Mordor
#462
Posted 25 November 2008 - 10:12 PM
you're definitely losing it because its more like 4-5 times
nobody is losing it..i am just new to this forum..sorry for overloading the forums
#463
Posted 25 November 2008 - 10:24 PM
#464
Posted 25 November 2008 - 10:27 PM
You're not
just kidding ..so what do you think about my suggestion?
#465
Posted 25 November 2008 - 10:30 PM
#466
Posted 01 December 2008 - 01:04 PM
It would really be cool if orc archers could fire out of siege towers when garrisoned. Enough said. And siege towers could have a Torches upgrade which allows archers inside to fire using flaming arrows while garrisoned, and another upgrade that increases armor, or something. This is a great point for development, because in the vanilla game these towers had barely any frickin' use, since it's so much easier to just bash down the gates or scale the walls with ladders.
Give Siege Towers a garrison ability allowing them to shelter archers as well, and that's another story...
Another point for Mordor is the orcs. Mordor now has dozens of orcs, including:
-Orcs
-Orc Archers
-Black Orcs (upgradeable, a bit stronger)
-Orc Trackers (elite archers)
-Morrannon Orcs (elite orcs)
and God knows what.
But they aren't actually that individual. In the end of the day, it doesn't make too much of a difference which you use because they're all so similar.
I reckon they need to be further developed. Customise their abilities to be a bit more unique. Maybe give the Morannon Orcs knockback, or make them handy against buildings, or make enemies fear them when they reach Lvl. 8 or are in great numbers. Maybe give the Trackers a Haste ability to temporarily increase speed and damage, or something to give temporary stealth detect (they are called Trackers, after all). Maybe make the Black Orcs good against other swordsmen and archers, but slow and weak against pikes which would be a unique trait in infantry.
There are so many possibilities to make orc hordes more unique, and to give more strategy to mixing hordes. It'd be a real shame if you just left it how it is.
Edited by Hasfusel, 01 December 2008 - 01:07 PM.
#467
Posted 01 December 2008 - 09:45 PM
i figure now is as good a time as any to work out some ideas to help give each of the orc units a more decisive role in the faction though. i believe the trackers are intended to be a swifter form on the standard orc archer, so a haste ability may work out. i dont really think we should just start giving them powers and whatnot since that would make them more akin to hero-hordes than standard units which is not a direction i think we want to go with them.
#468
Posted 02 December 2008 - 03:39 AM
Now for the siege towers.
It would really be cool if orc archers could fire out of siege towers when garrisoned.
I don't think that this is needed. I don't mean to open a "can of reality" here but the only way that I see this working with a realistic finesse is if the archers could only shoot from the opened end of the siege tower. Sure they might be able to shoot through the cracks and stuff to get units in front of the siege tower, but then it would look kind of rediculous. Besides, I really don't like making the siege towers anything more than their current purpose. Although I will try to be open to new ideas.
Enough said. And siege towers could have a Torches upgrade which allows archers inside to fire using flaming arrows while garrisoned, and another upgrade that increases armor, or something.
Like I said before, I don't like having the Siege Towers serve more of a purpose than they currently do. I'm sure that when you were making this suggestion, you were thinking of Minas Tirith (and who can blame you ? It's the most friggin' anticipated battle!!). Other fortress maps, usually don't need siege towers (or ladders, for that matter) to get a decent breach. Look at Dol Amroth (which can be found in the LWM thread...), technically you can do your entire siege by water.
And as for RJ maps, the walls on those camps are pretty brittle at the moment, so in my opinion it would be a waste of time to climb the walls when you can just blast through them. My point is that it is so rare to see a siege tower or a ladder used in regular maps. So this idea (to me) would be a useless talent for a siege tower.
This is a great point for development, because in the vanilla game these towers had barely any frickin' use, since it's so much easier to just bash down the gates or scale the walls with ladders.
Give Siege Towers a garrison ability allowing them to shelter archers as well, and that's another story...
Giving the towers extra perks is not going to inspire anyone to start using them on regular maps. And on fortress maps, I think that the only thing that needs to be done with them is to give them an ability to carry 1 battalion of units. I strongly believe in that idea because it raises the stakes for both the defender and the assaulter. And that is all I feel that these towers really need.
Other than that, keep those ideas comming!!
#469
Posted 02 December 2008 - 09:28 AM
It would be a very nice feature to include. Towers could be upgraded with Heavy Armor to make them last longer, a Torches upgrade like I said or an Orc Medicine upgrade to heal the units garrisoned. Maybe, it could even be possible to adapt the model to fit a battering ram on the bottom, although this is of course just wishful thinking.
The siege tower could become a great aspect of the Mordor siege range, with a little work and imagination. It would also give a little more use to Trebuchets, Catapults and Ents attatched to walls of fortresses and RJ fortresses, because they would be very effective against these massive, lumbering towers, which are slow and weak against other siege.
But, ah well, if it's a no it's a no. Just thought it would be a nice feature to implement.
On the subject of the orcs, they really do need more individuality. The Orc Archers are just ordinary orc rabble with range. Orc Trackers should be something a bit more special, with longer range, a little better speed, and perhaps even stealthing in trees, or detect stealth. Or both. They are called "Trackers", after all. Like Mordor Rangers. As for heavy armor, I agree that it's sad that Mordor archers don't have heavy armor as an upgrade, but the whole point is that almost all Mordor units have light armor but good numbers and attack. So, this is where the siege towers come in again, to give protection to the archers.
As for the other orcs... Ordinary Orcs (maybe could be distinguished by being renamed to Orc Rabble, because that's basically what they are) are fine. They're weak, but they come in large numbers, allowing them to swamp the enemy, giving the Trolls and orc archers plenty of time to dominate the battlefield. This is the basic Mordor strategy.
Black Orcs, who were added to the RotWK expansion, are slightly stronger, and can be upgraded with Heavy Armor and Forged Blades. They're useful to turn the tide of a melée, and also for guarding or attacking camps and locations. They're more or less fine how they are.
Morannon Orcs... I'm not too sure what you want to do with them. Maybe they could be stronger against buildings, or they could be extra tough and do knockback. Mordor is a very interesting and certainly the most versatile faction - there are plenty of opportunities
#470
Posted 02 December 2008 - 11:36 PM
i also dont think that any of the basic orc units (basic archers and orcs, perhaps also trackers and morannon orcs) should have heavy armor. this is because i see mordor as a faction that couldnt care less about retaining units and would much rather to simply overwhelm the enemy with meat-shields. also why i dont htink mordor should ever have a healing power, be it passive or whatever else. only the elite orcs would have heavy armor options because they would be used not as the main overwhelming force, but as a smaller group whose job it is to clean up the tougher foes--they would be preserved a bit better (hence the heavy armor).
i dont like the thought of adding the archer fire from siege towers because i think it gives them a bit too much functionality. it basically makes it a walking arrow tower and no one would ever use it for anything but beefing up their archers. i wasnt aware that siege towers were even in skirmish mode though heh, i dont ever use the siege works anyways though because i jsut throw a bunch of trolls out instead
#471
Posted 03 December 2008 - 03:22 AM
#472
Posted 03 December 2008 - 01:50 PM
As I said, the Black Orcs are the crack squad who get Heavy Armor and Forged Blades, to move in late in the game to finish everyone off, or to take out heroes. The Morannon Orcs need something special, like knockback or increased damage against other swordsmen.
The Trackers need something to allow them to live up to their name. If you think Mordor shouldn't have them, you shouldn't have added them in the first place.
#473
Posted 03 December 2008 - 10:34 PM
So, please reconsider what goes into a post before hitting the button. Please.
Anyway.. I think Mordor's pretty low on the totem pole at the moment. The focus is on the Elves, Linear Campaign, and Ring/Hero System. Other things, like refining the new factions and fine-tuning existing ones (such as Mordor) come later in the process.
#474
Posted 03 December 2008 - 11:13 PM
agreed that the morannon orcs need a more specific role and some sort of distinguishing feature but i dont have any ideas atm. if anyone else does, please...
#476
Posted 04 December 2008 - 08:26 AM
I think they should each have something more unique. You don't need finesse to be stealthy; Trackers can just be swift, powerful Orc Archers who can stealth/have a detect stealth power, and maybe a poison arrows upgrade, which in any case is less common than Fire Arrows, and wouldn't give away position.
Morannon Orcs, well, they need a more definitive purpose. Mordor already has building smashers (battering rams and Trolls), Orc Pikemen (I think) to counter cavalry, Orc Archers and Rabble to counter pikemen, Black Orcs to deal with tough units... What it needs is an all-purpose infantry fighting unit. Morannon Orcs can be stronger, slightly faster, and do splash damage or knockback. Rather than being counter-pikemen, they can be the unique infantry that counters other infantry. Of course, they'd be more vunerable to Pikemen and Cavalry, but strong versus swordsmen and and resistant against archers, while also being fast. Perfect.
Edited by Hasfusel, 04 December 2008 - 01:49 PM.
#477
Posted 04 December 2008 - 04:51 PM
#478
Posted 04 December 2008 - 09:19 PM
As for trackers, they should be like snipers, but not as good; they'd come in hordes of 5, be faster and a bit more armored than orc archers, have much better range, do more damage, would have a slightly lower rate of fire, and would be unable to get FAs. This would make them very good as support units for scouting and maybe attacking heroes and small hordes of elites (especially at hit-and-run, which basic archers are way too slow to do), but because of an inability to get FAs and their low numbers, ur basic spam archers would be ur main archers, maintaining Mordor's emphasis on spam.
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#479
Posted 05 December 2008 - 11:48 AM
Just giving them higher prices and slightly higher stats is just plain boring, please excuse me. The Morannon Orcs should be more individual (*glares at Mike* No, I'm not insisting or saying that you must, I'm making a suggestion. You misunderstand me). Which is why they need some kind of individual trait, like being counter-infantry but weak against pikes and cavalry.
Having Mordor units come in groups of fives completely goes against everything that symbolizes Mordor. Just, ugh.
Otherwise, that's basically what I said. Faster than ordinary Orc spam archers, and do very good damage against almost all units except siege and buildings. Very weak when confronted hand-to-hand. If you also gave them the ability to stealth in trees, they'd be the ideal ambush unit. But because of the cost, for ordinary attacks you'd use basic archers, maybe upgraded with F.A. Giving Trackers poison arrows would also enhance their assassin-like aspect, shooting heroes and monsters and then retreating to the safety of the trees while their targets weaken from the poison.
And Trackers, well, you could say that they can only get trained at a Lvl. 3 Orc Pit / Uruk Tent, which means they'll have to be more late game and you won't be able to spam them. Maybe increase the build times, too.
This could be one hell of a cool unit, guys.
#480
Posted 05 December 2008 - 11:35 PM
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