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#201 Gothmog14

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Posted 21 January 2008 - 02:38 AM

Lol, I don't play competitively, but it's what I've heard :p. A new unit couldn't hurt though. Another suggestion, take that silly Pillage/Resources from Kills power away from Eomer, Lurtz and anyone else who has it that's not Hwaldar and Wulf. Then change Wulf's Pillage into one that allows Wildmen to steal resources when around him, and have Hwaldar's as one where only he can steal resources when attacking. Then Scavenger will stay unique. Lurtz and Eomer can live without it (would could always give Lurtz some high level shield throw type power (like what he did to Aragorn in the movies) that auto kills the hero that he's pinned.

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#202 Devon

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Posted 21 January 2008 - 04:06 AM

Awww, that's eomer's best use :p better get some practice in though, if rj gets voted to be the mod for the next torunament :)

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#203 Dalf32

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Posted 21 January 2008 - 03:16 PM

noo, i love eomer/lurtz's pillage powers. makes them so much more valuable.

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#204 dojob

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Posted 21 January 2008 - 06:43 PM

Lurtz doesn't need it that bad, but i'd like Eomer to keep his :p
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#205 Gothmog14

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Posted 25 January 2008 - 08:53 PM

Some more ideas:

- Get rid of Boiling Oil and Gorgoroth Spire maybe, since Mordor has two new Fortress upgrades. Rename Train Fellbeats (something like "Fell Tower" or something) and move it to the final one.
- Make trolls more resistant to pikes (and maybe archers) like they were in BFME.
- Move Snaga to the Inn Alliance (Mordor has too many heroes).
- Increase the cost of the Nazgûl (somewhere between 2000-2500) and make them all have a slightly different cost and stats.
- The Sorcerer Nazgûl (like Aklorhil or something) doesn't have a final power, maybe add something like Wizard Blast only stronger.
- Allow heroes to turn into Wights after dieing from Morgul Blade.
- Recolor Gondor Pikemen's pikes. They're like bright yellow-orange, they should be made like black.

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#206 Devon

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Posted 25 January 2008 - 09:04 PM

The problem of regaining the balance of single units vs hordes is that the hordes are now bigger, so more damage, so 1 horde in this is like 2 in bfme1. I think trolls are pretty good now (mordor could use a slight bugg) as long as you dont do throw rocks.

Ankorahil already has that power? only unmounted tho i think.


Also, for mordor fotress, i think whats going to happen is that the Eye becomes a permant heroes, only purchasable once you have morgul and gorgoroth spire upgrades.

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#207 Gothmog14

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Posted 26 January 2008 - 01:18 AM

Weren't most of them resized? All Gondor, Dwarven and Elven hordes have 5 per like in BFME. I'm pretty sure Uruks are back to 10 too. BTW, is it possible to make it so siege weapons and trolls' rocks can be aimed before moving enemies so the actually hit?

... Ohh, whoops, guess I should play more throughly :p.

What would happen to the power? I kind of like it is a power lol, as long as the Fortress upgrades are made less "uniformed" I don't really mind what happens though. Morgul Sorcery shouldn't be an Armor Increase either.

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#208 Devon

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Posted 26 January 2008 - 07:29 PM

I have a fairly big balance suggestion to post. But first, a little backround information :wink_new: In bfme1, the balance of units was fairly complicated, but it got pretty much broken down into: Swords > archers + pikes Archers > cavalry Pikes > cavalry Cavalry > swords. In bfme2, it got simplified to soldier>pikes>cav>archers>soldiers. RJ pretty follows the bfme2 version. I'm proposing that we combine them. I hope this will address a number of balance issues.

So, starting with soldiers. Not much changed here, but they get trampled a lot easier than now, back like bfme1. They still take decent damage from archers, but if they get into melee range, archers should fall in 1-2 swings.

Archers have much increased damage against cav, but are also easy to trample. They should take out cav at about the same amount of shots or slightly higher as pikes.

Pikes, not much changed here either, still cav killers. However, they should be a little easier to trample than currently, maybe increase crush revenge too? (:p)

And cav. Basically, more vulnerable to archers now, less so to pikes (1 horde shouldn't make you run away with 5 hordes of cav as it does now). Better trample, but one horde shouldnt charge through 4 consecutive hordes of guys, it should stop after one. They should be like bfme1, elite but counterable with equal or slightly greater numbers. So it will eventually look like

Soldiers > archers + pikes Archers > soldiers + cav Pikes > cav Cav > soldiers + archers

Also, I think single unit elites (trolls for example) should in general kill soldiers and archers with ease but be weak to archers and pikes.

My 2 cents :)

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#209 Allathar

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Posted 26 January 2008 - 08:56 PM

...which will overpower archers again, resulting in mass spamming of archers/pikes combo's, like in BfME1. No, I'm in favour of keeping it the way it is. They changed the system in BfME2 for some reason.
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#210 Guest_Dreadmancer_*

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Posted 27 January 2008 - 08:24 AM

I greatly enjoy this mod, I've jism'd a few times while playing it :D

Anywho, just a couple thoughts/suggestions and bugs I've found (if you're not already aware of them)

- I've seen mention of stronger structures, I think this is a great idea, encourages the use of siege weapons, it just doesn't seem right that a single battalion of standard infantry take down a recourse structure in a matter of seconds.

- With the reduction of battalion sizes I think the cost should also be reduced, I find myself combining battalions (great idea btw :p ) to reach the original battalion size from BFME2/RotWK and it cost just a little too much. Question: have you just made battalions smaller or have you modified the strength and such of the battalion as well?

- The walls of new factions (Rohan, Arnor, MotE) when you stretch a wall to a mountain and you get that extra bit of wall that has no displayed HP or anything it appears as the Gondor wall instead of the appropriate faction wall.

- Combined battalions of archers generally don't auto-fire and never auto-fire when garrisoned.

- Goblin spearmen (sneakily taken from half-trolls ;) ) seem a bit too bit and need to be hunched over like the other goblins.

- New units don't have 'decal' when you select them.

Anywho, all in all I LOVE this mod, the goblin poison arrows are VERY sexy ;)
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#211 Guest_Slave1_*

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Posted 27 January 2008 - 08:43 AM

[quote name='Dreadmancer' date='Jan 27 2008, 08:24 AM' post='563968']
- Goblin spearmen (sneakily taken from half-trolls :p ) seem a bit too bit and need to be hunched over like the other goblins.

they look like they're goblin warriors put on the skeleton of another factions spear unit, but yeah I agree with you...

#212 pf7612

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Posted 27 January 2008 - 04:47 PM

I have an idea concerning the Arnor fortress. When you upgrade it with the alliances, mabye units come with it, but attatched to the fortress. For the dunedain alliance, maby some archers positioned in that little walkway on that upper level. For the elves, mabye some spearmen or soldiers guarding the door.
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#213 Dalf32

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Posted 27 January 2008 - 06:48 PM

ok, where to start...
yoda, i like the new balance system thingy but im a bit worried about overpowering certain units (same as allathar).

pf7612, i really like that idea but im not sure how hard it would be to make. models are 1 thing, but if you want them to actually defend the fortress then im not sure about it.

o, and akorahil does have a final power, it is just only available unmounted methinks.

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#214 Black Dragon

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Posted 27 January 2008 - 09:39 PM

Small suggestion:

-Isengard-
Due to Isengards limited heroes at times they can be underpowered. They appear to have the strongest infantry but it comes at a cost. Therefore I had an idea that I posted a while ago for the Elvenstar mod in its BFME1 days. Is it possible or feasable to allow Saruman to stand at the top of his tower and gain a few additional powers, perhaps accessed from a seperate command button. While this would obviously take Saruman out of the game, I feel it could be an excellant addition. Some ideas for powers:

Fireball: Saruman can fire a fireball much further from the top of his tower and also gains a faster recharge of this ability.

Lightning: Similar to the existing lightning power, Saruman can call down a few bolts of lightning

Storm Clouds: Saruman can draw stormclouds over the land (using the darkness power) which has similar effects as the darkness spellbook.

Voice of Saruman: Saruman can use the power of his voice to control a group of units near to his tower.

Thoughts?

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#215 Shikari

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Posted 27 January 2008 - 09:45 PM

That is an incredibly cool idea :sad: Like it.

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#216 Dalf32

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Posted 28 January 2008 - 01:09 AM

i assume this means he would stand on top of the fortress tower (cant remember what its called, i dont use isengard) that you get as their final upgrade...

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#217 dojob

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Posted 28 January 2008 - 01:30 AM

It would be a good idea and I like the powers too :)

But for voice of Saruman it should be like his speech power and give units around the wizard tower experience imo
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#218 Devon

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Posted 28 January 2008 - 08:55 PM

yeah, he should also have wide ranging leadership to everyone around him :)

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#219 Funbomb

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Posted 28 January 2008 - 09:03 PM

Don't know if this was said but it probably was (didn't want to read all 11 pages.)
You should ask if you could use the Grond from SEE and add it in to Mordor or just make your own skin. I would really like to see ground and you can use him has an super battering ram.
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#220 Gothmog14

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Posted 28 January 2008 - 10:04 PM

I doubt Grond will get in. Mordor is already very strong, and Grond was like a one time thing in the books, just meant for the Gate of Minas Tirith. I'm hoping Grond doesn't make it into the mod. BTW, that's EAs Grond AFAIK, the SEE team didn't make it.

I like Black Dragon's and pf7612's suggestions a lot though.

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