General Comments/Suggestions
#201
Posted 21 January 2008 - 02:38 AM
#202
Posted 21 January 2008 - 04:06 AM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#204
Posted 21 January 2008 - 06:43 PM
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#205
Posted 25 January 2008 - 08:53 PM
- 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.
#206
Posted 25 January 2008 - 09:04 PM
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.
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#207
Posted 26 January 2008 - 01:18 AM
... Ohh, whoops, guess I should play more throughly .
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.
#208
Posted 26 January 2008 - 07:29 PM
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? ()
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
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#209
Posted 26 January 2008 - 08:56 PM
#210 Guest_Dreadmancer_*
Posted 27 January 2008 - 08:24 AM
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 ) 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
new factions look and play very professionally, Arnor and Rohan FTW!!!
#211 Guest_Slave1_*
Posted 27 January 2008 - 08:43 AM
- Goblin spearmen (sneakily taken from half-trolls ) 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
Posted 27 January 2008 - 04:47 PM
"This ought to be the greatest gatherin' of pirate lords in our lifetime."
"And I owe them all money." - Hector Barbosa and Jack Sparrow
#213
Posted 27 January 2008 - 06:48 PM
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.
#214
Posted 27 January 2008 - 09:39 PM
-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?
#217
Posted 28 January 2008 - 01:30 AM
But for voice of Saruman it should be like his speech power and give units around the wizard tower experience imo
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#218
Posted 28 January 2008 - 08:55 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#219
Posted 28 January 2008 - 09:03 PM
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.
Here is the pic of Grond from SEE
#220
Posted 28 January 2008 - 10:04 PM
I like Black Dragon's and pf7612's suggestions a lot though.
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