I have a fairly big balance suggestion to post. But first, a little backround information In bfme1, the balance of units was fairly complicated, but it got pretty much broken down into: Swords > archers + pikes Archers > cavalry Pikes > cavalry Cavalry > swords. In bfme2, it got simplified to soldier>pikes>cav>archers>soldiers. RJ pretty follows the bfme2 version. I'm proposing that we combine them. I hope this will address a number of balance issues.
So, starting with soldiers. Not much changed here, but they get trampled a lot easier than now, back like bfme1. They still take decent damage from archers, but if they get into melee range, archers should fall in 1-2 swings.
Archers have much increased damage against cav, but are also easy to trample. They should take out cav at about the same amount of shots or slightly higher as pikes.
Pikes, not much changed here either, still cav killers. However, they should be a little easier to trample than currently, maybe increase crush revenge too? ()
And cav. Basically, more vulnerable to archers now, less so to pikes (1 horde shouldn't make you run away with 5 hordes of cav as it does now). Better trample, but one horde shouldnt charge through 4 consecutive hordes of guys, it should stop after one. They should be like bfme1, elite but counterable with equal or slightly greater numbers. So it will eventually look like
Soldiers > archers + pikes Archers > soldiers + cav Pikes > cav Cav > soldiers + archers
Also, I think single unit elites (trolls for example) should in general kill soldiers and archers with ease but be weak to archers and pikes.
All heroes should be knocked back by trolls and siege ( )
All hero AoE damage should be removed except for Mordor WitchKing and Trolls. ( )
Walls are too weak, only attackable by siege ( )
Hero Hordes are OP (known, still figuring out what to do)
Pikemen are too strong against structures, more noticable when you face the Ai who tend to go straight for your farms and a horde of pikemen can pretty much destroy them easily. ( )
Walls and towers are definatly too weak. Is it possible to allow all walls/towers to get x2 hitpoints following purchasing of the Numenor Stoneworks and the other upgrades available. ( )
Elf armor seems to be insanely weak. I had a FU army of archers and pikes that got owned by one arrow volley (the power, not rangers) ( )
Regarding their elite cavalry:
-Make Arnor knights require the Elven and Dunedain minifac upgrades before their purchase is available ()
-Make it so they stop trampling sooner (they can run through whole armies) ()
-Slow them down a bit ()
Regarding their minifactions:
-Perhaps decrease their cost? -IE 500 for dunedain and 750 for elves? ()
-Make Rivendell Cavalry only require a lvl1 rax for production
-Give the Elven Archers (marchwardens i think) a small range buff (and give them bombard too ) ()
-Buff the Rivendell Swordmasters and increase their price to 250-350 depending on how much u buff them ()
-Perhaps u could make dunedain unique from other factions' rangers and the marchwardens by giving them a weapons toggle? I would say spear but that could lead to trouble... ()
Regarding the Hobbits:
-When u add their cavalry could u make them require a lvl2 hobbit house? ()
-Decrease the cost of hobbit pikes to around 150 ()
Men of the East
MotE Rhun archers also are op with their knockback. Maybe passive starting at lvl 2 or 3? ( )
Wights are very op
Edited by YodaWarrior, 01 February 2008 - 01:29 PM.