Testing out the Coustillier (Burgundian's new unique unit)

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  • เผยแพร่เมื่อ 23 พ.ย. 2024

ความคิดเห็น • 969

  • @SpiritOfTheLaw
    @SpiritOfTheLaw  3 ปีที่แล้ว +225

    Update: The Coustillier as of Feb 11 no longer does 2x damage to archers. The charge attack has also been reduced by 10 (from +35/+40 to +25/+30).

    • @CsStoker
      @CsStoker 3 ปีที่แล้ว +55

      *Sad Burgundian noises*

    • @SaviourSword995
      @SaviourSword995 3 ปีที่แล้ว +17

      Noooooo. 35 and 40 damage is great

    • @honnorgaurd
      @honnorgaurd 3 ปีที่แล้ว +17

      so... does this mean they can no longer 1 shot a loomed villager even if they are elite and fully upgraded?

    • @amazingname.6400
      @amazingname.6400 3 ปีที่แล้ว +6

      God damnit

    • @adwans1491
      @adwans1491 3 ปีที่แล้ว +9

      Now it is useless

  • @wisdomball4584
    @wisdomball4584 3 ปีที่แล้ว +405

    Man I have never played AOE2 I just like watching you talk about numbers.

    • @Raiom.
      @Raiom. 3 ปีที่แล้ว +22

      Wait that is illegal

    • @ikejohnson5494
      @ikejohnson5494 3 ปีที่แล้ว +17

      Thought I was the only one

    • @Raiom.
      @Raiom. 3 ปีที่แล้ว +15

      @@ikejohnson5494 that is illegal x2

    • @undisclosedplayer5677
      @undisclosedplayer5677 3 ปีที่แล้ว +8

      Came to the comments to say this

    • @uberjoe-08
      @uberjoe-08 3 ปีที่แล้ว +10

      You should play it its so much fun and great game you maybe be able to play as your nation

  • @petersmythe6462
    @petersmythe6462 3 ปีที่แล้ว +252

    These could be *BRUTAL* as a raiding unit. Villager one shot machine.

    • @raihanaufall
      @raihanaufall 3 ปีที่แล้ว +5

      Raiding in castle age

    • @tankofnova9022
      @tankofnova9022 3 ปีที่แล้ว +11

      @@raihanaufall Villagers only get one buff, Loom.
      Even in Imperial age you can snipe villagers with these.
      I can even see people converting Coustilliers and having them retreat immediately in an attempt to mass them for this exact purpose later.
      Imagine an Aztec player doing this with their 95 hp monks. They can't be one shot, but will still need some protection.

  • @Avinash_Lincoln
    @Avinash_Lincoln 3 ปีที่แล้ว +223

    Teutonic Knight: Ok, I will give you a head start by not attacking you.

    • @niconilo97
      @niconilo97 3 ปีที่แล้ว +4

      69 perfect

  • @mahiknight
    @mahiknight 3 ปีที่แล้ว +264

    Geographically speaking, Burgundy is located within France meaning that the Coustillier counts as French Cavalry cementing Franks as now having the strongest Cavalry arsenal in the game

    • @rodrigoapostol4598
      @rodrigoapostol4598 3 ปีที่แล้ว +3

      You mean politically, not geographically

    • @bratan_archer
      @bratan_archer 3 ปีที่แล้ว +25

      @@rodrigoapostol4598 No, geographically and culturally. There was no political "France" back then.

    • @rodrigoapostol4598
      @rodrigoapostol4598 3 ปีที่แล้ว +5

      @@bratan_archer indeed. But the term referred to states limits and border is politically. Thus geographically refers to natural formations and so

    • @SaviourSword995
      @SaviourSword995 3 ปีที่แล้ว +12

      Tell me if I am wrong but isn't burgundy lands consist of northwestern France, Belgium and Netherlands. So they are not neccessily french

    • @bratan_archer
      @bratan_archer 3 ปีที่แล้ว +22

      @@SaviourSword995 actually their main land is the province of Burgundy which is middle/east France, but they also had the Flemish territories that were later ceded to the Habsburgs when Burgundy was absorbed into the French Kingdom.

  • @alexdelarge2095
    @alexdelarge2095 3 ปีที่แล้ว +439

    TL;DW: enjoy them now, before they get Obsidian-Arrowed.

    • @123Juniiorr
      @123Juniiorr 3 ปีที่แล้ว +3

      they removed obsidian arrow

    • @arforafro5523
      @arforafro5523 3 ปีที่แล้ว +132

      @@123Juniiorr Bruh thats the joke

    • @Raiom.
      @Raiom. 3 ปีที่แล้ว +30

      So sad to just fucking delete a meme.

    • @mattwithahat3857
      @mattwithahat3857 3 ปีที่แล้ว +2

      It was long overdue.

    • @kevlon_
      @kevlon_ 3 ปีที่แล้ว

      The skirm upgrade is kinda sick tho

  • @letdomf
    @letdomf 3 ปีที่แล้ว +305

    Best counter: flaming camels !

    • @Robert-vk7je
      @Robert-vk7je 3 ปีที่แล้ว +26

      Fighting memes with memes, eh? :D

    • @SIGNOR-G
      @SIGNOR-G 3 ปีที่แล้ว +18

      @@Robert-vk7je after all it takes a diamond to brake a diamond

    • @annaairahala9462
      @annaairahala9462 3 ปีที่แล้ว +7

      @@Robert-vk7je It's no joke one of the most effective counters. On equal resources the flaming camels should win and the coustillier can't hit and run from the attack

    • @Wanderer1258
      @Wanderer1258 3 ปีที่แล้ว +3

      @@annaairahala9462 But sadly you need to advance to the imperial age and research Timurid Seigecraft (which isn't cheap) to produce flaming camels. And even then we need to test their cost-effectiveness.

    • @destruction8946
      @destruction8946 3 ปีที่แล้ว +1

      That might actually be true.

  • @CloudCuckooCountry
    @CloudCuckooCountry 3 ปีที่แล้ว +194

    “One-hit wonder” god dammit Spirit

    • @tanishislam4953
      @tanishislam4953 3 ปีที่แล้ว +4

      That was so beautiful

    • @benijager1372
      @benijager1372 3 ปีที่แล้ว +1

      He's a patrician

    • @PhatChin
      @PhatChin 3 ปีที่แล้ว +1

      ya I kinda loved that

  • @Tosnoob
    @Tosnoob 3 ปีที่แล้ว +72

    Total War: Age of Empires, cycle-charging here we go

  • @rokoi3
    @rokoi3 3 ปีที่แล้ว +25

    Way back in HoMM 3, the Cavalier/Champion unit did extra damage depending on how many tiles it walked before attacking. Pikemen/Halberdiers were immune, however. I think they should consider doing the same here

    • @NocnyGD
      @NocnyGD 3 ปีที่แล้ว +3

      Or at least take 15% of the dmg. The charge was always devastating for infantry.

  • @foreverjune8
    @foreverjune8 3 ปีที่แล้ว +325

    AoM: almost every myth unit and every 4 age hero has a special attack.
    AoE: 1 boi

    • @k0pera
      @k0pera 3 ปีที่แล้ว +6

      even there they don't have it against every other unit(heros and other myth unists form 3th age or above) and some of them use it against buildings, walls or just to improve infantry attack.

    • @The-jy3yq
      @The-jy3yq 3 ปีที่แล้ว +2

      well
      almost every unit have a kind of special attack bonus
      welp, leitis obviously is special
      ...
      ...
      ..
      don't woosh me idiots

    • @ejnaygfantzcg
      @ejnaygfantzcg 3 ปีที่แล้ว +1

      Well it's a different game form a different age. You can't just add every modern novelty into an old game, or you will destroy it.

    • @emilhult3394
      @emilhult3394 3 ปีที่แล้ว +3

      @@The-jy3yq woosh

    • @Raiom.
      @Raiom. 3 ปีที่แล้ว +2

      Age of mythology plays into.. you know.... Mythology. It's a game about using the powers of the gods to obtain success, of course you expect it to be filled with magic and special habilities, while aoe tries to be the most realistic possible, and with the coustelier it is still very easy to understand that bonus realistically, it charges into battle with their weapons ready to poke people to death, and then they have to "rest" to use that powerful but very tiring blow again.

  • @michaeltaylor8698
    @michaeltaylor8698 3 ปีที่แล้ว +159

    1:37 I think this illustrates how low the steppe lancer's attack currently is. Definitely overnerfed imo
    Also, if its OK for coustilliers to be able to one shot villagers, can't steppe lancers get an attack bonus vs villagers so they can also do that? Seems pretty fitting for what is supposed to be the ultimate raiding unit.

    • @JacquesCuistot
      @JacquesCuistot 3 ปีที่แล้ว +10

      I think they should be reworked and given a charge mechanism like the coustillier

    • @Orcawarrior2
      @Orcawarrior2 3 ปีที่แล้ว +16

      The idea of the Steppe Lancer is that several of them attack a unit at once, their individual damage output is supposed to be low. Really I think they should give the steppe rider some kind of horde bonus, where having more steppe lancers attacking a unit increases damage exponentially not linearly

    • @michaeltaylor8698
      @michaeltaylor8698 3 ปีที่แล้ว +24

      @@Orcawarrior2 I'm aware of that but their DPS is still too low. They aren't cost effective against knights or any cavalry UU even when they have a numbers advantage, so people don't bother with them, especially in castle age. The steppe lancers' stats improvement over the scout line is not substantial enough to justify spending 45 gold per unit as opposed to a trash unit. So people either go with knight's or scouts, with SL's being forgotten about in the middle.

    • @JimCullen
      @JimCullen 3 ปีที่แล้ว +2

      Steppe lancers are the second last raiding unit? What does that mean? What’s the last raiding unit? Heck, what’s _first_ one?

    • @michaeltaylor8698
      @michaeltaylor8698 3 ปีที่แล้ว +1

      @@JimCullen autocorrect. Typing on a phone

  • @karanrime8948
    @karanrime8948 3 ปีที่แล้ว +195

    to pronounce coustillier, imagine you are staging an armed takeover of a fixated Electronic Arts building.
    that is to say, "coup still EA"

    • @khamulthewack4732
      @khamulthewack4732 3 ปีที่แล้ว +18

      I learned something today.
      I'm also now going around the house saying it to myself as fabulously as possible.

    • @HOBIXpl
      @HOBIXpl 3 ปีที่แล้ว +24

      Coustillier
      It's in the game
      - Microsoft

    • @yahyamusseb
      @yahyamusseb 3 ปีที่แล้ว +1

      The more we know

    • @benchoflumethiazide
      @benchoflumethiazide 3 ปีที่แล้ว +5

      isn't the double L pronounced like a Y? it's preceded by an i

    • @Kernel15
      @Kernel15 3 ปีที่แล้ว

      @@benchoflumethiazide vowel + i --> y or something

  • @davidvalderrey9385
    @davidvalderrey9385 3 ปีที่แล้ว +6

    When I was I kid there was another RTS game that I used to play aside from AOE called Imperium. In that game many cavalry units had a charge attack that worked exactly like the costelliers, only that in Imperium the charge attack dealt triple the damage of a regular attack. I wouldn't be surprised if in the next balance patch the costelliers charge attack is adjusted to something like that, maybe alongside a little base damage boost so the unit is not nerfed to death.

  • @samuelcolt7034
    @samuelcolt7034 3 ปีที่แล้ว +3

    I honestly think that a great way to balance them to be less exploitable would be to give them a speed bonus while their charge attack is active, and have that speed bonus deplete the second it's used. In other words, it forces the charge attack to be used when charging them in, intended to highlight their role as shock troops, and after the fact they can't run off as easily.

  • @xRnChrisx
    @xRnChrisx 3 ปีที่แล้ว +34

    The charge attack should have a longer recovery animation time, maybe 1 to 2 seconds instead of instant as it is now.

    • @stevenfrancis2596
      @stevenfrancis2596 3 ปีที่แล้ว +3

      This is actually a really good idea, it would give time for other units to land a couple of shots on them

    • @lbridet
      @lbridet 3 ปีที่แล้ว +1

      And divide it in half, and don't recharge while fighting, and raise cost and train time, now we start to get toward balanced

    • @mikealpha4169
      @mikealpha4169 3 ปีที่แล้ว +4

      @@lbridet eh, lowering Pierce Armor and giving the charge a recovery animation should be enough

    • @lbridet
      @lbridet 3 ปีที่แล้ว +1

      @@mikealpha4169 I don't think a unit should have no viable counters in combat, be cheap, easy to mass, excellent at raiding, and mobile. I'm not sure why you do...

    • @houndofculann1793
      @houndofculann1793 3 ปีที่แล้ว +1

      @@lbridet lowering pierce armor would already get rid of the "no viable counters" part so I'm not sure why you're arguing

  • @EaglebeakGaming
    @EaglebeakGaming 3 ปีที่แล้ว +145

    It needs to not one shot vills in castle age that’s to devastating for raids

    • @vladcalincu6263
      @vladcalincu6263 3 ปีที่แล้ว +37

      If you can hear the alarm, you have already lost 20 vills

    • @tobin9575
      @tobin9575 3 ปีที่แล้ว +10

      but if you are walled they are a really poor raiding unit due to the fact that they have such low siege damage and you ahve time to mass spear line units, I think the suggestion of lower pierce armor would be a very good nerf to their raiding capabilities while they should settle into a melee infantry and cavalry counter.

    • @superstar5042
      @superstar5042 3 ปีที่แล้ว +5

      @@tobin9575 you cant always be walled, specially when you startibg to build 2nd and 3rd tc, and when you start to overchopping trees.

    • @QWERTY-gp8fd
      @QWERTY-gp8fd 3 ปีที่แล้ว

      @@superstar5042 just wall the overchopped areas. palisade wall is just 2 wood.

    • @t3n0n79
      @t3n0n79 3 ปีที่แล้ว +3

      @@QWERTY-gp8fd yeah but the time for the player to wall everything and the "idle time" for the villager/s. + pallisade wall is weak.

  • @alvarotejero4417
    @alvarotejero4417 3 ปีที่แล้ว +3

    It's funny because in a previous video you spoke about some mechanics that were in the minds of developers of the original Age of Kings but never showed down at the end. One of those ideas that were discarded at the end was the cavalry charge mechanic. I really enjoyed the idea when I heard of it in you video ( I can't remember the name there was like a list of things that didn't make it when AoK was released).
    The point I want to make it's that when I saw that specific mechanic in that video another RTS game came in to my mind, Imperium 2, where units had special abilities. Some factions as iberians, roman equities and gaul horsemen had an ability to deal 8 times their base damage, but this wasn't overpowered because other units had abilities that counter this cavalry charge thing. Some units just ignore the first hit they get, so charge was useless against them. There was also a unit (the praetorian) that striked back adding a percentage of the damage received, so cavalry could hit them hard but they would retaliate harder.
    So maybe one way to balance coustilier's(?) charge could be adding new mechanics. Otherwise nerfing the current bonus charge damage sounds like the most viable option to me.

  • @RedVSBlueIsCewl
    @RedVSBlueIsCewl 3 ปีที่แล้ว +126

    So in a nutshell: the unit is bonkers and everyone is waiting for a nerf 😂

    • @cptant7610
      @cptant7610 3 ปีที่แล้ว +7

      It's pretty insane that they just beat the spearmen line with only 2 charges.

    • @RedVSBlueIsCewl
      @RedVSBlueIsCewl 3 ปีที่แล้ว +3

      CPTANT I‘d say at the moment trading a Spearman for 2 charges is the best you can hope for - could also be 2 dead vills or 2 monks lmao. But yeah i get where you are coming from - they are smashing their supposed counter unit

    • @fcr8409
      @fcr8409 3 ปีที่แล้ว +1

      Just like aoeo lancer

    • @alfiechampion46
      @alfiechampion46 3 ปีที่แล้ว +4

      @@cptant7610 in real life though charging cavalry would convincingly take out the front line of infantry. Once they lose momentum they’d lose power. In an equal numbers fight they should wreck halbs.

  • @MrPsilva95
    @MrPsilva95 3 ปีที่แล้ว +157

    "How good is the Coustellier?" - Yes

    • @JAKEATO
      @JAKEATO 3 ปีที่แล้ว +2

      For the moment

    • @MistaHoward
      @MistaHoward 3 ปีที่แล้ว +11

      It's a unit produced only from castles that's weak to almost everything that has a numbers advantage. If they're OP an easy fix is a longer training time and/or cost hike. I don't think they should change anything about their matchup against archers considering they're designed to hard counter archers specifically. That's like suggesting the best way to fix huskarls is to lower their pierce armor. Coustilliers hard counter archers but underperform against melee units without a numbers advantage, which requires massed castles to achieve. Their low training time is the only thing that seems really OP to me.

    • @majordakka5743
      @majordakka5743 3 ปีที่แล้ว +5

      *Laughs in Goth*

    • @omologo95
      @omologo95 3 ปีที่แล้ว +1

      @@MistaHoward ehh, the thing that makes the unit broken is purely how easy it is to get a powerful lead in early Castle Age. It creates a snowball effect from that point, making it hard to keep up.
      I think a cost increase is the only necessary change tho, coz it's a cool unit otherwise.

    • @MistaHoward
      @MistaHoward 3 ปีที่แล้ว +3

      @@omologo95 yeah, that's what I'm trying to say. The unit is only good with that snowball effect, the main issue is that it's too easy to reach critical mass due to the short training time and low cost. I think at most all that should be changed outside those two things is maybe a slight speed nerf to make it easier for knights to chase them down.

  • @HistoricalWeapons
    @HistoricalWeapons 3 ปีที่แล้ว +40

    finally the developers are taking notes on total war mechanics

    • @florianschweiger6666
      @florianschweiger6666 3 ปีที่แล้ว +1

      And it is less bugged than in TW :P

    • @HistoricalWeapons
      @HistoricalWeapons 3 ปีที่แล้ว

      @@florianschweiger6666 depends on the tw. Are you talking about rtw2? Or rtw?

    • @googootz8214
      @googootz8214 3 ปีที่แล้ว +3

      This is bullshit, AOE2 is not Total War, this ones aren't equal

    • @HistoricalWeapons
      @HistoricalWeapons 3 ปีที่แล้ว +2

      @@googootz8214 I didn’t say one is superior than the other.

    • @MrHanderson91
      @MrHanderson91 3 ปีที่แล้ว +13

      OWA MEN AH RUNNING FROM DA BATTREFIERD. SHAMEFUR DISPRAY!

  • @Grato537
    @Grato537 3 ปีที่แล้ว +2

    I like that this unit has a definite unique-ness. I like the idea of balancing by maybe reducing the speed and increasing cost. The reduced pierce armor is something other unique cav units have done so I hope they don't go that route. It would also be interesting to play around with removing the charge against monks so that monks truly are a counter.

  • @LazyLifeIFreak
    @LazyLifeIFreak 3 ปีที่แล้ว +37

    Hd counter should be stationery spear line, fully negates the charge.

    • @nvmtt
      @nvmtt 3 ปีที่แล้ว

      huh?

    • @brijekavervix7340
      @brijekavervix7340 3 ปีที่แล้ว +3

      @@nvmtt probably means the spears can brace themselves to receive the charge or something. Might be a bit difficult to implement well however...

    • @ringofasho7721
      @ringofasho7721 3 ปีที่แล้ว +13

      Just make the charge attack do equal damage to the coustillier if it attacks a pikeman

    • @troydowns7748
      @troydowns7748 3 ปีที่แล้ว +1

      I completely agree that the spearman line should not take the charge bonus when stationary. I also like the idea of them both taking the damage.

    • @brijekavervix7340
      @brijekavervix7340 3 ปีที่แล้ว

      @@troydowns7748 I think that would be an over correction.

  • @anirvankm
    @anirvankm 3 ปีที่แล้ว +6

    Idea: educe charge damage from 35/44 to like 15/17 while also reducing the cooldown from 40s to 30s. And also a slight nerf to the speed.

    • @noahsaxon
      @noahsaxon 2 ปีที่แล้ว +2

      That would just make the unit feel useless, it looks like it holds up horrendously in regular combat pre-nerf. I’d be okay with 18/26 if it was a 20 second-25 second cool down. It’s an interesting take on the unit overall though, I just wish more civs were like this

  • @Clairvoire
    @Clairvoire 3 ปีที่แล้ว +14

    Most interesting change would be to reduce their speed to that of infantry while their charge isn't full. It gives the other player warning that the charge is full when they see one at full-speed, and makes attacking risky since the other player can effectively punish it afterwards.

    • @varunmanjunath9123
      @varunmanjunath9123 3 ปีที่แล้ว

      This. Is. Brilliant.

    • @Thibaut_Guerquin
      @Thibaut_Guerquin 3 ปีที่แล้ว +1

      This is à reaaaaally good starting point of an idea, bravo !

  • @parenthesist7338
    @parenthesist7338 3 ปีที่แล้ว +1

    Good to know! I haven't played the game in 13 years but i still watch all of your videos.

  • @SephonDK
    @SephonDK 3 ปีที่แล้ว +3

    Personally, I would reduce their charge attack so the non-elite version can't oneshot villagers with Loom, while having the elite still oneshot it, increase their gold cost significantly (say, +15 or even +20) and remove the anti archer damage bug. I'm less inclined to reduce the training time since they already need a castle to train them, and cavalier will probably be the way to go for castle age Burgundians anyways. The unit is very powerful, but actually quite squishy and honestly awful if you engage in sustained fighting. The unit concept is really, really cool; I don't want it to be nerfed into oblivion like the Steppe Lancer, but there's absolutely no reason to leave it as powerful as it is. It's also very bad against buildings when compared to the knight line, which makes it lose some utility (this is a good thing).
    An interesting thing is that because of their charge, pikes aren't as good a counter as they normally are. Pikes usually shine in that just getting a few hits in, even vs knights, deals a lot of damage in resources, so to say. That this deals so much nuke damage disallow the pikes from getting the damage int. Most of the units' counters, such as camels and elephants, aren't readily available to all civs. That's a real problem.

  • @Justjustinp
    @Justjustinp 3 ปีที่แล้ว +21

    I wish they lost some movement speed when the charge isn’t up so they can’t just walk away after a charge attack and wait for the charge to come back.

    • @burningsinner1132
      @burningsinner1132 3 ปีที่แล้ว +3

      Isn't that the whole point of shock unit?
      It's like canoneers, crap for susteinance. But this first barrage never gets old.

  • @stephanpetri262
    @stephanpetri262 3 ปีที่แล้ว +13

    Recharging only if they stand still (real life explanation: Horses need to rest after the charge) could be an interesting concept. That way chasing them would be a counter instead of a waste of units. Otherwise price should go up to counter massing them and making the choice Paladin or Coustillier more prominent. Changing stats could prove a bit tricky, since the unit could easily loose its motive and become a recolored paladin if you lessen the charge and increase the stats, while lowering survivability would defeat their heavy cav purpose.

    • @noahodum9737
      @noahodum9737 3 ปีที่แล้ว

      Massing them isn't efficient though ): most people I've talked to that have played against the civ have said that if you wall your eco or defend with castles/towers/tc that they pretty much just fall over after af ew seconds..
      Following most gold/trash/siege unit comps you'd go what, coust, scouts, ballista/ram?
      Coust are not very good vs any other gold unit, scouts and coust die to pikes, ballista counters pikes/infantry and sprinkle in some rams to help pressure buildings/walls?
      They don't counter any heavily armored units, since it isn't enough to oneshot most of them like TK or any ele's.. and their base stats are piss-poor in comparison..
      This unit was built to raid, not to be the focal point of your entire army. It feels like they'd be good in small groups of 5-10 that can rush in from the flanks and devastate enough to turn the tide of a battle or to raid eco efficiently but that's about it

    • @Qureas
      @Qureas 3 ปีที่แล้ว

      I'd rather have the charging change to only happen while moving since it makes more sense. So standing still fighting would be useless further emphesizing their raiding ability instead.

    • @noahodum9737
      @noahodum9737 3 ปีที่แล้ว +1

      @@Qureas Yeah I'd almost rather them be a one shot hit and run unit than be able to fight at all.. But then again why pick them over knights? In small numbers knights are just as effective, plus the rotation into end game is easier not requiring a castle

  • @eRic-hr3yl
    @eRic-hr3yl 3 ปีที่แล้ว

    I think you got it right there when you said its specially effective against low HP units, and ngl I like this concept of units being good against traits and not only against classes, like vs infantry or archers, with another remarcable case being the Leitis against high armor units.
    Also I love this idea of units with abilities that use through a energy bar and I would like to see it used more in the future, for example with units dealing splahs damage once in a while or stunning enemy units.

  • @kesiazezebajki1982
    @kesiazezebajki1982 3 ปีที่แล้ว +161

    "I recreated a scene from Lord of the Rings where I had equal resources..." true Tolkien fan XD

    • @michaelandreipalon359
      @michaelandreipalon359 3 ปีที่แล้ว +2

      ... Where are the godmode archers though? Where are the flying riders?

    • @hectorbector11
      @hectorbector11 3 ปีที่แล้ว +3

      @@michaelandreipalon359 Where now the horse and the rider? Where is the horn that was blowing?

    • @LumosX
      @LumosX 3 ปีที่แล้ว +2

      The cavalry should have been konniks though.

    • @michaelandreipalon359
      @michaelandreipalon359 3 ปีที่แล้ว +1

      @@hectorbector11 Haha, true.

  • @-Raylight
    @-Raylight 3 ปีที่แล้ว +37

    4:45 Lol, great recreation
    *_"That still only counts as one!"_*

  • @bradleymartinez185
    @bradleymartinez185 3 ปีที่แล้ว +179

    Just sitting here waiting for sotl to say they’re stupid OP

    • @vitaobatera
      @vitaobatera 3 ปีที่แล้ว +5

      HAHAHAHAHAHA but so are Elephants, the Leitis, the Boyar... still they fit well because of their higher price... I'd just incriase it's gold cost to 70

    • @tomascanevaro4292
      @tomascanevaro4292 3 ปีที่แล้ว +5

      He was too nice to say it, but he made it pretty obvious 11

    • @lbridet
      @lbridet 3 ปีที่แล้ว +3

      @@vitaobatera leitis and boyars are countered by monks, and in small groups they die to massed archers. They also trade a lot less well against halbs than coustillier does, and they are less devastating at raiding. Did you not notice that coustillier one shots villagers?

    • @bradleymartinez185
      @bradleymartinez185 3 ปีที่แล้ว

      @@vitaobatera my biggest complaint is if you rotate them right and raid, they one shot every villager they touch if you get caught by surprise. Aaaaaaand boom you’re down 10-15 vills just like that

  • @michaelandreipalon359
    @michaelandreipalon359 3 ปีที่แล้ว +4

    Well, can't wait for the Serjeants vid.

  • @OutlawEmpire
    @OutlawEmpire 3 ปีที่แล้ว +46

    bring back the legendary intro

  • @Reaper_03-01
    @Reaper_03-01 3 ปีที่แล้ว +1

    Gotta drop the charge attack. I found that elite Teutonic Knights are good, and as my TKs never travel without a few monks, the charge attack damage is easily healed away while the TKs dispose of the Burgundian rabble.

  • @rodrigosaldana9851
    @rodrigosaldana9851 3 ปีที่แล้ว +47

    Decrease the charge time, but make so it only charges when out of combat. that way you get the intended hit and run mechanic.

    • @SIGNOR-G
      @SIGNOR-G 3 ปีที่แล้ว +4

      As in reality

    • @MetalKing1417
      @MetalKing1417 3 ปีที่แล้ว +2

      Alternatively, only have them charge while in combat, forcing them to use their much weaker normal attack from time to time.

    • @jamilzulqiful5435
      @jamilzulqiful5435 3 ปีที่แล้ว +2

      Honestly, making it a one time thing and nerf to pierce armour or hp would work well.

    • @DavidGuitarIbanez
      @DavidGuitarIbanez 3 ปีที่แล้ว +2

      A slower base speed that increases with the charge meter. And only charging with movement. That would be ok for me. And would reduce the extra damage of the charge a bit

    • @beganfish
      @beganfish 3 ปีที่แล้ว +1

      @@jamilzulqiful5435 that would make them literally useless.

  • @Afzal_EightySix
    @Afzal_EightySix 3 ปีที่แล้ว

    You can always rely on Spirit reading your mind on what units and civs need analysis. Bravo!

  • @CG-eh6oe
    @CG-eh6oe 3 ปีที่แล้ว +5

    This "double dmg vs archers" thing makes me question the amount of playtesting that was done. Its not something that happens on rare occasions, it happens all the time. So testing the unit just once versus a variety of other units will immediatly show the bug. Either they didn't test the unit or they are supposed to oneshot CAs.

  • @obsidian5475
    @obsidian5475 3 ปีที่แล้ว +1

    I think to balance them the devs could just do all of the suggested nerfs, but smaller. -0.1 speed, -8 on the charges but +1 regular attack. +5 recharge time on the super charge, +5 food and gold and 20 second creation time(25 in castle age). Then it is a weaker knight that's cost effective against them and good against low HP units. This makes the unit in Imperial Age 145 HP 12+36 attack/ 12+4 attack.

  • @NolDragon
    @NolDragon 3 ปีที่แล้ว +25

    They're quite good looking, that's for sure !

  • @onepalproductions
    @onepalproductions 3 ปีที่แล้ว

    From Wikipedia, the free encyclopedia
    The coutilier (also coutillier, coustillier) was a title of a low-ranking professional soldier in Medieval French armies. A coutilier was a member of the immediate entourage of a French knight or a squire called lances fournies.[1] The presence of the coutilier is first recorded in a French Ordinance of 1445 [2] The coutilier also had a place in the Burgundian army of Charles the Bold, being described in detail the military regulations of 1473.[3] Coutiliers are also mentioned in the Breton military regulations of March 1450.[4] The rank existed until the early 16th century, when it was merged with and increasingly replaced by the Chevau-léger.

  • @Duke_of_Lorraine
    @Duke_of_Lorraine 3 ปีที่แล้ว +25

    I've seen several proposals to nerf it and one is interesting : the pikeman line shouldn't take, or should take much less, damage from the charge attack. Which makes sense since a pike wall is one of the best counter to a cavalry charge.

    • @Orcawarrior2
      @Orcawarrior2 3 ปีที่แล้ว +4

      Actually I think we could take that another way. Have the coustillier damage itself if it charge attacks a spearman line unit

    • @Duke_of_Lorraine
      @Duke_of_Lorraine 3 ปีที่แล้ว +6

      @@Orcawarrior2 I think this would be a bit extreme. The coustillier already takes the huge damage bonus of pikes and halbs. Since there is no way of telling the coustillier not to charge, I don't think punishing it outright for attacking would be right. It's not like if you had a "I have the right to be stupid" button.

    • @mrhorney4317
      @mrhorney4317 3 ปีที่แล้ว

      I disagree. Another cavalry that for once can stand a fight against pike men is a nice change. High hp horse counter units like mams and camals still work well against them, and if you know enough about the game and counters, should realise that beforehand. Also, having any kind of infantry in front of archers will still decimate them as well. Now, the double attack on archers should be fixed, I can agree to that.

    • @Duke_of_Lorraine
      @Duke_of_Lorraine 3 ปีที่แล้ว

      @@mrhorney4317 not every civ has camels, pinpoint civs who do and don't on a map and it's blatant. And even bruteforcing them with paladins isn't cost effective.
      it's an unit that already one shots villagers, monks and most archers, and that has insane raiding abilities. If pikes cannot counter it then what can ?

    • @mrhorney4317
      @mrhorney4317 3 ปีที่แล้ว

      @@Duke_of_Lorraine if you account for resources, pikes actually do counter them fairly well. It's the fact that 1 on 1, which pikes lose against pallies anyway, they get smashed. But when the numbers of pikes are higher, accounting for resource spent, it tips the other way due to the low attack after charge/low hp.

  • @Theanimeisforme
    @Theanimeisforme 3 ปีที่แล้ว

    I think some changes can be:
    1. Charge up is based on distanced moved not time so you have to move to charge it up
    2. Has no effect on the spearman line and maybe wastes the charge attack
    3. Charge attack is affected by armor
    With anyone or more of these changes would be enough for them to keep their role as an ambusher and raider without being the direct replacement of any one cav unit.

  • @thescribe509
    @thescribe509 3 ปีที่แล้ว +15

    AOE 3 snare effect on the Coustillier when it hits with the charge, so that afterwords it's much slower and hard to retreat with. I think that's the best solution. Makes it more painful to try to retreat after getting the charge damage in and it otherwise forces the cav to stay committed to the fight, which we understand lowers it's effective DPS quite a bit.

    • @meneldal
      @meneldal 3 ปีที่แล้ว +1

      I agree, make them stuck in place for a couple seconds after the charge. Still OP when you have the numbers to mop up small groups instantly, but when you're outnumbered you will have time to get countered.

    • @nathangamble125
      @nathangamble125 3 ปีที่แล้ว +2

      I think this completely goes against the premise of the unit. What's the point in having this unique charge feature if you can't benefit from it?

    • @thescribe509
      @thescribe509 3 ปีที่แล้ว +1

      @@nathangamble125 You do benefit from it. You just can't avoid combat after using it. Knight charges don't just *turn around* when they hit the fighting line in mounted combat, because they can't. They bury themselves in the line doing massive damage, and then hold and fight.

    • @whitehavencpu6813
      @whitehavencpu6813 3 ปีที่แล้ว

      idk lol they die quick to Leitis...

    • @OtterTreySSArmy
      @OtterTreySSArmy 3 ปีที่แล้ว

      I think you misunderstand what shock cavalry is. It isn't a DPS unit. Its meant to do one charge, pull back and then rinse and repeat. The point is to open up a hole in the enemies lines for your infantry to exploit.

  • @brehbreh01
    @brehbreh01 3 ปีที่แล้ว

    Some people said it too, fully charged coustilliers may have some disadvantages like getting more bonus damage from pike line. It partly prevents sniping a unit (monk e.g.) in the middle of an army. Secondly, fully charged coustilliers can't wander around pikes easily without microing in this way. It also makes sense because against charging cavalries spears/pikes are very dangerous in real life.

  • @CG-eh6oe
    @CG-eh6oe 3 ปีที่แล้ว +13

    "The fact they [get oneshot] makes monks as a suggested counter not totally convincing".
    I love that use of "not totally convincing" 11

    • @Dragonphoenix25
      @Dragonphoenix25 3 ปีที่แล้ว

      Box setup of TKs and monks could do the trick? TKs absorbing the charge and converting Coustilliers safely and healing the TK wall. But I guess no sound player will throw his Coustilliers against that slow moving kill box

  • @shykorustotora
    @shykorustotora 3 ปีที่แล้ว

    I think you can leave them exactly the way they are (minus the extra bonus against archers) and just give them one little tweak. Make them slower after they've charged. Make it harder for them to disengage after the shock attack is done. Let them take more arrow shots, Camels with Husbandry can get extra attacks in, Celt Halbs can stay on their heels, etc. Make charging in more of a commitment since if you don't take everything out, any survives will enjoy the extra shots in while they retreat

  • @viktorkancler629
    @viktorkancler629 3 ปีที่แล้ว +6

    Only video i was expecting since Lords of the West came out

  • @JORGECHE0790
    @JORGECHE0790 3 ปีที่แล้ว

    Great vid. Think some good balance options could be: while engaged in combat no recharge of ability and/or once used the charge bonus change the speed of the unit until fully recharged. That would make them vulnerable at retreating both to melee and archer fire.
    Finally spear units like to ignore the charge bonus.

  • @theaterobscura
    @theaterobscura 3 ปีที่แล้ว +23

    Whew. With a little micro, these things are nukes.

  • @Duke_of_Lorraine
    @Duke_of_Lorraine 3 ปีที่แล้ว +42

    At least its charge isn't as strong as couched lances in Mount & Blade...

    • @r-60n54
      @r-60n54 3 ปีที่แล้ว +12

      You get hit with a couched lance! You take 500 damage

    • @Duke_of_Lorraine
      @Duke_of_Lorraine 3 ปีที่แล้ว +3

      @@r-60n54 well the persian elite war elephant won't be killed in one hit xD

    • @AkosJaccik
      @AkosJaccik 3 ปีที่แล้ว

      Lance is one thing, but the moment a cavalry will wield Long Glaive in Aoe2 en masse, the game is done.

  • @DUXALMUSIC
    @DUXALMUSIC 3 ปีที่แล้ว +59

    Maaaaan I was really expecting a test vs Genoese Crossbowmen.

    • @bomjus1706
      @bomjus1706 3 ปีที่แล้ว +4

      ikr, was hoping for that too. but with the current double damage G xbowmen probably get annihilated in an equal resource trade.

    • @ShirosTamagotchi
      @ShirosTamagotchi 3 ปีที่แล้ว

      they oneshot every archer unit

    • @maxschmitt214
      @maxschmitt214 3 ปีที่แล้ว

      you can watch fights against all units here if you like :D th-cam.com/video/430SifETnF0/w-d-xo.html

    • @Imperiused
      @Imperiused 3 ปีที่แล้ว

      Genoese Crossbows get absolutely destroyed with equal resources.

  • @Thescott16
    @Thescott16 3 ปีที่แล้ว

    I've found that they're best used as a kind of melee cavalry archer.... In that you use them for quick hit-and-run raids, or you micro them as a smaller part of your main army of knights, infantry, archers and siege.
    Use your standard bulky army units (like knights) to occupy the opponent's frontline while you micro your Coustillier's around the main fighting line and into the backline of archers and/or siege to do a quick hit-and-run. Even if they don't get that many kills, if your opponent is microing their army they'll likely try to double back to save the backline and not end up being surrounded, giving your knights some free attacks on their army as they retreat to regroup.
    Even if you end up losing your Coustilliers, they're only worth about 75% the cost of a knight and they'll probably have effectively broken up your opponent's battle momentum.

  • @fromfareast3070
    @fromfareast3070 3 ปีที่แล้ว +45

    I think the interesting way is: higher speed when charge bar is full then have much slower speed during the charge.

    • @jahrazzjahrazz8858
      @jahrazzjahrazz8858 3 ปีที่แล้ว +3

      yes giving the enemy a chance to punish coustilliers after using the charge would work

    • @alejandroromero6464
      @alejandroromero6464 3 ปีที่แล้ว

      Nice proposal.

    • @robinbernardinis
      @robinbernardinis 3 ปีที่แล้ว +1

      Yeah, they shouldn't be able to retreat from other cavalry while recharging. Being able to hit and run Paladins is ridiculous. I think they shouldn't lose double damage to archers, they should have bonus damage to everything else halved, as well as reducing the charge timer to 20s (but not in combat). This would make them a great counter to defenseless foot archers, but not as strong against everything else, as well as incentivizing using them intelligently as actual charge cavalry.

    • @obesechicken13
      @obesechicken13 3 ปีที่แล้ว

      I don't think they should be faster than they are now except maybe during a charge. But they should have lower deceleration and turning during a charge.
      If possible I'd like to introduce bracing so that units that stopped moving (for x milliseconds) and were facing them didn't take the charge bonus or something.

    • @jahrazzjahrazz8858
      @jahrazzjahrazz8858 3 ปีที่แล้ว +1

      @@obesechicken13 bro this is aoe2 there is no deceleration or turning in this game.

  • @Capoch
    @Capoch 3 ปีที่แล้ว +2

    Seems like they need a hotfix asap! Specially bugged against archers / CA that take double damage

  • @midknight9327
    @midknight9327 3 ปีที่แล้ว +6

    Maaybe a speed boost when the charge is up but less speed on average?

  • @The_savvy_Lynx
    @The_savvy_Lynx 3 ปีที่แล้ว

    Coustilliers have a similar snowbally mechanic like Steppe Lancers. The difference is increased burst vs. increased focus fire but it leads to similar results -> reducing enemy DPS more quickly and thus snowballing the fight. Btw (Mongol) Steppe Lancers are still insane if you can keep the momentum rolling.

  • @anmolagnihotri3130
    @anmolagnihotri3130 3 ปีที่แล้ว +9

    The concept is good. It's nice that the devs are taking in new ideas and mechanics. The unit would be balanced in the future like Kipchaks and steppe lancers were op when they came.

    • @Toastbrot1234567
      @Toastbrot1234567 3 ปีที่แล้ว +3

      Let`s just hope they end up on the balanced side like the Kipchak and not the useless side like the steppe lancer.

    • @anmolagnihotri3130
      @anmolagnihotri3130 3 ปีที่แล้ว

      @@Toastbrot1234567 I hope for same XD

  • @blorton02
    @blorton02 3 ปีที่แล้ว

    1. Slower movement while charge attack is on cool-down
    2. Reduce or eliminate bonus against spear line

  • @124085
    @124085 3 ปีที่แล้ว +4

    I feel like the charge attack should be affected by armor, along with the suggestion that pikemen take reduced damage from the charge attack so they can serve their role of keeping cavalry in check.

  • @TheGiacomo12345
    @TheGiacomo12345 3 ปีที่แล้ว +1

    I really love the concept of shock cavalry, but they need to explore more the mechanics to make them a fair unit, wait for the winged huzsar charge.

  • @spacemarine633
    @spacemarine633 3 ปีที่แล้ว +4

    Increasing their gold cost and reducing the charge damage is definitely a good start

  • @jaywi2359
    @jaywi2359 3 ปีที่แล้ว +1

    This is gonna be one hell of a raiding unit. One-shotting villagers might be a really dangerous feature, especially in mid-range elo.

  • @Cipher71
    @Cipher71 3 ปีที่แล้ว +6

    I think the intention is to actually use them for a cavalry charge, i.e. you have other units engaged with the opponent's army and then have your cavalry charge in to suddenly swing the battle in your favor.

    • @noahsaxon
      @noahsaxon 2 ปีที่แล้ว +1

      THEN THE WINGED HUSSARS ARRIVED!

  • @HeliosExeunt
    @HeliosExeunt 3 ปีที่แล้ว +22

    0:55 - That's a nice backscratcher.

  • @Progeusz
    @Progeusz 3 ปีที่แล้ว +66

    "most of the time you lose horribly vs coustilliers regardless of what you use but it's theoretically possible to barely win if you use a mass of counter units and opponent doesn't hit and run"

    • @Asterix958
      @Asterix958 3 ปีที่แล้ว +5

      As far as I see, only Goth Halberdiers is cost efficient against Coustillier. Even imperial camel is useless thanks to hit and run. Spirit of the Law did same thing in hand cannoneer vs arbalest video. Hand cannoneer is clearly weaker than Arbalest but he didn't admit in that video.

    • @212mochaman
      @212mochaman 3 ปีที่แล้ว +2

      @@Asterix958 that would be true if not for the fact goth halberdiers get one shotted by the charge attack

    • @Asterix958
      @Asterix958 3 ปีที่แล้ว +1

      @@212mochaman Does goth halberdier die in 2 hit. I guess they are good counter. They can kill bunch of Coustilliers while Coustilliers perform hit and run. In castle age, even goth pikeman can't stop Coustillier.

    • @tobin9575
      @tobin9575 3 ปีที่แล้ว +1

      you just need to either play very defensively for a while because they are not a good unit for pushing defenses, (towers and casltes) and really really mass pikemen. Then find a way to deal with siege. Or look for a civ with really really high melee armor, the low attack of the coustillier in standard will make them voulnerable to teutonic knights, cataphracts etc.

    • @212mochaman
      @212mochaman 3 ปีที่แล้ว

      @@Asterix958 the elite coustillier does a grand total of 55 damage before blacksmith upgrades, and they have access to all of them for attack. How much HP does a halberdier have? Because goths dont have any power bonuses, just cost

  • @dasirrlicht5415
    @dasirrlicht5415 3 ปีที่แล้ว

    I think they are meant to be used as a flanking unit. Have a few of them around to break into the side of the enemy while you have a main force of normal unit baiting whomever is there to defend the monks/archers/siege.

  • @edwinpoon
    @edwinpoon 3 ปีที่แล้ว +11

    This unit encourages more micro by player, smack and recharge.

  • @JrgenSOlsen
    @JrgenSOlsen 3 ปีที่แล้ว

    Great video! Can you do a video on when (how many villagers) it's beneficial to go for the early eco upgrades for Burgundians? When it's beneficial to go for the cavalier upgrade would be nice as well. Keep up the good work!

  • @TheLeosMind
    @TheLeosMind 3 ปีที่แล้ว +12

    Ideas to nerf:
    1. Increase his gold cost and reduce his creation time.
    2. Reduce his charged attack and his pierce armor.
    3. Both.

  • @humanhaggis
    @humanhaggis 3 ปีที่แล้ว

    Training time seems like the best option, it will mean they can still sweep if you have a safe boom, but that the enemy can realistically counter them through macro. It would also secure their role as a late game unit with lower than average cost.

  • @lud4079
    @lud4079 2 ปีที่แล้ว +6

    Aaaand they got nerfed into the ground

  • @rezazorro00
    @rezazorro00 3 ปีที่แล้ว +1

    when i first heard of the charging mechanic, i thought it'd be literal "charging" where they deal more attack the longer they run

  • @AbdulGoodLooks
    @AbdulGoodLooks 3 ปีที่แล้ว +4

    You gotta raid your enemies with style my friend

  • @robertdewolfe1654
    @robertdewolfe1654 3 ปีที่แล้ว

    Thank you always for such fantastic content!

  • @sauromatae9728
    @sauromatae9728 3 ปีที่แล้ว +76

    now why didn't steppe lancers have charge?

    • @veasnatdm4861
      @veasnatdm4861 3 ปีที่แล้ว +11

      good question lancer are technically a charger as well.

    • @thessop9439
      @thessop9439 3 ปีที่แล้ว +7

      The knight line should have charge too.

    • @onkeltom7657
      @onkeltom7657 3 ปีที่แล้ว +2

      @@thessop9439 😆

    • @maschinenkrafter7845
      @maschinenkrafter7845 3 ปีที่แล้ว +11

      The kind of charge that Coustillers got is literally what should be the staple of Hussars (at least the Polish kind)

    • @Orcawarrior2
      @Orcawarrior2 3 ปีที่แล้ว +8

      @@maschinenkrafter7845 of course the real question is why isn’t Poland a civ? Honestly it’s time for a proper light cavalry civ and I think Poland should have a unique tech to give this charge attack to their hussar

  • @The_Room_2_Doggys_Revenge
    @The_Room_2_Doggys_Revenge 3 ปีที่แล้ว +1

    I like the charge mechanic and would even like to see it applied to every melee cav units, tho it would have to be balanced. My view was that it could give +5 attack (maybe +10 for those using spears) and would apply to the first attack after a 5-6 tile movement, like everytime your units are 5-6 tiles (or more) away from ennemy units, the charge is refilled

    • @niksutliff
      @niksutliff 3 ปีที่แล้ว

      Sure they can do that but then nerf knights which

  • @talkingbtr-82a76
    @talkingbtr-82a76 3 ปีที่แล้ว +4

    They are really good for raiding tho
    Especially considering that they can take out vills in one hit

    • @mikealpha4169
      @mikealpha4169 3 ปีที่แล้ว

      Not if the bases are walled, which they always should be

    • @omologo95
      @omologo95 3 ปีที่แล้ว

      @@mikealpha4169 always is a stretch. Some map gens are horrible for walling

  • @davidvogel1878
    @davidvogel1878 3 ปีที่แล้ว +1

    I simply fell in love with the burgundians at first glance

  • @Rhinoch8
    @Rhinoch8 3 ปีที่แล้ว +15

    I feel this is a response to Hera's last days OP'ing the Coustillier ;)

    • @tuskedwings7453
      @tuskedwings7453 3 ปีที่แล้ว +1

      hera’s last days? is he quitting?

    • @yoursodumn
      @yoursodumn 3 ปีที่แล้ว +2

      @@tuskedwings7453 he means last few days

    • @tuskedwings7453
      @tuskedwings7453 3 ปีที่แล้ว

      @@yoursodumn oh like last few days of videos hes made?

    • @yoursodumn
      @yoursodumn 3 ปีที่แล้ว

      @@tuskedwings7453 yeah, he just posted a game with Viper where the intro was just a montage of him oneshotting vils with coustilliers

  • @panzerfahrer8870
    @panzerfahrer8870 3 ปีที่แล้ว

    I think reducing the base speed of the unit and then adding bonus movement speed with its charged attack might make sense. It would fit their role as shock cav and add some 'exhaustion' (back to lower base MS) during the retreat. It might cause issues with the army control tho (artificially splitting your charged/'exhausted' army while its moving)

  • @JoshSZHANG
    @JoshSZHANG 3 ปีที่แล้ว +3

    I would simultaneously reduce the recharge time and the charge bonus to make it more micro intensive (hit-and-run) to get the most damage out of.

  • @DrRobGilles
    @DrRobGilles 3 ปีที่แล้ว

    I thought about this a lot and this is my suggestion on constilleur-
    The intention of the unit seems like it should be a glass cannon unit. The question is what units should it he strong against and what units should it be weak against. Also if you weaken it to certain units does the burg civ have other options to deal with how it’s nerfed.
    So let’s break this down.
    The charge attack by itself isn’t the issue. You can even say the damage of charged attack isn’t the issue. The issue is what units that charge attack applies to...
    Like on buildings, you shouldn’t be able to use the charge attack on villagers. I think most would agree with that. I argue that you shouldn’t be able to use it against monks either.
    I’m completely fine with the charge attack applying to all cav. I fine with the charge attack bypassing armor. They can deal with it and still win. I think it’s actually appropriate that a “super punch” type of attack doesn’t care about armor.
    I’m also fine with it applying to infantry.
    I’m fine with it applying to all archers, just don’t double the charge bonus. If you can catch a foot archers you deserve to kill one with a charge. If you can surround cav archers with a split then you deserve to snowball the damage. Just don’t kill CAs in one shot.
    As for the unit itself. The UU should stay the same speed because if you take away the speed you destroy the concept of the unit. Picking fights. Micro etc
    I would take one pierce armor away to make a mass of archers competitive. I would also increase the gold cost to 60-65. I would lower the Hp by 10 per age.
    That makes them more of a glass cannon whose appropriately priced but with weaknesses. And monks can now make them think twice if you don’t want to get converted and used against you and monks won’t get one shot.
    Just thought of this as well... you can have some units take 1/2 of the charged attack vs the full charge.
    Why would you do that. For strategy.
    Now you have to know the game well enough to choose what units to use your charge on and if you’re against the UU what units to throw at it to take the charge.
    For example. Have monks or villagers take half the charge damage so they are not one shotting vills and if they use the charge on a vill then they lose it vs other military they have.
    If you want camels to get half charge attack that’s a cool mechanic too because it actually fits the description and burgs still have the option to make halbs themselves. But camels then will be a go to counter to burgs.
    What I like about this... this game is usually very rock, paper, scissor... this unit counters this and that unit counters that. Etc. which this unit it provides more of a chess concept where there isn’t a ton of clear cut counters per say but more strategy when it comes to how to fight which is cool. If villagers take half of the charge damage then as the burg player should I use my charge attack plus a few more regular attacks on a villager to hurt eco and run away or save it, build up numbers, and snowball the military.

  • @AngDavies
    @AngDavies 3 ปีที่แล้ว +17

    What about Sicilians? Do they take half charge too? Does that tip the odds?

    • @aeth4190
      @aeth4190 3 ปีที่แล้ว +7

      Probably not. It's not a bonus damage, it's actual damage that lasts for the charge.

    • @abyssreborn4213
      @abyssreborn4213 3 ปีที่แล้ว +4

      @@aeth4190 But it's not coded as regular melee though, since it ignores armor. So it is possible, I think it deserves a test.

    • @aeth4190
      @aeth4190 3 ปีที่แล้ว +1

      @@abyssreborn4213 yes but I think even TK don't have native 15 armor (base elite coustiller post imp is 11+4 I think)
      So of course it "ignores" Armor when regular attack bypasses it

    • @abyssreborn4213
      @abyssreborn4213 3 ปีที่แล้ว

      @@aeth4190 Ooooooh I didn't think about that. Maybe someone should edit an ETK to 100 armor or something crazy in a test? XD

  • @general_electrics
    @general_electrics 3 ปีที่แล้ว +1

    Attack with the Coustilliers. As soon as all of them have engaged, withdraw them. *Then* bring in the knight line or whatever counters you have _immediately_ after the Cousts are withdrawing.

    • @noahodum9737
      @noahodum9737 3 ปีที่แล้ว

      You're double dipping on gold units. WHy would you do that? This is a raiding unit, and a flanking unit. Build 5-10, raid eco while the main body fights, pull them from eco to flank from rear and devastate archers/pikes while they're engage with your trash unit.

    • @general_electrics
      @general_electrics 3 ปีที่แล้ว

      @@noahodum9737 Not necessarily. Half Cousts and half knights/counter units.
      Thing of them similar to a bombard cannon. Keep them at a distance until they're "reloaded" and get value by keeping them alive and using them at their strongest.
      But yeah, that works too.

  • @GM_Lemmy
    @GM_Lemmy 3 ปีที่แล้ว +6

    I think increasing their gold cost and/or production time and removing the bonus damage vs archers would suffice.
    Honestly, what makes Burgandians unbalanced isn't the Coustillier, but their absurdly strong eco bonuses.

    • @mrhorney4317
      @mrhorney4317 3 ปีที่แล้ว +1

      This. If we do any reduction of damage, maybe just enough to keep them from 1 shotting archers, nothing else. But I don't think a big damage nerf is gonna be well received.

    • @GM_Lemmy
      @GM_Lemmy 3 ปีที่แล้ว +1

      @@mrhorney4317 True. One-shotting archers and villagers is too much, but everything else seems more or less ok. This video shows they are outperformed by other cavalry units.

  • @jojothehamster
    @jojothehamster 3 ปีที่แล้ว

    I would suggest a charge bonus damage. So instead of having a flat bonus every 40 seconds that damage is reduced but depending on the unit they are up against it can be increased. Like for example a flat charge damage of +20 but if the enemy is a horse add 15 to that 20, if they are archers add 20, if they are spears add nothing. That way the unit isn't generally overwhelming against everything.

  • @stefan_c.76
    @stefan_c.76 3 ปีที่แล้ว +11

    That Teutonic knight be like:
    “Damn, that hurt! It run away tho”.

    • @Dragonphoenix25
      @Dragonphoenix25 3 ปีที่แล้ว

      Those monks behind TKs are definitely needed for conversions and healing purposes after that charge!

  • @m136dalie
    @m136dalie 3 ปีที่แล้ว

    Was waiting for this! Next thing I want to see is when to get the early eco techs as Burgundians, take it back to some old school SOTL

  • @gdb1988
    @gdb1988 3 ปีที่แล้ว +12

    Make them take kickback damage when they charge spears.

  • @jeroen92
    @jeroen92 3 ปีที่แล้ว

    Disable the charge from affecting mounted units. Boom fixed. It's supposed to resemble a cav charge trampling footsoldiers, hence the description stating they counter archers and infantry.

  • @peterpelle8982
    @peterpelle8982 3 ปีที่แล้ว +19

    maybe more creation time and +25 charge attack could be enougth to balance

    • @jahrazzjahrazz8858
      @jahrazzjahrazz8858 3 ปีที่แล้ว

      jup that sounds fine then already

    • @gamesandstuff127
      @gamesandstuff127 3 ปีที่แล้ว +2

      I would probably increase the base damage a little bit, so the average damage isn't impacted as much.

  • @Player-st4hn
    @Player-st4hn 3 ปีที่แล้ว

    In the civ description of the magyars, they always say the magyars loved to begin a battle with a hail of arrows. They could maybe rework the imperial tech recurve bow to deal charge damage like the coustelier. This would be really cool and give magyar cav archers the hit and run skirmish feel they should have.

  • @Orcawarrior2
    @Orcawarrior2 3 ปีที่แล้ว +6

    Perhaps the charge timer resets to be ready immediately after a conversion, that could make monks a more powerful counter

    • @alejandroromero6464
      @alejandroromero6464 3 ปีที่แล้ว

      The problem is their charge before the conversion.

  • @thearianrobben
    @thearianrobben 3 ปีที่แล้ว

    thanks @SOTL. knew something is missing and 1:29 is the answer. Its more about adapting to a new type of unit and strategy than anything. But aging AoE community gets agitated by the slightest of changes. if anything fixing the wall removal bug and the lithuanian relic bugs should be the top priority.

  • @taowroland8697
    @taowroland8697 3 ปีที่แล้ว +9

    Halbs should reflect the charge cuz its logical grom a physics context.

    • @noahodum9737
      @noahodum9737 3 ปีที่แล้ว +1

      It isn't, and historically cavalry were very effective at breaking pike lines. Pikes increase your chances of being able to dismount a portion of the charge but didn't stop a charge dead in its tracks... This is why cavalry were used all the way until WW2 when they were replaced by tanks.

    • @taowroland8697
      @taowroland8697 3 ปีที่แล้ว

      @@noahodum9737 ok, there's a lot to unpack. Cavalry, historically didn't "charge" pike lines at all because horses are not suicidal & the strength of cavalry comes from mobility. Before the 800's when stirrups became common on the European battlefield, cavalry did not "charge" period, the rushed around the battlefield and then slowed to a trot to engage enemies. Horses will literally stop moving fowards if there is a pike block in front, and throw their riders if goaded forward. The way pikes were drilled made for extremely dense formations bristling with spears which appearedto the horses as a dusty, shiny wall of bodies with thousandsof spears. I would struggle to find a single source where cavalry was used against pikes in a capacity of anything more than a peripheral flanking unit. In fact the Swiss renaissance pike block armies were devoid of cavalry altogether; opting for arquebuesiers (spelling?) And archers sprinkled in. Now cavalry often defeated conscripted peasant armies who were armed with spears, but even then it was more a breaking of morale more than victory due to tangible battlefield success.

    • @taowroland8697
      @taowroland8697 3 ปีที่แล้ว

      @@noahodum9737 cavalry were used as mobile scouts or transport through swampy or mountainous terrain in the two wws; luckily no one was that autistic as to think cavalry, having a higher profile would be effective against fields of barbed wire & trenches defended with rows of automatic weaponry. Horses were used mostly because they were available and there was a lack of mechanized transport. Tanks did not "replace" cavalry; to say that is to fundamentally misunderstand their respective roles on the battlefield. You wouldn't say the fighter planes replaced archers. New battlefield, and type of warfare, novel battle units to be effective on it. Cavalry were used also, because they were faster than transport vehicles on washed out dirt roads, for the most part until the mid 1940s, and because the European battlefields were a swampy morrasse during fall and spring, horses being capable of carrying or pulling carts of wounded, or munitions in such conditions.

    • @Yawyna124
      @Yawyna124 3 ปีที่แล้ว

      No. You should not make a unit deal 40 damage to itself if it tries to defend itself before it repeatedly takes 30 damage from the enemy.

  • @ReymonG90
    @ReymonG90 3 ปีที่แล้ว +1

    Is ridicoulus OP, if you want to make it with a very high attack (one shots almost everything) it should have 0 Pierce armor and way lower HP, glass cannon type of unit

  • @TheKobasen
    @TheKobasen 3 ปีที่แล้ว +3

    It seems like Lance is the most OP weapons in AOE2 that their wielder have some kind of speciality like greater range, penetrate armor, siege breaker, and now charge attack.

    • @anonyme4881
      @anonyme4881 3 ปีที่แล้ว +4

      Pointy stick was always the strongest thing you can bring in medieval era battlefield, second only to full plate armor lol

  • @FuelDropforthewin
    @FuelDropforthewin 3 ปีที่แล้ว

    I think that the front-loaded attack is powerful, but a combined arms force can be a struggle for them. A wall of something expendable or tanky like pikes or elephants can eat the initial charge after which ranged units quickly dispatch them. They felt rather fragile when I was using them, too.
    For use, I found my natural tactic was to hit and run, smashing the enemy with the charged attack then retreating to my castle and a few monks to heal up before cycling back into battle. If the enemy pursues then they have to fight uphill under a castle, and if they don't I come back with full HP and charged attacks.
    They work great to suplement Flemish Militia, as the militia keep the foe locked down and the cav can charge in, deal their upfront damage, then retreat while the foe is still fighting in melee.