Arnor
#1541
Posted 17 April 2009 - 06:32 PM
#1543
Posted 17 April 2009 - 09:26 PM
is it too much to ask for an explanation as to why you think they should be nerfed?er.................noAnd cost more or get a slight nerf
Is it too much to ask for an explanation as to why you disagree?
also, it's your f***ing problem that the ai spams trebs. NOT the game's style.
Explain how its op. EXPLAIN!
Edited by Dunedain Lord, 17 April 2009 - 09:31 PM.
#1544
Posted 17 April 2009 - 09:28 PM
when you play an MOTE with someone who is far better than you, you will need them, and you will depend on them.......alotDunedain Lord, the Arnor trebuchets are very heavily overpowered. I don't even need to use trebuchets at all at any point in the game, unless my enemy decides to throw some walls up. Any talented player doesn't need them, even if they do add another strategy to playing as Arnor. If you're that dependent on them, come up with another strategy, I say.
Or give a better reason than 'no' as to why they shouldn't be nerfed.
They need to be very heavily depowered, AI needs to be adjusted so that they don't spam them by the dozens every rush, and they need to be reskinned. Thats pretty much the bottom line.
Trebs only good for siege? My god, dont even get me started.
and if you do this and not to gondor and all other siege materiel? You've gotta be a frekn idiot.
Edited by Dunedain Lord, 17 April 2009 - 09:29 PM.
#1545
Posted 18 April 2009 - 06:01 AM
To make your thoughts on the trebuchets plain, they are overpowered because they can be upgraded, they can do severe damage, and when the AI spams them in rediculous quantities, you may have adjusted to it but many people haven't. In real life the trebuchet is one of the most powerful forms of early projectile weoponry, but it can only fire in one position at any one time, it mush be dismantled for transport. So hopefully, given Rob considers the trebs, he might create a model that deploys to fire and undeploys for movement. When that trebuchet design comes, it will be expensive and dificult to use, but immensely powerful.
And don't lash out by insulting people, it starts fights and conflicts and bitterness which is something no one wants. You don't need to make enemies over some silly discussion about seige weopons. A lot of people may have differeing strategies to going about the battlefield, sometimes it's successful, sometimes it isn't, but it's how one learns on these things. But don't try to get foul-mouthed about things like these, if anything, it's bad form.
#1546
Posted 18 April 2009 - 12:29 PM
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#1547
Posted 18 April 2009 - 05:55 PM
is it really this faction's fault for having the Arnor AI spam trebs? answer: no.Will you calm down!
To make your thoughts on the trebuchets plain, they are overpowered because they can be upgraded, they can do severe damage, and when the AI spams them in rediculous quantities, you may have adjusted to it but many people haven't. In real life the trebuchet is one of the most powerful forms of early projectile weoponry, but it can only fire in one position at any one time, it mush be dismantled for transport. So hopefully, given Rob considers the trebs, he might create a model that deploys to fire and undeploys for movement. When that trebuchet design comes, it will be expensive and dificult to use, but immensely powerful.
And don't lash out by insulting people, it starts fights and conflicts and bitterness which is something no one wants. You don't need to make enemies over some silly discussion about seige weopons. A lot of people may have differeing strategies to going about the battlefield, sometimes it's successful, sometimes it isn't, but it's how one learns on these things. But don't try to get foul-mouthed about things like these, if anything, it's bad form.
and acutally trebs do have to stop to shoot, they cant fire while walking if that's what you mean.
Sorry for the words, I am a little ticked off today.
The fact is, the trebs are siege just like gondor, you either change none or you change both and all the other faction siege materiel.
#1548
Posted 18 April 2009 - 06:48 PM
is it too much to ask for an explanation as to why you think they should be nerfed?er.................noAnd cost more or get a slight nerf
Is it too much to ask for an explanation as to why you disagree?
also, it's your f***ing problem that the ai spams trebs. NOT the game's style.
Explain how its op. EXPLAIN!
when you play an MOTE with someone who is far better than you, you will need them, and you will depend on them.......alotDunedain Lord, the Arnor trebuchets are very heavily overpowered. I don't even need to use trebuchets at all at any point in the game, unless my enemy decides to throw some walls up. Any talented player doesn't need them, even if they do add another strategy to playing as Arnor. If you're that dependent on them, come up with another strategy, I say.
Or give a better reason than 'no' as to why they shouldn't be nerfed.
They need to be very heavily depowered, AI needs to be adjusted so that they don't spam them by the dozens every rush, and they need to be reskinned. Thats pretty much the bottom line.
Trebs only good for siege? My god, dont even get me started.
and if you do this and not to gondor and all other siege materiel? You've gotta be a frekn idiot.
It's op because the siege works costs rediculously little, and they are too spammy for siege, and they do too much damage for their costs...With 3300, you can get a workshop and 4 trebs. Or you can get a pen and a mumakil, and in about the same time. I'd rather have the trebs, how bout you?
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#1549
Posted 18 April 2009 - 07:27 PM
#1550
Posted 18 April 2009 - 07:33 PM
#1551
Posted 18 April 2009 - 10:11 PM
And that's not what I'm saying at....all. Fine, increase the cost of the siege works, but that's all.
Gondor has the same system so I dont know heck where this treb fight started.
Or take away trebs and replace with another type of siege? your choice.
#1552
Posted 19 April 2009 - 07:37 PM
They are yes, however the two suggested heroes I doubt will be implemented considering the time issue and they didn't do anything significant in Arnor's time.
ah shame about that, i was looking forward to more heroes for arnor from what has been done to them so far, they seem just like a professional faction. Also, will the istari summoned wizards be boosted with powers/effects? last time i remember getting them, i didnt think they were worth the points. however, what has been so far on RJ-RotWK is probs the best RotWK mod ive seen so far, however i like certain aspects of others, of course.
im more of a hero person, thats why i asked in the first place .
#1553
Posted 20 April 2009 - 07:49 AM
#1554
Posted 20 April 2009 - 06:38 PM
1.) When fighting against foot units, trebuchets suck. You've got your men fighting their men and more often than not the trebuchet will hit your guys more than it does theirs.
2.) When firing the trebuchet at moving units, it misses. Every time. I know how to use the barrage option to lead enemy forces, but not everyone can.
3.) Do I even need to mention how bad cavalry rip them apart?
Trebuchets suck. They should deploy for extra power, and get bonus range, but get no movement at all. Not even side to side. They get like, a long but very narrow range directly in front. Thats how they worked back in the feudal ages.
Now, in bases and castles, they would actually put them on a swiveling platform (that could also lock if they needed it to) that they could use to turn the trebuchet here and there to acquire new targets. Its actually a pretty interesting technology, considering their time...anyways. Yeah, Arveleg and Glorfindel should get mounting abilities.
And Dunedain Lord needs to take a chill pill, a breather, needs to calm down, whatever. Dude needs to relax before he has a heart attack or something.
Edited by Captain of Arnor, 20 April 2009 - 06:41 PM.
'The Twilight of Man is nigh, and coming ever closer. The days have shortened into cold, forlorn darkness and sunrise to sundown is a bitter struggle for survival. But do not think for a moment that we shall not fight. We shall not go quietly into the dusk. We shall not throw down arms and flee, or surrender. We will go on, we will not falter. And even should we die, we shall make an end that will be remembered for thousands of years. For beautiful Arnor that is, for glorious Númenor that was! We are the Dúnedain, we are the Men of the North, and our foes will remember our steel!'
Formerly Lord_Faramir.
My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)
#1555
Posted 20 April 2009 - 06:52 PM
#1556
Posted 20 April 2009 - 07:37 PM
Dunedain Lord seems like a guy who's way too dependent on hard hitting siege weapons to win a game. He seems afraid that reducing the power of Trebuchets means he'll never win another game or something.
1.) When fighting against foot units, trebuchets suck. You've got your men fighting their men and more often than not the trebuchet will hit your guys more than it does theirs.
2.) When firing the trebuchet at moving units, it misses. Every time. I know how to use the barrage option to lead enemy forces, but not everyone can.
3.) Do I even need to mention how bad cavalry rip them apart?
Trebuchets suck. They should deploy for extra power, and get bonus range, but get no movement at all. Not even side to side. They get like, a long but very narrow range directly in front. Thats how they worked back in the feudal ages.
Now, in bases and castles, they would actually put them on a swiveling platform (that could also lock if they needed it to) that they could use to turn the trebuchet here and there to acquire new targets. Its actually a pretty interesting technology, considering their time...anyways. Yeah, Arveleg and Glorfindel should get mounting abilities.
And Dunedain Lord needs to take a chill pill, a breather, needs to calm down, whatever. Dude needs to relax before he has a heart attack or something.
Meh, they've got fairly good armor and you can wreck an enemy's archers (or their soldiers before they reach ur guys), and if they do close in then all u need to do is have them bombard in front of ur own lines, so they're actually really good siege weapons. I like the idea of a stationary siege weapon as much as u do (though, only facing one direction is a bit far tbh), but then again, the Dwarves would be better off with a stationary cata weapon imo
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#1557
Posted 20 April 2009 - 07:57 PM
If you want to stay realistic with this, thats how it should be. They should only turn around on bases, where swivel platforms are part of the base of the trebuchet. On the field, they should be forced to pack and re-deploy before they can change directions. One way to avoid this is to have 3 / 4 trebuchets on the field at a time.
'The Twilight of Man is nigh, and coming ever closer. The days have shortened into cold, forlorn darkness and sunrise to sundown is a bitter struggle for survival. But do not think for a moment that we shall not fight. We shall not go quietly into the dusk. We shall not throw down arms and flee, or surrender. We will go on, we will not falter. And even should we die, we shall make an end that will be remembered for thousands of years. For beautiful Arnor that is, for glorious Númenor that was! We are the Dúnedain, we are the Men of the North, and our foes will remember our steel!'
Formerly Lord_Faramir.
My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)
#1558
Posted 20 April 2009 - 08:38 PM
#1559
Posted 20 April 2009 - 09:50 PM
Dunedain Lord seems like a guy who's way too dependent on hard hitting siege weapons to win a game. He seems afraid that reducing the power of Trebuchets means he'll never win another game or something.
1.) When fighting against foot units, trebuchets suck. You've got your men fighting their men and more often than not the trebuchet will hit your guys more than it does theirs.
2.) When firing the trebuchet at moving units, it misses. Every time. I know how to use the barrage option to lead enemy forces, but not everyone can.
3.) Do I even need to mention how bad cavalry rip them apart?
Trebuchets suck. They should deploy for extra power, and get bonus range, but get no movement at all. Not even side to side. They get like, a long but very narrow range directly in front. Thats how they worked back in the feudal ages.
Now, in bases and castles, they would actually put them on a swiveling platform (that could also lock if they needed it to) that they could use to turn the trebuchet here and there to acquire new targets. Its actually a pretty interesting technology, considering their time...anyways. Yeah, Arveleg and Glorfindel should get mounting abilities.
And Dunedain Lord needs to take a chill pill, a breather, needs to calm down, whatever. Dude needs to relax before he has a heart attack or something.
Yes about dunedain () no about everything else.
What youd described is how the should be, not how they are. Me and dunedain had like an hour to an hour and a half long game where he had like 15 trebs and rangers hordes and a couple spearmen of the havens, and I tried everything I could to get past. Any attack force would get ripped apart by combined rangers and trebuchets. Footsoldiers failed, my own archers got eaten up, and the rangers backed by spearmen demolished any cav. 10 Mumaks and probably about 200 haradrim guardians (the elite 500 cost ones) got demolished. It was rediculous. They are waaay to spammable.
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There's a story that the grass is so green...what did I see? Where have I been?
#1560
Posted 20 April 2009 - 10:34 PM
i really dont know what you mean by "deploy" because they already do deploy before shooting unless you mean by the fact that they shoot while moving?Dunedain Lord seems like a guy who's way too dependent on hard hitting siege weapons to win a game. He seems afraid that reducing the power of Trebuchets means he'll never win another game or something.
1.) When fighting against foot units, trebuchets suck. You've got your men fighting their men and more often than not the trebuchet will hit your guys more than it does theirs.
2.) When firing the trebuchet at moving units, it misses. Every time. I know how to use the barrage option to lead enemy forces, but not everyone can.
3.) Do I even need to mention how bad cavalry rip them apart?
Trebuchets suck. They should deploy for extra power, and get bonus range, but get no movement at all. Not even side to side. They get like, a long but very narrow range directly in front. Thats how they worked back in the feudal ages.
Now, in bases and castles, they would actually put them on a swiveling platform (that could also lock if they needed it to) that they could use to turn the trebuchet here and there to acquire new targets. Its actually a pretty interesting technology, considering their time...anyways. Yeah, Arveleg and Glorfindel should get mounting abilities.
And Dunedain Lord needs to take a chill pill, a breather, needs to calm down, whatever. Dude needs to relax before he has a heart attack or something.
And if you were fighting someone like yoda, you need the damn trebs.
And I do not release strategies to others....
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