sorry for the double posting but i wanted to separete the two posts, becouse theres something id like to present.
As for now, we all are trying to get some ideas how to get Angmar better and more unique. As far we came to change of half units, for Mike s new stuff. Though we dunno what will be accepted and what will remain as it is.
As id like to throw one nice idea i got right now.
As Angmar is the faction that relies more on brute strenght of its units, and lesser numbers ( original angmar ), or would becoume a faction with powerfull single or small horded battalions ( mikes idea + ideas from others ), it still looks like they just "change the coat". Right now Angmar is hard to master, and mostly Angmarians ( A. players ) get pwnd. I dont want to go through drastic changes, just a small " thing " that would make you care more for every single unit you have on the battlefield.
My suggestion ( daring though, think about it, before you judge it )
EVERY unit of Angmar should get at least ONE abylity that is unlocked when reach certain lvl.
Its not like they change into mhh, they remain as they are just + one ability to make you think more before sacrificing the units.
IF we go from the original Angmar, they already do have units like this : Black Numenorean, Black Numenorean Rangers, Snow Trolls, + Sorcerrers - but thoose dont count
This units can get special abylity at certain lvl.
thats good soo, but if Angmar stays as it is ( without change in units, doesnt means unfixed stuff ) there are few units that could use some power too, just for the feeling of it, this are :
All thrall master units, Hill Trolls (formation, if they got any ain a power), and Wolfs - siege not included
soo : Thrall master stuff
orc wariors - as these guys are really powerfull, but die rather quickly, here are few abylities, couldnt choose from them myself, soo i just post and you choose
- Orcs of North - lvl 3 - increases the the overall resistance against every tipe of dmg by 10%
- Mountain Lairs - lvl 3 - guys respawn 2x as fast as normally
- Anger - lvl 3 - when they encounter combat they get +20% dmg - autocast power - 5 min. coldown
Barbarian Axe throwers - these guys are pretty good, though short range, but still, usefull unit
- Sharpened Axes - lvl 3 - autocast abylity coldown 2 min 30 sec. - the attack of each barbarian deals double dmg ( like Barded arrows - when they attack, the attack is special, and then they attack normally till it reloads )
- Hawk Wision - lvl 2 - poeple living in mountains ussually have strong sight - Increases sight by 30% and range by 10%
- Barbarians Fury - lvl 5 - passive/permanent, its the same - the barbarians throw one axe from each hand (means 2 axes per attack)
Barbarian spearmen (hmm i think i got the name wrong) - early anticawalery, cheap and weak, what should i say ?
- Pinning strike - lvl 4 - with theyre spears they deal huge dmg to single target ( good vs monsters, heroes, single units )
- Swinging blow -lvl 3 - the barbarians can swing theyre weapons which allows them to dmg more enemies at once (basically they recive small AoE, like 2 nearest units per attack, NO friendly fire, since these guyes are weak the AoE just helps a bit )
- Hwaldars chosen - lvl 7-8 - Now as you can see this is a VERY high lvl based power, and thats becouse this one is really powerfull, the only minus is that it is too hard to get the units at such lvl since these are just basic units without HA. This power works like one side upgrade, for 300g, at lvl 7-8 you can upgrade your barbarians spearman with HA, FB and additional +100 health point. Only basic unit of Angmar that " COULD " eventually become FU, but they need to live loong enough ( lvl up ) to get it, and there s the additional +100 resources as a bonus for your hard work.
Wolf Riders Angmar basic cawalery unit, pretty good at confusing enemy, though low in hp, if not let alone, these guys are good
- Battle Feast - lvl 5 - they can heal themself, if not engaged in combat
- Time to Hunt - lvl 3 - the trample dmg of wolf riders is increased by 25%
- Orc raiders - lvl 3 - the number of units in battalion increases by additional 2 riders
Hill trolls - Wery powerfull anti cawalery unit nor vs anything else, thought they dont deal dmg to units if they are " tramled ", high hp and endurance as well, overall wery slow
- Stone Skin - lvl 5 - further improves the armor efficienty of Hill trolls +20% ( from basic armor, if you get HA it will be not 20% from it )
- Engage battle - lvl 4 - player needs to activate - for next 20 seconds doubles the Hill trolls movement speed
- Savage brigands - lvl 4 - when hill trolls kill units or destroy buildings, you recieve some resources, 25% of the original units/building cost
Wolfs - Angmars harrasment unit, good to attack archers or infantry from behind, weak vs buildings . . . but hey ! they are just wolfs
- Dire wolfs - lvl 1 - wolf get additional 20 hp for each lvl ( the amount they got normally + additional 20hp )
- Wolf pack - lvl 3 - the number of wolfs in the wolf pack is increased by 3 permanently
- Beasts fury - lvl 2 - autocast - when the wolfs get close enough to enemy units, they ll will trample through them, and recieve dmg bonus +50% for 15 seconds ( similar to BN and Snow trolls abylity at lvl 2 )
well this is it, thats all the units from original Angmar faction, that dont have any abylity. Id like to get some things for mikes suggestion too, but i dont have time right now, though id eventually make something up for them too if mike allows me too.
Till then, i hope you like this few i put togather ( above )
Edited by Myrdin, 25 June 2008 - 10:40 AM.