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It is called the Vampire Death Star. Essentially you make an army of Wraiths and Crypt Horrors formed into a messy horde, with a Necromancer inside healing them. Their low HP value means that boosted Nehek is twice as effective at keeping the Wraiths alive.
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# ? Jun 29, 2016 17:36 |
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# ? Jun 3, 2024 22:07 |
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I want flame cannons to be more like a giant flamethrower rather than an artillery piece that shoots fireballs. Short range but shoots a stream of fire for 10 seconds at high DPS. A faction that primarily fights orcs should have weapons that roast low-armor infantry hordes
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# ? Jun 29, 2016 17:50 |
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Deified Data posted:Anyone have an issue where Steam always says the game is running even when it's not? It's the only game in my library that does this. I have to close Steam on the task manager to play every time. When I get this with a steam game it's always because the process is still running in the background. Just open task manager, head to processes and end the warhammer one
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# ? Jun 29, 2016 17:50 |
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Did I miss it, or was there nothing about the raise dead bug?
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# ? Jun 29, 2016 17:51 |
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Flamethrower Irondrakes are already a thing though. A thing that could really use a shorter reload time or something, but still. Flame Cannons are actually pretty neat looking in how they work, if they get buffed into being useable I'll be pretty happy with them.
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# ? Jun 29, 2016 17:52 |
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Gejnor posted:I wonder how much they are going to buff them, damage wise. Same with range actually, looking at current stats they are pretty darned short range at 150. They could easily double both damage and range and that'd make them quite decent without feeling OP i think, and thats quite alright given that they are supposed to be top tier units for the dwarfs. Flame cannons already do a lot more damage than other dwarven artillery, a large portion of which is explosive. They would be broken as poo poo with double damage or double range, never mind both.
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# ? Jun 29, 2016 17:53 |
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Just buff the upgrade that increases their range. It's at the end of that branch of the research tree, so by that point You're already in late game.
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# ? Jun 29, 2016 18:12 |
Fangz posted:I think making them backline units that can shoot over friendlies will help a lot, and might be enough on its own. Especially if you can shoot into melee. Yeah backline with boosted range is going to do a hell of a lot, I can see them being useful as "mob-snipers", have them torch soft target before the lines hit, then aim them at clumps of archers or ranged cavalry while the lines are engaged.
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# ? Jun 29, 2016 18:12 |
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Is direct damage magic actually any good now
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# ? Jun 29, 2016 18:14 |
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Wallet posted:Flame cannons already do a lot more damage than other dwarven artillery, a large portion of which is explosive. They would be broken as poo poo with double damage or double range, never mind both. I was thinking in terms of Hellfire Cannons when i wrote that who have about twice the damage (493 damage, 420 range), only thing is that they also only come 1x per unit so yeah i get how crazy that sounds damagewise however i do still stand by the range upgrade. 150 yards is waay too short range and even 300 is still on the shortrange side of things given that both cannons and grudgethrowers are 420, and organ guns are 275. Also, once the lines meet up, your artillery becomes much more limited since they usually can't fire into the melee ranks, so giving them a 'decent' range isn't op, its nearly mandatory imo, especially again when all is said and done they are supposed to be the top tier unit of artillery for dwarfs.
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# ? Jun 29, 2016 18:23 |
It would be neat if it was possible to mount artillery to walls in siege defense
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# ? Jun 29, 2016 18:24 |
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horse mauraders got....buffed???
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# ? Jun 29, 2016 18:26 |
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Mans posted:horse mauraders got....buffed??? Yeah I'm surprised there's no more gnashing of teeth over that! Also surprised there's not much love for "Reduced the rank requirement of the grudge to rank up a Master Engineer from 15 to 10," there are at least three posters in this thread with old savegames they should be able to load and get a long victory for in short order as a result of this! e: also "Fixed an issue where if an embedded agent was selected, selecting the army again on the campaign map wouldn't reselect the general/army, which could lead to accidentally moving the agent out of army," is a thing I would do all the loving time because I apparently am unable to learn certain things.
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# ? Jun 29, 2016 18:35 |
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Mans posted:horse mauraders got....buffed??? I kind of wish they got a -speed in the notes so that it made them better in a straight punchup but worse at the kiting the AI likes to do with them. Make it a lot easier for light cav and beasts to catch them rather than taking a jolly romp through the entire map.
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# ? Jun 29, 2016 18:35 |
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Flame Cannons, yes. Maybe now I can take Thunderers in my main armies.
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# ? Jun 29, 2016 18:37 |
LonsomeSon posted:Yeah I'm surprised there's no more gnashing of teeth over that! Already got mine It's very easy to level an agent up when there's a weak, agentless army nearby and you're at the point of the game where you're just spamming end turn
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# ? Jun 29, 2016 18:37 |
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Gejnor posted:I was thinking in terms of Hellfire Cannons when i wrote that who have about twice the damage (493 damage, 420 range), only thing is that they also only come 1x per unit so yeah i get how crazy that sounds damagewise however i do still stand by the range upgrade. 150 yards is waay too short range and even 300 is still on the shortrange side of things given that both cannons and grudgethrowers are 420, and organ guns are 275. Flame Cannon explosions do about 70% of the damage an organ gun does on a direct hit. If they had enough range to repeatedly hit approaching infantry they would annihilate them.
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# ? Jun 29, 2016 18:38 |
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DeathSandwich posted:I kind of wish they got a -speed in the notes so that it made them better in a straight punchup but worse at the kiting the AI likes to do with them. Make it a lot easier for light cav and beasts to catch them rather than taking a jolly romp through the entire map. They also made dogs faster so kiting should be less of an issue. OTOH, they nerfed Goblin Archers and Spider Riders for completely inexplicable reasons.
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# ? Jun 29, 2016 18:43 |
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Fangz posted:Whuh? I thought it was agreed that wraiths were weak? I certainly didn't say they were in my faction focus. They're hit or miss, their weakness is they crumble easily if outmanuevered but they'll beat any armoured unit in the game cost effectively. They do poorly when you have just one unit or whatever tossed into a fight but when you have a block of them with characters sitting on them spamming invocation, they're almost impossible to kill. It's beatable but it's something Undead players are starting to experiment more with. You don't even need to deathstar them as mentioned above. I use them against dwarves consistently since none of the dwarven units easily counter them and they're a counter against their entire roster. Yukitsu fucked around with this message at 19:13 on Jun 29, 2016 |
# ? Jun 29, 2016 19:10 |
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madmac posted:They also made dogs faster so kiting should be less of an issue. yea.. they weren't really super strong or anything
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# ? Jun 29, 2016 19:21 |
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Yukitsu posted:
This is hilarious because in the tabletop game anything that had a good rule that magical weapons ignored got hosed by Dorfs because of their arsenal of Runed artillery would obliterate them.
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# ? Jun 29, 2016 19:27 |
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hemale in pain posted:yea.. they weren't really super strong or anything Goblin archers yes, spider riders archers... ehh. IMO Spider riders were one of the stronger ranged cav units, and probably still will be if only because of the poison. Maybe wolf riders will be able to take on grudgethrower crews without routing now.
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# ? Jun 29, 2016 19:29 |
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madmac posted:They also made dogs faster so kiting should be less of an issue. Yeah this is a little puzzling. I mean, goblin archers could do quite a bit of damage vs unarmored opponents due mostly to their large unit size, but I can't remember a situation where I thought they were in any way overpowered. I'm very disappointed about the nerf to spider riders, since I think they had a good niche in the greenskin army. Also, fanatics need to be buffed in a big way. I've seen them smash through ranks of infantry without really inflicting any casualties. Currently they are pretty much just a gimmick that you need a T4 building to recruit for some reason. I think if they are going to leave fanatics alone they should get rid of the non-fanatic NG units, move the fanatic ones down to where they used to be (T2), and come up with another variety of black orcs (maybe with shields) for the T4 building.
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# ? Jun 29, 2016 19:33 |
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Yukitsu posted:I certainly didn't say they were in my faction focus. They're hit or miss, their weakness is they crumble easily if outmanuevered but they'll beat any armoured unit in the game cost effectively. They do poorly when you have just one unit or whatever tossed into a fight but when you have a block of them with characters sitting on them spamming invocation, they're almost impossible to kill. It's beatable but it's something Undead players are starting to experiment more with. This is not my experience. I tested em 1v1 against greatswords, chaos warriors (both variants), longbeards, grave guard, and big uns. They lost every single time. These are very similar cost units, with some being cheaper than cairn wraiths.
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# ? Jun 29, 2016 19:55 |
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Vargs posted:This is not my experience. I tested em 1v1 against greatswords, chaos warriors (both variants), longbeards, grave guard, and big uns. They lost every single time. These are very similar cost units, with some being cheaper than cairn wraiths. I think they got hot fixed at some point. On release, they didn't seem to have the 75% physical resist that they were supposed to which made them completely unusable. Currently, they perform very well against things like great swords, chaos warriors and long beards, although I never use any unit 1 on 1, that would just be silly so maybe they still lose those.
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# ? Jun 29, 2016 19:57 |
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Yukitsu posted:I think they got hot fixed at some point. On release, they didn't seem to have the 75% physical resist that they were supposed to which made them completely unusable. Currently, they perform very well against things like great swords, chaos warriors and long beards, although I never use any unit 1 on 1, that would just be silly so maybe they still lose those. I literally just re-tested this stuff right now.
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# ? Jun 29, 2016 20:02 |
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I'm liking the look of these changes, should make MP a lot more bearable if they've actually fixed leader sniping with magic.
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# ? Jun 29, 2016 20:08 |
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Mans posted:horse mauraders got....buffed??? This was the only change that made me really frown. Rest looks sweet. No attempts at changing the Skaeling/Varg stuff on campaign either that I can see, sadly. Dandywalken fucked around with this message at 20:11 on Jun 29, 2016 |
# ? Jun 29, 2016 20:08 |
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Don't forget that individual mans have HP. So when that block of nerds gets hit by your big ol' Hellcannon/Cannon/Spell/Fanatic damage is being done but individual dudes you think should be dead will get back up. That unit still has less aggregate HP though, and fewer dudes will get us after subsequent attacks and the unit will die faster in melee.
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# ? Jun 29, 2016 20:12 |
Dandywalken posted:This was the only change that made me really frown. Rest looks sweet. I've got my fingers crossed that the buff is for "Warriors of Chaos" marauders specifically, and not Norscans
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# ? Jun 29, 2016 20:14 |
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Triskelli posted:I've got my fingers crossed that the buff is for "Warriors of Chaos" marauders specifically, and not Norscans They buffed warhound speed, so here's hoping chaos warhound a can now semi-hard counter marauders.
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# ? Jun 29, 2016 20:23 |
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Dandywalken posted:This was the only change that made me really frown. Rest looks sweet. Yeah it's odd. 1) fix lord sniping in MP (however you want) 2) fix the reinforcement bug 3) tone down the loving northmen
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# ? Jun 29, 2016 20:23 |
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never tone down the northmen. every post complaining adds another stack of marauder cavalry
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# ? Jun 29, 2016 20:26 |
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Tiler Kiwi posted:never tone down the northmen. every post complaining adds another stack of marauder cavalry Do what I do, install a mod that gives their deliverance-rear end settlements the income they deserve.
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# ? Jun 29, 2016 20:31 |
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Vargs posted:I literally just re-tested this stuff right now. Don't know what to say. You can see people getting chronically wrecked by them in quick battles because they can't kill them, even without blobbing them.
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# ? Jun 29, 2016 20:32 |
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As far as I can tell the only two LL changes are; Mannfred gets even better with his Zombie Dragon Dwarves can no longer get 'Likes Greenskins'
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# ? Jun 29, 2016 20:38 |
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There was some vague wording about rebalancing common lord/hero skills, that's probably the first thing I plan to check out after the patch hits.
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# ? Jun 29, 2016 20:39 |
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Zore posted:As far as I can tell the only two LL changes are; Good, Kemmler was just too strong.
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# ? Jun 29, 2016 20:40 |
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Yukitsu posted:Don't know what to say. You can see people getting chronically wrecked by them in quick battles because they can't kill them, even without blobbing them. Ironically I've found the most effective is to just double(triple, quadruple) down on general sniping their Manfried and necromancer even harder than before. But they are shielded by their horde which makes magic missile hits very unreliable. The natural idea of AOE or ranged fire vs the blob is not effective because they just heal through it. I tried dancing in and out of combat to try and waste their magic on regen (when they aren't fighting) but wraiths + crypt horrors have good speed so it's difficult to avoid them. Captain Beans fucked around with this message at 21:01 on Jun 29, 2016 |
# ? Jun 29, 2016 20:57 |
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# ? Jun 3, 2024 22:07 |
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I'm playing as the Dwarfs and what's up with this bullshit Axe of Grimnir quest? It keeps taking 5,000 gold away every time I hit 10,000 gold until I get a gyrocopter in my army, but those are locked behind a tier IV and a tier V building. It's turn 14.
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# ? Jun 29, 2016 21:04 |