![]() ![]() ![]() Well your opponents has to keep map control too if he wants to build past a few dragoons. And if you still are buggy about it the other guy could play a card to make his vils gather faster too, its not like you're a card ahed of him unless you want to stop at 4 banks. That gold bonus is not good, it only has an effect if you can keep map control. There is plenty of room for debate on the 'gold factor' of Ruyters so it's difficult to come up with an accurate comparison. Interpret this information as you will, but I think it's time to stop neglecting Ruyters as an effective unit since they are at least as good as Dragoons if not better. ![]() Your dragoons using civs will have to be concentrating on map control or resorting to plantations to continue dragoon production. Remember now that gold gathers 15% faster for Dutch and that's not to mention that gold is a very easy resource for the Dutch to collect due to banks. Now I'm sure you're all saying "But ruyters cost more than dragoons because they cost more gold". Ruyters obviously win on a population basis and I don't think anyone would really care about 1 more line of sight for dragoons. I think the 9% damage at least cancels out the 7% less ranged HP if not increases on it. Dragoons have 1 more line of sight (15 compared to 14).Ruyters take up half the population space.Ruyters do 9% more damage (both ranged and melee).Dragoons have 1 more line of sight but take up double population space and take 7 more seconds to build. Ruyters = 30f + 75g (105 res) (I know what you're thinking but I'll get to this later)ĭragoons and ruyters both fire one shot every 3 seconds, travel the same speed, same attack bonuses, same range and are countered by the same units. I've been hearing a lot lately that Ruyters are nothing compared to Dragoons (I've even heard that they are the worst unit in the game!) so I'm just going to present a few facts in the form of a comparison to dragoons. ![]()
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