Isengard faction
#221
Posted 17 June 2009 - 07:17 PM
i'm not sure this was mentioned before but what about a giant black eagle or something like that as alternative for the fellbeasts.
Maybe it could also look a bit more crebainish than the eagles, the good factions have.
When i come along with suggestions there are some others...
I do not know the "to-do-list" by heart so this might be in order yet:
- a new hero maybe a wildman ("wulf")
- dunland axethrowers like in ROTWK
that's all so far
Loving still your mod! (Can't wait for 4.7)
Fobbi
#222
Posted 18 June 2009 - 03:39 PM
I don't know how accurate the axethrowers are, though. I don't think they had an appearance in the books or films, so there's no real reason for them. Dunlending riders make more sense.
#223
Posted 03 October 2009 - 02:37 PM
i also think there should be another dunland unit. and will the dunland hero be recruited from the dunland tent, like captain jackson, or will he be from the fortress, like brand?
also, i think the fellbeasts should be removed from isengard, as they have no association with isengard in the films, and in the books they only served as the steeds of the nazgul, which fight for mordor. i also think that eagles should be removed as heroes from the good factions, although elves should still be able to summon gwaihir with the eagles nest. i know drakes are also going to be removed as heroes for goblins, so that's good. i just think that there are some areas that don't have to be evened out, in terms of flying units. it should just be nazgul on fells for mordor, gwaihir for elves, and drogoth for moria. sorry if that went off topic from isengard, but the flying units issue involves isengard's fellbeasts.
Edited by khamulrulz, 04 October 2009 - 03:33 AM.
#224 Guest_Servant of Saruman_*
Posted 05 August 2010 - 09:49 PM
#225 Guest_Servant of Saruman_*
Posted 05 August 2010 - 09:51 PM
#226
Posted 21 December 2012 - 08:13 PM
#227
Posted 21 December 2012 - 11:02 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#228
Posted 21 December 2012 - 11:06 PM
#229
Posted 21 December 2012 - 11:13 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#231
Posted 22 December 2012 - 12:30 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#232
Posted 24 December 2014 - 05:16 PM
Uruks should be able to equip "Bladed Shields" That increase their damage via shields.
In vanilla BFME2 Isengard was my favorite faction, BAR NONE. But in SEE, I love Mordor, for two reasons:
1: The Grond
2: Call the horde
I think isengard should get call the horde, because Saruman rushed the 10000 Uruks like nobody's business.
I think Lurtz should have an ability that shoots an arrow, that stays in the target for a while dealing damage.
Warg Scouts, and warg archers. Justification and reasons:
Warg scouts are individual, weaker, faster warg ridders, except that once they die, they blow a horn, that alerts nearby friendly troops to be ready, and they get a buff (rough idea)
Warg archers, are the elite Archers for the isengard armies, they are slightly slower than Warg ridders, but can take down units from far away. My justification for this, is that the icon for the warg ridders is actually holding a bow...
Thanks for listening, and thanks, Naz for making a great mod.
(PS... PLEASE make Sharku stronger, he dies in regular warg charges...)
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