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Inner Sea Mastodonte trait is just way over the top, +11 combat strength in costal waters

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4 years ago
Sep 26, 2021, 11:38:49 PM

Two units in the game have the Inner Sea Mastodonte trait which give them a absolute massive +11 combat strength. I don't think any other trait give such massive bonus, even dig in give +10 and that is just defending against ranged attacks and anti cavalry give +8 when fighting against cavalry units. Inner Sea Mastodonte +11 combat bonus apply when attacking or defending against any attack and while the costal water requirement may sound like alot, keep in mind the most important battles will take place near the coast such as battles involving cities.


Galleass:

Now let look at how it affect the two units that have this trait. Galleass is Ventians emblematic unit, very similar to a Carrack other than having more demanding resource requirement and the inner sea mastondonte. It base combat strength is 39, but if it get the +11 strength from Inner Sea Mastodonte it is suddenly a 50 strength unit. That is more than the 47 strength the much more expensive man o war have and nearly at the industrial era Steam Frigate which have 51 strength and cost about the same as 2.5 Galleass. So the cheap Galleass if fighting at the coast become effectively an industrial era unit strength wise.


Ironclad:

Then we have the Ironclad which is a generic unit and thus something everyone can build. It have a base combat strength of 54 so the 11 bonus put it at 65, that is more strength than the strongest contemporary naval unit have, the Missile Cruiser which have 62 strength and cost 3 times as much. In fact an Ironclad can reach a much higher strength than its upgrade, the Battleship who have 59 strength and while the battleship can bombard outside of battles it also cost 3 times as much industry to produce.


Discussion and suggested changes:

I think this trait is way too powerful as it make both unit effectively move up a whole era in strength and in ironclad case becoming the strongest naval unit in the game. I think some changes are needed. First I suggest reducing the power of the Inner Sea Mastodonte to a more resonable value like 6 strength, which is still a good but not ridiculous bonus.


With that reduction Galleass strength would be 45, which is decent for a unit that cost as much as a Carrack. Ironclad would still hit 60, which I feel is too much as that is still above battleship strength, I feel Ironclad base Strength should maybe be 49, making it weaker than Steam Frigate (which is same cost and tech) on open sea at 49 vs 51 but stronger in inner sea and at 55 strength. This give Steam Frigate a real purpose rather than being completely inferior to the ironclad and only of use if you don't fufill the somewhat more demanding resource requirement of ironclads.


Summary:

  • Inner Sea Mastodonte trait from +11 to +6 strength
  • Ironclad strength from 53 to 49 strength
Purpose:
  • Reduce the power of the Galleass and Ironclad to a more resonable level for their era and cost, especially keep them from being as strong or stronger than next era unit.
  • Make Steam Frigate more useful than just being completely inferior to the ironclad


Updated 4 years ago.
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4 years ago
Sep 27, 2021, 2:57:53 AM

I think a way to make it more reasonable would be either getting a defense bonus while it's in coastal water or attack bonus against ships in coastal water or requiring both ships to be on the coast. Having 4 range while getting the buff for being in coastal water is just too easy.

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4 years ago
Sep 27, 2021, 12:25:35 PM

+11 is fine, but it should be vs. land units only. The reason they give it such an insane bonus is naval units suffer in coastal waters from being rolled by groups of Tau-ceti archers and other such improbables. It feels ok when the ship is a tiny little thing that could never get across the ocean but feels bad when you have a Galleas or Ironclad -- ships that should be basically impervious.


I will also agree with others elsewhere who point out that -25 damage is way too high for a 1 strength unit to ever deal to a 99 strength unit. Although I disagree with people who then say the entire combat strength system is "flawed" just because it gives empires that are behind a chance. I like playing on difficulties where I'm behind in science sometimes and if weaker units just did 1 damage like they do in Civ games then one of the best things about HK relative to Civ is gone.


My point? An alternate fix is to take the +11 away entirely, and give units that are supposed to be "trash sweeper" units like the elephants and inner sea mastodontes a different minimum range on the defensive, like 5-10 instead of 5-25. So when they are getting mobbed they handle it a lot better, so that if you know you're facing an enemy that never advanced in science but has dozens of Hunnic Horde units or something you have build options to clear them out.

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4 years ago
Sep 27, 2021, 2:10:06 PM
teatimeG wrote:
I will also agree with others elsewhere who point out that -25 damage is way too high for a 1 strength unit to ever deal to a 99 strength unit.

It was changed in the latest update. Here's some examples:

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4 years ago
Sep 28, 2021, 3:35:04 AM
teatimeG wrote:

+11 is fine, but it should be vs. land units only. The reason they give it such an insane bonus is naval units suffer in coastal waters from being rolled by groups of Tau-ceti archers and other such improbables. It feels ok when the ship is a tiny little thing that could never get across the ocean but feels bad when you have a Galleas or Ironclad -- ships that should be basically impervious.


I will also agree with others elsewhere who point out that -25 damage is way too high for a 1 strength unit to ever deal to a 99 strength unit. Although I disagree with people who then say the entire combat strength system is "flawed" just because it gives empires that are behind a chance. I like playing on difficulties where I'm behind in science sometimes and if weaker units just did 1 damage like they do in Civ games then one of the best things about HK relative to Civ is gone.


My point? An alternate fix is to take the +11 away entirely, and give units that are supposed to be "trash sweeper" units like the elephants and inner sea mastodontes a different minimum range on the defensive, like 5-10 instead of 5-25. So when they are getting mobbed they handle it a lot better, so that if you know you're facing an enemy that never advanced in science but has dozens of Hunnic Horde units or something you have build options to clear them out.

Right now the meta in MP games is both sides are in medieval walking around with ~100 ancient era archers fighting massive battles with maybe a couple of units for meathshield due to how minimum damage works because that is the most efficient way to fight until you get mortars.

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4 years ago
Oct 5, 2021, 2:37:10 PM

I believe this bonus is the only reason to build them. So you get better strength but near coast, or lower strength but everywhere.

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4 years ago
Oct 5, 2021, 2:38:44 PM
VDmitry wrote:

I believe this bonus is the only reason to build them. So you get better strength but near coast, or lower strength but everywhere.

Except neither unit I have mentioned have that low strength to begin with. The Galleass is as strong as a Carrack and the Ironclad is the strongest industrial era naval unit.

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4 years ago
Oct 5, 2021, 3:07:16 PM

Inner Sea mastodon is a monster on maps with a lot of coastal waters (light blue tiles) and flat Terrain (maximum Tile height of around 1 or 2).


So in open ocean regions, that ship will not have the ability to use the trait, same problem in regions where it's providing naval artillery support to land units battling on anything higher than a 2 tile height tile. Line of sight is also a significant issue to that Ironclad, though it's lessened in importance when there's a lot of coastal space on water tiles.



With Inner Sea Mastodon being highly situational as it is, I recommend simply increasing the missile range to the Cartwheel ship with Naval Battery as their trait to the point that they can out-bomb Ironclads AND PROVIDE SUPPORT to land battles without line of sight issues... outside of the -4 archer penalty. 


That way, Ironclad's role is a coast guard type of ship, while the other Steam Powered ship becomes the priority unit to build if you want to support your ground forces... because in my suggestion, Ironclads still remain... not good for land support and range for their naval batteries, but they're still amazing at keeping the immanent coast cleared.

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