#Nerf Crabs and/or Buff Juggernauts
1 messages · Page 2 of 1
Like again, I have no issue with flooding on drylands, just make it a real actual mechanic
but it would take 20+ turns to finish the game off
aight I resign
going to bed soon
thanks for the game
games
all three
I disagree with this take. Currently on live patch the most common way to lose as Aquarion against a human tribe is by human tribe rushing an early juggernaut and building scouts behind. You might be able to throw a lot of amphibians at the juggernauts, but ultimately the opponent ends up building up a lot of scouts behind that can kill your amphibians quite effectively combined with juggernaut splash
That's in the live build where your only options are amphibians and tridentions. Beta can play the early game better thanks to warriors being able to go on water, you have minimum sharks that can fight against scouts, and atolls exists. The live version has enough issues actually amassing the amphibians in the first place, but I don't really think there's an argument that if Aquarion didn't have the issues it does that it really is that big a deal to have the critical mass of amphibians that you need
Like, for any tribe, if you're worried about the unit limit then either you're just missing pop in general or you have a lot of units
I just explained to you why unit capacity matters in the case against juggernauts, I didnt question that the beta gives aquarion more tools
Ok, but the point is that these extra tools means that Aquarion isn't as worried about the unit limit
At least no more than any other non turn 0
no, the main problem is that tribes that aren't Aquarion and can't rush an early giant themselves always get obliterated by juggernaut rush
which is why I think that rammers should remain a viable unit against juggernauts
And again, I rarely notice the unit limit that hard for any tribe. Even when it starts to matter, it's not too difficult to have a unit that can freely die if need be
realistically it's the crab that needs a nerf
This is true regardless
it is, but maybe to a lesser extent?
sending a ton of rammers into a juggernaut is a viable way to take one down right now
This only affects rammers vs juggernauts in a more mid game scenario. Fast rushed juggernauts is going to kill you before rammers matters, regardless of retaliation
And hello? This is a super unit
Super units are typically this strong on land too
the difference is that it takes them longer to reach enemy cities on land in the early game
werent juggernauts originally introduced because giant battleships were too strong?
Roads aren't that difficult to get, dragons and centipedes have 2 move
if you think that they should be better later on, I could see aquatism removing stiff from certain units like the juggernaut be a good idea
Kinda. But even then, I have stated plenty of times that I think giant battleships were overrated
Strong units. Defines the naval game. But heavily, heavily overrated
honestly I like the escape mechanic crabs have, its fun and I d be sad to see it go
however, I think reducing their hp to 30 and defense by 1 it would make them into a more mobile special unit, which can be fun
also, I do agree that juggernauts should be able to retaliate, it always felt weird to me
Just reducing defense by 1 already makes it palatable
yea cuz even on poto update (I didnt play the beta) crabs with defense in water is stupid in terms of defensive abilities
What are yall taking about it takes the same amount of rammer to kill a Crab and a Juggernaut when they have def bonus. Yall are acting like the Crab has fortify.
maybe it takes the same amount, but in 1 case you end up with 9 damaged (or dead) rammers, while in the other casee they are fine 🤷‍♂️
It would be like me saying the giant needs a nerf because it's damage is to high.
Yeah that's the trade off for having being slightly tankier.
whats the tradeoff here ?
The same way a Crab will always loose one to one with the normal giant on land.
giants on land are not the point here
It would simply be silly to have the giant be better than the Crab on land and then make it equal or better than the Crab on water.
did I mention making it better ?
Nerfing the Crabs stats would automatically do this.
The giant on land is apart of this conversation because it's supposed to incentivize players to get them back on land where they can excel rather than a unit akin to the old giant battleships wich the entire navy is centered around.
The Crab is also very weak against rangegd units. Like multiple bombers or scouts do to their lack of damage if you're a good player you can kill a Crab without losing any units so the whole idea when people say "but the Crab can retaliate" is only if you play like a bot and spam rammer. Just like how it would be silly to spam warriors to kill a centipede.
crab retaliates
that's the key difference xD
It's not that easy to take down
Atleast
from my experience from aquarion mirrors
a single crab is a menace
(They were the only way you could deal with tridention spam p much)
Gotta explain this
the crab itself doesn't defeat tridention spam
but rather it can work as a stalemate breaker w/ sharks once the game gets to that point
And vs normal tribes
it's simply a pain on the ass to deal with for them
esp w/ some decent supporting units
I'm not really speaking about mirror matches I'm speaking in the context of non-special tribes.
It's just a pain in the ass
a crab siege is nearly impossible to remove
more than other giants cuz of the absurd defense
then I'm not a pro
- mindbenders that can swim
I cant argue with that I'm simply stating the fact that there's ways to kill crabs without retaliation it. Which is a unique weakness the Crab has.
need to be taken into account now
are sirens even good?
on paper they should be pretty decent
i just played today and crab isn't that big of an issue to deal if you go tridents
but it kinda depends what your opponent is doing
my opponent spammed crabs
so it was pretty easy
sharks wouldn't really be a good choice I guess because my crab had zone of control
jelly belly against crab not that good either
idk i feel like the only answer to crab + tridents is crabs + tridents
maybe pufferfish, but then you are outranged by your opponent
why should they be good on paper?
water mindbender
how is that reason for them to be good?
water mindbender
juggernauts can't do anything vs it
can convert units that just embarked
except move next to them and finish one off with scout?
I don't want to have to deal with you again
have agood day
got no time to argue today
i'm sorry
we can do this later
They are probably not that useful either way
@ me in 1-2 hrs
ye but they should be more decent than normal mindbenders
cya and sry
but i'm busy
Bye
Sounds way too slow
I'm back
ye, defo too slow
but it shouldn't be terrible
could see some v niche situations where it's good
if they still can heal, why wouldnt they be ?
they can ye
like, mindbenders are already very strong to me in poto patch
I use them as healing towers in my island cities to heal up my injured crabs
now they can float, so I can make literal healing stations
you need to consider this in the equation of fights, crabs can be healed in middle of ocean
While I do think mindbenders are maybe underrated, I think y'all are arguing niche scenarios for a unit that still is tier 3 on a tech branch that's not leading to yellys or pop
I aint arguing anything since I do agree with you
Keep them the exact same đź—ż give them some vengance for being bad for so long
YEAH
Let crabs be broken
KEEP EM BROKEN
We are. We are definitely beating t0's with the current aq build
Is it that strong?
I kinda suck at poly so idk
In my games: yes
It looked pretty good but not busted af
Against myself in a pass and play and against some good players
A pretty standard broad exploration with warriors then amphibians. Using atolls to get a strong economy going while still primarily focussing on expansion.
Especially sharks feel busted. As the player on the other side, I feel like there isn't a single unit I can put forward to try to stop them
Add to that that sharks are much easier to make than defender rammers (2 techs vs 4 and no port needed) while also having surprise...
Fair enuff
The 10/3/3/3 shark was a bit boring, but it was pretty spot on when it comes to naval powerlevel
Current shark shouldn't have 15 imo
What stats does the current shark has?
just take its health back to 10
thats all they need
how they were before was boring, having surprise is nice, but the 15 health isn't necessary
I agree having 15 + surprise isnt necessary, better return them to 10
What good is juggernaut having stiff anyway. Makes them weaker to rammers, that seems like the only relevant interaction for base tribes
I can see a really strong juggernaut being problematic but letting it retaliate doesn’t seem like too much sure
What if they got halved retaliation instead
Would be a compromise
They do sound pretty strong
See the issue is that if you take stiff away from the juggernaut it becomes way to powerful, especially since it can already attack using stomp which means it doesn't take retaliation damage and it has a very lethal melee attack.
It would basically just become a beefed up yelly belly that has 40 health and can also attack.
Uhh nah I think it’s fine
The fact that people play Kickoo vs Aquarion without immediately complaining about how much stronger Kickoo is says otherwise
We're beating t0s
i mean we played that matchup and i feel like kickoo is destroyed by aquarion most of the time
only reason I could win that game was that greedy ruin play
and you still would have won imo if you hadn't moved your crab away from the capital
kickoo can put some pressure on aquarion early and that's pretty much the only moment he seems to have a chance
and that's pretty sad considering that it was a dream kickoo spawn
how did you feel about their strength?
I actually gave it escape because it made it move a bit more like a crab, in real life I mean, they move sideways
🌚
Real game, replay isn't compatible for server reasons, but it just finished a few minutes ago
Gotta get some yellys on that coast
Not to be picky, but that's 2 water tiles access. It's suprising he went for sailing at all and it doesn't even matter since he is losing already.
Not much need for yellys here. Aquarion already has quite the stranglehold
Crabs force a lot of attention in the east, while the west is easily defended by cheap units so juggs can’t do much
Construction for more crabs or strat -> diplo seems like an easy conversion from here
Yeah diplo here is lethal
Why use diplo?
Wasn't even necessary
Just throw a couple tridents and nuke all of the riders that way
Probably you can finish him off earlier but with cloaks pretty much no matter what tech gymantics he does he can't defend