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Balanced Units - A minimal balance mod for units

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#11
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Here's some illustrative statistics: 14 Harpooners versus 12 Archers (weekly growth):

1) A volley from 14 Harpooners (initiative 9) against Archers kills 2-3 Archers, or 20% of the stack.
2) Then, a volley from 9-10 Archers (initiative 8) against Harpooners kills 2-8 Harpooners, or 35% of the stack.

So, who is the "glass cannon" here, the Harpooners or the Archers?

Next trio:
1) 7 Forest Archers (1 weekly growth) shoot at Emerald Dragons, dealing 41-46 damage (without Enhanced Shot, 27-30).
2) 7 Master Archers shoot at Emerald Dragons, dealing 16-26 damage (32-52 at medium range).
3) 1 Titan shoots at Emerald Dragons, dealing 26-40 damage (52-80 at close and medium range).
The cost of 7 Elves is 1330; the cost of 1 Titan is 3300 and 2 gems.
Damn... and it's true that melee attacks with armor penetration are a bit strange; I completely forgot that this skill affects not only ranged attacks but also melee combat. So, maybe it should be like this:
Why do Blue Archers need slowing arrows if the reason for taking them is specifically for the slowing effect? Moreover, in terms of damage, 8-9 without a penalty significantly exceeds double 5-8 with a penalty, both at long and close (melee) range.
Furthermore, it's unclear why the basic Archers need to be changed; after all, this isn't a UNITS mod; balance is needed here, not creativity.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат