Mordor faction
#262
Posted 21 September 2008 - 02:57 PM
hi everyone
First off can i say, from what i've played, this mod is awesome and you guys have done great. but i just have a slight grievance with something i've come across. The grond seems to be almost indestructable against most things and it seems a bit overpowered. is it really necessary to have it so strong?
Welcome to the forums
Its true that the grond is very strong,but he is also very expensive....so its all realistic.Tip:eagles do great against it
#263
Posted 21 September 2008 - 04:45 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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#264
Posted 24 September 2008 - 08:34 PM
So yeah, in my opinion just giving it a huge price and then saying "oh well it's expensive, that balances out it being almost undestroyable" is silly - it needs to be toned down. I had to deal with about 7 of them before the battle was over. =(
#265
Posted 24 September 2008 - 11:22 PM
Once again: balance is not finished
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#266
Posted 25 September 2008 - 06:18 PM
I think that would be a way to fix the balance, and to get players and the AI to use more tactics and strategy...
It's just a thought anyway, I'm not trying to tell anyone what to do and I worship the makers and the mod itself already the way it is now
-Amen!
Edited by zakske, 25 September 2008 - 06:19 PM.
#267
Posted 25 September 2008 - 08:14 PM
The grond is really very powerful,but having it only once is not the right way to fix it in my opinion.Maybe Grond could be a summon of the witch-king....somehow i dont like my own idea xD
#268
Posted 25 September 2008 - 08:32 PM
#269
Posted 25 September 2008 - 09:20 PM
Maybe Grond could be a summon of the witch-king
the witch king never really had much involvement with grond in the film - all i remember being told is that while grond was being thrown against the door the witch king was putting evil enchantments on it to increase its strength so it could break the door down - it wouldnt make much sense to have the witch king summon it
just leave it in the siege works, but increase its price to 30,000 and double its build time
so it becomes a very end game unit
Edited by verdantabyss, 25 September 2008 - 10:29 PM.
#270
Posted 25 September 2008 - 10:07 PM
#271
Posted 25 September 2008 - 10:29 PM
#272
Posted 26 September 2008 - 12:17 AM
#273
Posted 26 September 2008 - 05:27 AM
The Dark is patient...
The Dark is generous...
And it always wins...
But in the heart of its power lies weakness...
It takes but a single candle to hold it back...
Love is more then a candle...
Love can ignite the stars.
#275
Posted 28 September 2008 - 04:52 AM
The Dark is patient...
The Dark is generous...
And it always wins...
But in the heart of its power lies weakness...
It takes but a single candle to hold it back...
Love is more then a candle...
Love can ignite the stars.
#276
Posted 28 September 2008 - 11:11 AM
or perhaps it could be Gothmog's level 10 power (as he says "Bring out the wolf's head!") that only lasts for a short period of time, with a LONG recharge. it would be great if you are at the enemy's base but not if u plan on crossing the whole map.
i agree with you, that'd be a great idea but is it possible to maybe make a radius near an enemy's fortress that it can't be summoned within so u can't just drop it on top of your enemies base and kick the crap out of him with an almost indestructable unit like njm1983 said?
#277
Posted 28 September 2008 - 11:24 AM
or perhaps it could be Gothmog's level 10 power (as he says "Bring out the wolf's head!") that only lasts for a short period of time, with a LONG recharge. it would be great if you are at the enemy's base but not if u plan on crossing the whole map.
i really like that idea - maybe have the surrounding Orcs chant "grond! grond! grond!" too while it's being summoned, just like in the film - awesome
not that its a bad idea but try and think that out a little bit more, grond could be summoned right next to an enemy fortress and demolish it in a few hits. there is a way to code it to a single unit at a time. Last I checked Naz was working on a way to have the trolls be kill-able in order to stop the grond and Siege tower movement. But no promises
- Having Gothmog be the one that calls for the Grond, is a good thought. However, I don't like summons, as they just pop up from nowhere where you click. And having the GROND pop up from nowhere is as unrealistic as it gets And like NJM said, it would rennder the Grond 100 times more powerful as you wouldn't have to transport it to the enemy base. One of the reasons that the model is so strong, besides its size, is the long way it has to walk.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#278
Posted 28 September 2008 - 04:40 PM
#279
Posted 28 September 2008 - 06:38 PM
#280
Posted 29 September 2008 - 07:04 AM
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