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#921 Guest_Guest_*

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Posted 06 March 2009 - 12:14 PM

it certainly makes more logical sense than a unit that only throws axes, and it makes the dwarves a heck of a lot more unique.


Like hell it will. Axethrowers are one of the most unique units in the game. Axethrowers are possible, and logical, and great. All they need is a little balancing, and bam. Although I'm not against making them expensive Lvl.3 Dwarf Hall units and then having Dwarf Archers/Rangers or Esgaroth Bowmen as the basic unit, I think it would be best if they stay. I certainly don't want to axe them completely.

#922 Rafv Nin IV

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Posted 06 March 2009 - 06:26 PM

Axethrowers are possible, and logical, and great bizzare but strangely entertaining.


Fixed. :)

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#923 Neth

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Posted 06 March 2009 - 08:17 PM

Hehe lol :p

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#924 Hasfusel

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Posted 10 March 2009 - 09:55 AM

Why not, though? It makes sense that you could carry a large quiver filled with small axes and then collect the axes from the ground, although this need not be implemented. There's no problem with them.

As for normal units throwing axes, maybe it could be a small cost every time they do?

How do people like my Beorn/Bard idea?

#925 mike_

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Posted 10 March 2009 - 09:10 PM

That would get too tedious though - well, it's realistic, but probably wouldn't work very well in the scope of BFME. And, to say about the Native American tomahawks reference, a stone-headed single-handed axe was a popular secondary weapon, but it was not usually thrown. However, the Franks used a similar weapon against the Romans in their conquests of the Central European - it was a curved, small throwing axe used in the moments before the lines met in battle to disrupt enemy formations. Only one, maybe two would have been carried to the speed and accuracy required of the weapon's use.

Anyway. I don't think they're realistic at all - just using it as an upgraded skill for the other Dwarven infantry is fine, IMO. Full-on, organized battalions composing the basic Dwarven ranged units are not.

#926 Hasfusel

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Posted 11 March 2009 - 03:58 PM

Ah well, I concede. I place my vote in favour of keeping them, but oh well. We'll have to see what Rob thinks.
Maybe every time you make a battallion of Guardians use Axe Throw, it would cost, say, 100 resources? Those axes aren't cheap, and it means you wouldn't use them all the time.

EDIT: No love for Bard and Beorn?

Edited by Hasfusel, 11 March 2009 - 03:58 PM.


#927 mike_

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Posted 11 March 2009 - 09:09 PM

Hey, if want to love a pair of decaying corpses, be my guest :p

#928 Rafv Nin IV

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Posted 13 March 2009 - 04:16 AM

Some people are into that sort of stuff. That's why morgue workers don't need "significant others" :unsure:

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#929 Annullus The Grey

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Posted 13 March 2009 - 08:34 AM

but who here amongst us doesnt love the genius of tolkin i myself would like to see a beorning unit in the inn, make it a single siege unit similar to the noledni of the quendi
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#930 Guest_Guest_Hasfusel_*_*

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Posted 13 March 2009 - 11:55 AM

You make a choice between having fun, interesting, relevant heroes who everyone recognises or boring ones who have no importance. What do you think most players would be happy with? Besides, Azog's in the game, and the Arnor kings weren't alive at the same time, so timing really isn't an issue. I don't see where you're coming from.

#931 mike_

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Posted 13 March 2009 - 08:52 PM

Azog was a move on EA's part. Don't you dare use that as leave to suggest other things of similar line.

Anyway. The 'War of the Ring' factions (Elves, Dwarves, Rohan, Gondor, Isengard, Men of the East, and Mordor) are all made in that time period. Arnor and Angmar are exempt because they are absorbed in their own conflicts almost one thousand years before the Great War. So those Kings can coexist because of that.. as much as I myself disagree with them fighting side-by-side.

#932 Dalf32

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Posted 14 March 2009 - 05:58 PM

im all for putting gameplay ahead of lore/realism, but a line must be drawn. crossing time-periods is just silly. if someone was dead before the start of the wotr, they have no business being in any of the main factions (all except arnor and angmar).
and saying that most people would prefer a cool hero that made a difference over a boring one that didnt is really a pointless argument. we avoid putting heros in that made no impact and i cant think of any hero that is particularly boring or uselss (excluding unfinished ones).
it just makes no sense to have heros long dead fighting in the wrong time period, regardless of how 'fun' or 'cool' you might think they can be. anyways, if we follow that train of thought, we might as well just give morgoth to mordor because he would be really fricken' cool wouldnt he?

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#933 *Ranger*

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Posted 14 March 2009 - 09:38 PM

Just to go completely of the conversation here, im playing as dwarves vs isengard, and the dwarves seem terribly weak against them. Me and my AI ally had had quite a large force, and they got brushed aside by a margenly larger isengard force.

Edited by *Ranger*, 14 March 2009 - 09:40 PM.


#934 Rafv Nin IV

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Posted 15 March 2009 - 03:55 AM

Dwarves have always been weak against Isen: even in BFME2, patched to 1.06, which is the most balanced EA version.

This is because everywhere that Dwarves are weak, Isen is strong. It's just how the factions work. For instance, Dwarves are slow and rely on the tunnel network to defend against harrassing. Beserkers, which are the most common harrassing unit for Isen, deal splash damage, which kills Dwarves as they come out of the mine. I learned this the hard way in an online match--I exited the mine with five battalions of FU dwarves, and lost them all and the mine.

In order to beat Isen as Dwarves (unless your opponent sucks horribly) you need to rush early, cripple their economy, and keep them from expanding until you can get enough Demolishers and Guardians/Phalanxes to take them out. If Isen gets to mid/late game, you're screwed.

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#935 shadowcreature

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Posted 15 March 2009 - 04:45 AM

Yes, each faction has their edge.

Should King Brand be able to toggle bow and sword considering he has one?

#936 *Ranger*

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Posted 19 March 2009 - 08:31 PM

I am really confused, the hammer gardians are exactly the same as the normal guardians. Is the only difference that they can receive the siege hammer upgrade? If so, (forgive me for saying this) they just seem to be there like a fake extra unit, i dont see the point.

#937 Dalf32

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Posted 19 March 2009 - 09:06 PM

i believe they were separated out of necessity. i dont remember what that necessity was ('twas a long time ago methinks), but thats it.

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#938 Wanderer∞

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Posted 19 March 2009 - 09:08 PM

Hammer guardians do better damage to structures than normal ones while normal ones do better damage to units.

Edited by Wanderer∞, 19 March 2009 - 09:08 PM.

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#939 {IP} Aridor

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Posted 19 March 2009 - 09:37 PM

Rob most likely had a reason.

#940 Dalf32

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Posted 19 March 2009 - 10:00 PM

i wanna say that its got something to do with the separate upgrades not working with combined units, but im not entirely sure.

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