Cossacks 3

Cossacks 3

19th Century
Infantry balance
- Light infantry, time : 5 : they are quick, and also fast to produce, but do less damage (25/25), so you can use them as quick reaction force/conscripts/scouts/garrison

- Musketeer, time : 10 : they are average (50/50), backbone of the troop because they are still fast to produce

- "Specialists" Jager and Grenadier, time : 20 : jager are good shots but will probably get reckt in a melee fight (25/75) but if you flank your ennemy, their shots will shred them.
Grenadier are better at melee and can destroy buildings, so perfect assault troops or a square in your rear so you can easily kill any cavalry trying to flank your artillery

- Guards, time : 40 : Best of the best, shock troops, or last resort option, I think it could be nice to give them a little extra HP to make them "hold the line" better as any other units for exemple 1500 instead of 1000, after all they were truly the best regiments of their time, at Waterloo for example, when the french Guard failed to pierce through Wellington, the entire french army disbande at the sight of the Guard failing and falling back.
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Showing 1-15 of 18 comments
Loner  [developer] 15 Nov, 2022 @ 8:22am 
I was thinking more like, keep the Light Infantry at 10, increase the Jager and Musketeer to 15 and the Grenadier to 20 with the Guard, didn't want to make any troops surpass the build time of the Officer and Standard Bearer but could increase all three, as for moving the Guard to 1500 there could be a problem because I've seen on occasion troop HP increasing for no apparent reason.
[.:W.T:.] Brennos 15 Nov, 2022 @ 10:46am 
Ha interesting, a bug with the hp it seems? didn't notice so far. I will keep an eye if I see something strange with the life bar or the numbers.
Ok maybe then Musketeer and Light to 10 as they are, Jager 15 with the Grenadier, that let the Guard to 20, as it is, and the slowest of all, seems fair, if not their HP maybe a bonus to their melee and shot attack stats?
Loner  [developer] 16 Nov, 2022 @ 2:31am 
I'm happy to go with what you've said apart from the Guard, don't want to mess with their melee and shot stats but a compromise could be giving them a shield bonus.
[.:W.T:.] Brennos 16 Nov, 2022 @ 8:12am 
Ha really interesting, the shield bonus you are talking about is this stat that shows up when in formation? That sounds like a good idea, giving them a little extra that no other unit have. Do you know how it works? this is a damage reduction for specific damage, or all damage? I never dwelled to understand clearly what it does.
Btw, last day we made a big battle on a sea map, it's always amazing to see all the different uniforms and banners for each nations, it's really a good work, your mod is amazing, and I'm happy you are open to discuss about it ;) thank you Loner !
That's all I had to say about infantry, maybe others will have other views.

Off topic ; Any plans for the future? New additions, new nations maybe, new units?
Loner  [developer] 16 Nov, 2022 @ 9:35am 
No that's a formation bonus, the Officer has a shield bonus, it's just a way of making a unit harder to kill, as for new additions it's hard to think of another unit that's going to be different from what we already have and as for adding another Nation, that's a lot of work and who would that be.
[.:W.T:.] Brennos 17 Nov, 2022 @ 11:42am 
Ok, got it for the stat, seems perfect for me
You made a good point, I can't imagine the work behind every nations, it's more than enough
Loner  [developer] 18 Nov, 2022 @ 2:07am 
Just to make sure on production time, Light Infantry 10, Jager and Musketeer 15, Grenadier and Guard 20, with the Guard getting a shield bonus of 10, if you're happy with that I'll implement the changes.
[.:W.T:.] Brennos 18 Nov, 2022 @ 1:21pm 
I would say :
- Grenadier with the Jager at 15
- Light infantry and musketeer at 10
- Guard at 20 with 10 shield seems perfect
What do you think?
Loner  [developer] 19 Nov, 2022 @ 1:48am 
I would prefer to stick with what I suggested, there has to be a reason to produce Light Infantry late in the battle, having the same production time as Musketeers they would just get ignored. I hope you don't mind, I've taken some of your ideas on board.
[.:W.T:.] Brennos 19 Nov, 2022 @ 6:43am 
It's fine, I just make suggestion 😉 i'll gladly test this new update with these new parameters 😁
Loner  [developer] 19 Nov, 2022 @ 8:43am 
Okay thanks, I'll get on with it.
Loner  [developer] 19 Nov, 2022 @ 8:58am 
Let me know what you think.
[.:W.T:.] Brennos 27 Nov, 2022 @ 9:28am 
So far it's nice, the guards are not OP, they stand better than the others but sometimes with the critical shots they still get killed easily.
Loner  [developer] 28 Nov, 2022 @ 9:43am 
That'll be the head shots, very random, I'll be updating the mod in the next couple of days, not by much, a better organised A.I and some cosmetic changes.
[.:W.T:.] Brennos 28 Nov, 2022 @ 11:09am 
Better organized AI? Really?? You can change some parameters? Make the AI makes more troops, or bigger batalions stuff like that?
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