Catapults

DeletedUser27700

Guest
cats should be able to kill units also, perhaps it could be as iff the attackers cats shoot over the wall and kill population and units

They already do actually.
Just their attack:pop is so low that they makes very little impact
 

DeletedUser345

Guest
To answer your questions...... Turtles dont really have offensive and defensive cities like other players. There cities are mostly all hybrid of swords, archers, hops, chairots with very little number of actually attack troops. With them lower the pop it will just add numbers to there defense and allowing them to have cats to attack with cats when they do feel froggy. also if they add in a defensive bonus it will still be mainly all defense in these cities.I can see where we would get more attack troops to send in attack but in the end the ration would still be roughly the same by numbers but if they get a defensive bonus it still works in the turtles favors.

To be honest the only improvement i can see is if they were slightly faster over land. catapults are slow big machines and should never be as fast as a troop walking.

If I met a turtle using catapults in a defence city I would be overjoyed, I really don't think this will effect turtling at all.
 

DeletedUser345

Guest
Well I don't care for cat's there slow and when your taking a city who wants to rebuild the walls? That's whey I don't build them I need to get the new city up and running asap. Not rebuild the walls. So I still won't be using them. Thx

When do you attack over land in later game stages? Having catapults in your nukes reduces losses of troops and also knocks down the wall a bit to make it easier to conquer the defender. Rather rebuild the wall a bit than waste another 2000 odd troops and resources cracking a turtle.
 

DeletedUser

Guest
Simply give catapults more chance of hitting a wall even when the enemy is stacked defensively.
As Izmen said, catapults normally attack from distance before the troops.
I strongly suspect Innogames won't let them attack before troops because almost everyone will go nuts with using lots of catapults to destroy walls, but if they had an improvement against stacked cities that's all that is really required.
When players send say a slinger nuke with 30 catapults, thy will only take off 2 levels due to the heavy defensive stacking which occurs in this game. This goes against real life logic. In real life 30 catapults will rip apart that wall like a cookie crumbling.
 

DeletedUser25074

Guest
Ok most people i have spoken to seem to be under the illusion that Cats are for burning walls only.

This would be 1 reason why they seem to not being used as much as people should be using them. Most players tend to try and clear a city first with troops then use 1 cat attack to burn a wall.

The other reason i tend to get when trying to educate people on the importance of using more cats is that "they take too much time to build" these people are also wrong as if u look at timers on a pop-pop ratio there is only a few minutes more to build 1 cat - 15 slings/hops/5 horse.

IMO cats are good the way they are players just need educating better (and this isnt the thread for me to do that). But a pop reduction will allow me to have more troops to escort my already heavily used cats so im not going to complain.
 

DeletedUser345

Guest
Ok most people i have spoken to seem to be under the illusion that Cats are for burning walls only.

This would be 1 reason why they seem to not being used as much as people should be using them. Most players tend to try and clear a city first with troops then use 1 cat attack to burn a wall.

The other reason i tend to get when trying to educate people on the importance of using more cats is that "they take too much time to build" these people are also wrong as if u look at timers on a pop-pop ratio there is only a few minutes more to build 1 cat - 15 slings/hops/5 horse.

IMO cats are good the way they are players just need educating better (and this isnt the thread for me to do that). But a pop reduction will allow me to have more troops to escort my already heavily used cats so im not going to complain.

+rep, well spoken - that is what I have been trying to say all thread to no avail.
 

DeletedUser

Guest
the cats should have a high defensive value when militia activated and the pop redution would be nice
 

DeletedUser

Guest
I noticed this a while back in the Research Portal.

Copied from the table.
At Level 31

Improved Catapults Your catapults now move more swiftly to the battlefield. (Speed 4 instead of 1).

But the speed remains the same with or without stone hail (Speed 1), which was disappointing expecting the increased speed.
 

DeletedUser345

Guest
I noticed this a while back in the Research Portal.

Copied from the table.
At Level 31

Improved Catapults Your catapults now move more swiftly to the battlefield. (Speed 4 instead of 1).

But the speed remains the same with or without stone hail (Speed 1), which was disappointing expecting the increased speed.

No it doesn't the speed goes to 4 :heh: you cannot get stone hail on normal worlds however as it is only possible on hero ones.
 

DeletedUser

Guest
If I met a turtle using catapults in a defence city I would be overjoyed, I really don't think this will effect turtling at all.

How does it not. We are all speaking in ways we dont want to see it go.

You have already agree you like the less pop to add in more troops to escort your cats.

Myself disagrees and using the turtles as a example.

lets look at some basic grepo stats

lets say you attack a player with 20 cats 1100 slingers. Wall is 25 with tower all gold player. You might get lucky to take the wall down a few levels if he has no support in the city. Support is coming in you will not be taking anything down til he is getting lower on troops.
Now lets add in what everyone is wanting to see... LESS POP FOR CATS. DEFENSIVE BONUS FOR CATS AND SO ON. Since you got to add in a few more troops and kept your cats at 20. This player ethier doesnt use cats or no can because the pop is less and doesnt mess with the number of troops he build in hes cities. NOW YOUR GOING AT A STRICTLY all defensive city that could turn around and send cats at you. which has never been a case in grepo.

So by what i have read and what people want. You get a few more open pop to build troops with to send with cats. Plus a defensive bonus that would be dumb.

and the only comment i hear in the favor is yes less pop more troops

Which still doesnt matter because the other players will be getting more pop no as well
 

DeletedUser345

Guest
How does it not. We are all speaking in ways we dont want to see it go.

You have already agree you like the less pop to add in more troops to escort your cats.

Myself disagrees and using the turtles as a example.

lets look at some basic grepo stats

lets say you attack a player with 20 cats 1100 slingers. Wall is 25 with tower all gold player. You might get lucky to take the wall down a few levels if he has no support in the city. Support is coming in you will not be taking anything down til he is getting lower on troops.
Now lets add in what everyone is wanting to see... LESS POP FOR CATS. DEFENSIVE BONUS FOR CATS AND SO ON. Since you got to add in a few more troops and kept your cats at 20. This player ethier doesnt use cats or no can because the pop is less and doesnt mess with the number of troops he build in hes cities. NOW YOUR GOING AT A STRICTLY all defensive city that could turn around and send cats at you. which has never been a case in grepo.

So by what i have read and what people want. You get a few more open pop to build troops with to send with cats. Plus a defensive bonus that would be dumb.

and the only comment i hear in the favor is yes less pop more troops

Which still doesnt matter because the other players will be getting more pop no as well

If you had a strictly defensive city then you wouldn't be sending attacks...
 

DeletedUser40676

Guest
what about catas can attack ships or can attack different building like warehouse,senat....etc,this will be better and worth the resources that we will give to build it?
 
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DeletedUser24626

Guest
The simple fact cats are for knocking walls down. Now if you build your attack waves correctly any given attack with cats will knock a certain number of walls down. Although cats depend greatly on their escort Slinger/hops/horsemen/chariots/myth units. Without this vital escort cats are worthless. So the idea of more pop to use in the escort is the best thing for the cats. Now obviously if you use less pop per cat the average of pop per cat goes down. On the flip side if cats become more effective against turtle (my opinion 90% of players) then you will be making more cat wave or rebuilding them more often. Either way you will be using more cats in your offense. Thus I believe the game developers get the response they wanted.
 

DeletedUser

Guest
I like cats. I have an 82 cat nuke, and my smallest cat nuke has 60. But I think they are fine the way they are. I use them when I am annoyed at someone and I take down their level 25 wall to 0 in one attack. But they are fine the way they are. Less pop would mean more cats, and I am fine with that.
 

DeletedUser

Guest
I have an alternative fix I proposed under researches. Replace ground speed research enhancement with one granting flying to catapults ( eg by hot air balloon. I know it is not period specific, but game impacts would address many if the desires quoted on dev threads.

Offence boost, cats become more usable, slow speed limits abuse, siege break options for teams, etc.
 

DeletedUser8362

Guest
I have an alternative fix I proposed under researches. Replace ground speed research enhancement with one granting flying to catapults ( eg by hot air balloon. I know it is not period specific, but game impacts would address many if the desires quoted on dev threads.

Offence boost, cats become more usable, slow speed limits abuse, siege break options for teams, etc.

more like they are so powerful that they can attack a city out of range of the enemies fleet. When a city that has catapults in them is under attack by catapults the attacker loses catapults because the defenders catapults would be in range of the attacker. You could expand on this idea I think.
 

DeletedUser31207

Guest
I like cats. I have an 82 cat nuke, and my smallest cat nuke has 60. But I think they are fine the way they are. I use them when I am annoyed at someone and I take down their level 25 wall to 0 in one attack. But they are fine the way they are. Less pop would mean more cats, and I am fine with that.

If that city is stacked with only 2k DLU, you'll hardly scratch that wall.

if a city is stacked with DLU, no point in sending more then 20 cats because you'll knock it down only by a few levels
if a city is not stacked with DLU, no point in sending cats if you wanna take the city.

as suggested before, let the cats fire first
 

DeletedUser

Guest
Something that I think would be cool for catapults would be the ability to research and use Greek Fire when attacking cites. Just a thought let me know what you think.
 

DeletedUser31931

Guest
I support this idea, they definitely take more pop than they should.

Having said that, they still will not be used in a conquest world. because landing a CS in a conquest world is easy, however, it is not always so easy to hold a seige. catapults to make it easier to land a cs, but harder to hold a seige...so still not going to be used.
 

DeletedUser57603

Guest
These comments are like 7 years old. I think some things may have changed. Worlds certainly have changed in my 10 years of play-----every world has something new to learn.

I used to use the tables for cats----1600 sling for 30 to 39 cats. OK. That worked OK. But later, I've found that not as much pop is required in some worlds. I do not know why. Grep is a complicated game, and I am no mathematician, nor can I read code.

With that said, I recently sent a Cat attack with 60 Medusas and 30 Cat. The medusas costed 1080 pop, not 1600, and still did better on wall falling and troop eliminating than the 1600 slings I previously used with similar enemy DLU levels. IN each new world, maybe pop/cat scenarios should be tested. Just sayin'.......Buffs certainly help a scenario. In the example above, I spelled a 10% buff. Even with that, the numbers didn't align with older tables.

I think cats are important in revolt worlds. In the siege worlds I've played in, cats are almost irrelevant. Flyers tend to be more important.

Even in circumstances of low pop combined with cats, I have always had wall level reduced, and in the meantime, was able to kill troops to re-design the city. Do it all the time in revolt worlds. It's a win-win for alliance members and personally.
 
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