would change the way franks get that crucial cage timing compared to the others in the game. Do you really want archers to be less effective against franks and have franks get knights slightly after your archer cage? There are so many scenarios and things to consider while ''balancing'' civs in the game and i don't think you know what you're doing.
You just want people never ever up me in CBA games again adding this for =v