I like the better range and speed on the Railroad guns. Other than that, I either can't tell, or it has not made me need to change anything else yet.
Balancing Update Feedback (May 2017)
So guys, you already played with the new balancing for a while now. How do you like it so far?
Please post your feedback here.
5 Replies
I haven't had an opportunity to use or confront most of the units that underwent significant changes yet, but I will say that naval gunfire from a battle group of two or three battleships makes a ground unit evaporate a LOT faster than it did before. Naval gunfire is a lot more like floating artillery when used against ground units in coastal provinces.
Perhaps because I am playing the historical world map mostly right now, but I find myself building a lot more militia and railguns see an increased use as well. The short build times of militia (even shorter than before) make them an excellent emergency unit in well developed cities that will be attacked soon, since you can pop 1 every 4 hours.
Rockets I rarely see in my games nowadays, so thats a good thing I suppose.
Overall, I have no complaints (still think tacs need to be nerfed though)
@miech , why did you abandon PL? there are still few hours left to join this month's round. You can definitely test newly balanced units here
Without getting into specifics I like the changes so far. I think a good and simple change in terms of encouraging ground units and increasing anti air functionality would be to make AA jump speed at lvl 4 along with the ART. It's frustrating to wait 9 days after they are upgraded for your ART to actually go 25 mph.
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