Serious Redoubt Buff!!

SebQuattro

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Redoubts don't need a buff. It's safe to assume that at some point they will get their University research. If they get buffed, they'll may be OP with the University research.
 

Wynne D Fanchon

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Redoubts don't need a buff. It's safe to assume that at some point they will get their University research. If they get buffed, they'll may be OP with the University research.

Pretty sure they are probably the worst defense building right now. It's also safe to assume the only researches in Uni they'll get is a 30% increase in attack and hp which won't mean anything since shooters and cannons outrange them anyway. Nobody will bother with their Uni upgrades as they are now.
 

KniferX

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Redoubts' value is in area denial. Try rallying near redoubt, or anywhere past it. You don't want to do that unless you want your troops to die fast. Also, put it in front of defender spawning buildings, shooters will inevitably get in range. Not to mention redoubts are why infantry armies are not a thing.

Just because there are British players running around with full howie & shooter armies with decoys and outranging everything doesn't mean that redoubts suck as defensive buildings. Everything sucks in that scenario really.
 

Wynne D Fanchon

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KniferX

I'm not British and my rangers can still shoot redoubts without them shooting back. Everytime I see a redoubt, I instinctly think that it isn't even there. I've never had trouble with redoubts and to be fair their range is bugged as far as I'm concerned.
 

JMoney

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Stick them on the sides of a choke point stuffed with traps that will either slow or occupy units under them and they have some niche use. They are pretty much a "Do not rally through these buildings" buildings than anything else. I would say to give them a movespeed slow on affected troops, but the map is already stuffed with movespeed slows through traps and Versailles (which pretty much everyone and their grandma has).
 

LordJestix

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How about adding +2 on range, but making the damage scale with how far away a troop is. So at max range 80% damage taken, then 1 range in, 90%, then at our current range 100%.
 

KniferX

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@Wynne D Fanchon

That is why I said, place them in front of defender buildings, the shooters will chase defenders and get in firing range. When they start firing, they do damage in their proper range so even shooters away will take damage, like a proper tower.
Also, chokepoints.
The redoubts have their uses and they can destroy careless attackers.
 

SebQuattro

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Redoubts are very effective at their role. Each defensive building should have a specific role and specific units they are strong against. The primary defensive building for taking care of ranged shooters is the mortar, not the redoubt. Redoubts excel at destroying massed heavy infantry and raiders. The 30% research from the University that will be added in the future is more than enough buff, if you massively buff them you may as well remove Heavy Infantry from the game. That will mean even less German and Japanese nation players, which means less silk and salt.

I've come across many Korean bases were the player has selectively either not built their redoubts or upgraded them, presumably for the sole reason of keeping their WW matchmaking score down. Heavy Infantry/ Raiders are rarely used in War, so maybe it works. But without those redoubts, their Oil Refinery is a sitting duck in multiplayer.
 
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JMoney

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Redoubts don't stop people from stealing oil anyways. I've got two atomic mortars bearing down on the refinery than can vaporize raiders in one hit each and I still lose oil to raider + 6 miner attacks. The Musa buff to the raiders' attack makes them kill a refinery in half a second or less if you invest about 10+ of them.
 
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SebQuattro

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Not everyone uses raiders. Heavy Infantry are far more effective at taking down oil refineries, quicker to train and are more flexible. I burn through huge numbers of heavy infantry when raiding oil ;) as they're my nation troop. I haven't used raiders in over a year. Fully upgraded redoubts with a decent base layout causes heavy infantry huge problems, without redoubts it's like taking candy from a baby.

If ranged shooters are 'unbalanced', it's mortars that need the buff and not the redoubts.
 
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obsidi

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it should be mentioned that redoubts are bugged, somehow ...
the tooltip reads range 7, but they only 'see' (detect) range 4, as i understand it. so practically they are range 4.
 

Tygari

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Apr 14, 2016
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it should be mentioned that redoubts are bugged, somehow ...
the tooltip reads range 7, but they only 'see' (detect) range 4, as i understand it. so practically they are range 4.

Their range is crazy short. I feel it could use a boost.
 
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