Turtles, needing less stacking to work, are much easier to repair, so that is to consider as well. They are also awfully ineffective at tanking Demolition Ships directly, but they are pretty good at checking Demolition Ships by merely preventing heavily stacked naval armies. Turtles are super awful bad in cost-effectiveness when it comes to tank a Castle, receiving almost the same damage per arrow. Galley-line dies like flies with any tower, upgrade or not, but Fire Ships can tank up almost as effectively as a Turtle the ones with few upgrades. I'm too lazy to cover towers in detail, but basically: the fewer upgrades they have, Turtles become madly tanks against them, but Turtles are fairly useless against heavily upgraded towers. Galleons tank up 11 hits against self (FU, or even lacking Bracer, it doesn't change), Turtles 22-25, which makes Galleons 50% more bulky! Elite Turtle Ships can tank up 60-75 Galleon hits (80%-120%+ bulkier than Galleons in cost efficiency). With both Castle FU, the cost efficiency is of 40% in favor of Turtle Ships. They die in 40-100 hits from War Galleys, whereas War Galleys survive 11-13 hits. Elite Turtle Ships can tank up 300 Fire Ship hits (230%+ bulkier than Galleons in cost efficiency) and 150 Fast Fire Ship (50%+ bulkier than Galleons). Against Fast Fire Ships, Galleons dies in 33 hits, whereas Turtle Ships in 66, making Galleons 50%+ bulkier (cost-efficiency). Galleons dies 42, making them 20% bulkier. They die in 100 Fire Ship hits, whereas War Galleys 34. Alternatively, you can just out-produce your opponent quite badly, or ignore Shipwright altogether, since the enemy will NEED it to produce at the same pace as you without it. Very important to consider if you're lacking docks in a specific place, you're needing Tower/Castles to defend your docks and you can't expand more and so on. You need exactly half as much of docks to burn the same number of resources with Turtles than with the other military ships. Tag them with Fire-line, not Galley-line (at least no more than a few).ġ:3, with the caveat Turtles are much more gold intensive, though you also have the scenario where ships are extremely wood intensive and water maps have a tendency to have fewer forests as well, so it isn't inherently bad depending of the situation since they are extremely wood friendly (you don't need Shipwright neither).ġ:2, in favor of Turtles. TL DR: Their roles are weird, but basically: Turtles are meant to heavily punish enemies who are delaying upgrades (or their civilization lacks more upgrades), to fast produce an army since they burn resources twice as quickly, to burn tons of gold to save up scarce wood, to counter Caravels, to tank and annihilate any land army in water choke points or hybrid maps, to annihilate heavily stacked groups using patrol, for their population efficiency in low pop games (or 200 pop games in late game), in the case the enemy is lacking enough sea to hit-and-run properly (not enough space behind for the "run" part) and finally they are more friendly for fast/turbo/500 pop games since they require much less micro to work. How vital is the Shipwright upgrade (reduces cost by 20% and creation time by 54%) for this unit to be viable? In what situations does it excel the most? Is the Elite Upgrade worth it (especially when a Korean player needs all that food for upgrading to siege onagers)? How viable is it in normal Koreans play?Īs always, I am always open to suggestions/volunteers for next week's discussion. Essentially, this armor counteracts bonus damage to warships from towers, fire ships, and pikes, in the same way that Cataphract armor counteracts bonus damage to cavalry.īecause of its high cost, slow speed, and high creation time, balanced by insanely high attack and sheer tankiness, the Turtle Ship has a very different feel from other warships, including the more galley-like Caravel and Longboat, both of which have longer range and faster attack in exchange for much lower HP and armor. In addition, the Korean UT Panokseon (if anyone can pronounce that, let me know!) gives it +15% movement speed at a cost of 300W and 300F.Ī "hidden" bonus is the Turtle Ships +8 "ship" armor, which goes up to 11 when Elite. The Turtle Ship is affected by Careening and Dry Dock for extra armor and movement speed, both of which the Koreans have and which are vital to this unit's viability. Rate of Fire: 6.4 (one shot every 6.4 seconds) The Turtle Ship is one of only three warship unique units in aoe2 (along with the Longboat and the Caravel), and here are it's stats:Ĭreation Time: 50 seconds (before Shipwright) Last week, we discussed the War Wagon, so this week is perfect for diving into the Koreans' other unique unit: the Turtle Ship.
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