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The mini campaign in WH1 was the best the beastmen have been so far. you really felt like you were burning down and terrorising the county. Too bad it wasn't ported
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# ? Mar 14, 2021 13:08 |
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# ? Jun 7, 2024 09:05 |
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High Elf units are all specialists with a glass jaw: they excel at their roles but if they end up in situations they aren’t trained for they will lose you lots of money. And their Martial Prowess/Mastery deserts them when they need it the most! Greenskins are a superstitious and cowardly lot. Most of their bread n butta units have weak leadership, making them reliant on their characters. Although they are probably one of the strongest factions in the game right now, but they’re also my favorite so whatever.
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# ? Mar 14, 2021 13:09 |
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A mash-up of Nakai and Wood Elf outposts would be cool for Beastmen. You can only setup herdstones in provincial capitols, but they come with decent garrisons and a couple of build slots. And if left alone for too long they'd spawn a non-replenishing, AI controlled brayherd.
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# ? Mar 14, 2021 13:13 |
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I wish they’d stick a playable Greenskin somewhere on the western half of the map. I’d like to throw down with everyone over there.
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# ? Mar 14, 2021 13:13 |
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Ethiser posted:I wish they’d stick a playable Greenskin somewhere on the western half of the map. I’d like to throw down with everyone over there. If Naggaroth wasn't so tiny and weirdly laid out it would have been a good place to stick Grom instead of Bretonnia.
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# ? Mar 14, 2021 13:17 |
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I see greenskin low morale more of a bonus than a hindrance, like skaven. No speed bonus, but you distort enemy lines pretty well and can always come back in from behind.
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# ? Mar 14, 2021 13:24 |
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Low morale isn't really a problem with a beefy boi (black orc) hero in your army
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# ? Mar 14, 2021 13:37 |
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Their best-in-game skirmish cav goes a long way to mitigating their morale issues since you can run interference for anyone running. But if the enemy gets a cav advantage or has flyers then they can just push you off the board as they please!
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# ? Mar 14, 2021 13:50 |
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Third World Reagan posted:Dwarf weakness. The people who play them sit in a corner and smell bad. My favourite dwarf escapades will always be with Ungrim just cause I get to menacingly advance towards my enemies at incredibly mild speeds.
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# ? Mar 14, 2021 15:38 |
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They could revamp horde factions using stuff they already have in the game by making it so that every X turns you have a "horde general meeting" and you get to pick like 4-5 AI stack targets for your dumb idiot AI generals to go conquer / give free ranks to the enemy. Maybe if you conquer a certain number of things next to one another you have the choice to take it over with human control. Also making it so the horde stack can't reinforce these AI armies should encourage moving around. (for extra realism make the horde leader die on turn 100 and you have no choice but to work with whatever lovely provinces you have by then.)
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# ? Mar 14, 2021 15:55 |
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Whatever they do I do hope the beastmen feel more like a guerilla hit-and-run faction on the campaign map, sort of like the current gameplay but improved and Karl and Boris don't show up in Estalia on turn 8. Whereas I hope chaos gets changes to make it feel more like an all-conquering horde gaining momentum until the furies blot out the sun.
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# ? Mar 14, 2021 16:41 |
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I always thought beastmen have the best Horde mechanics. No infighting, a semi waagh mechanic, hidden when encamped and ambush attack means theyre probably the easiest faction in the game to trick the ai into fighting evenly matched field battles or disappearing when you want to. E I am the beastmen defender though, they were the most well focused faction in ham1 I reckon. They are godawful ugly though Communist Thoughts fucked around with this message at 17:19 on Mar 14, 2021 |
# ? Mar 14, 2021 17:14 |
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Especially in wh2 they really suffer from having godawful replenishment compared to all the other factions, made worse by not having any territory and relying almost entirely on moon phases. Now that you can't reliably burn out areas to hide in thanks to the climate changes, they're a lot rougher. Wh1 wasn't too bad but in 2 they feel like they really need a rework. (Or replenishment for other factions is too good and ranged units should take time to recover ammo as well).
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# ? Mar 14, 2021 17:27 |
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why did they make rakarth look like a bad cosplay instead of the cool art
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# ? Mar 14, 2021 18:07 |
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juggalo baby coffin posted:why did they make rakarth look like a bad cosplay instead of the cool art and now Dr. Venture, behold the awful power of my DEATH'S HEAD PANOPLY
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# ? Mar 14, 2021 18:10 |
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rakarth had better be able to tame a butterglider
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# ? Mar 14, 2021 18:11 |
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im going to stop predicting stuff because everything i call ends up looking fucky in some sick monkeys paw fashion. at this rate we'll get rotigus and he'll just be like a mildly fat guy with acne
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# ? Mar 14, 2021 18:17 |
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juggalo baby coffin posted:im going to stop predicting stuff because everything i call ends up looking fucky in some sick monkeys paw fashion. at this rate we'll get rotigus and he'll just be like a mildly fat guy with acne Keep predicting Nagash so we get the hosed-up original miniature appearance
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# ? Mar 14, 2021 18:41 |
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ChickenHeart posted:Keep predicting Nagash so we get the hosed-up original miniature appearance CA should release a $5 DLC that just replaces a bunch of models with their absurd old mini versions. Preorder bonus gets you SLAMBO.
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# ? Mar 14, 2021 18:54 |
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Absolutely agreed
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# ? Mar 14, 2021 19:25 |
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One possibility would be giving Beastmen reason to keep territory as ruins. Something like Beastmen moving and replenishing faster in ruined areas. Perhaps even teleporting from ruined area to another. Having "garrisons" that can attack anyone trying to colonize ruined areas and helping Beastmen armies when enemies attack them in ruins.
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# ? Mar 14, 2021 20:16 |
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juggalo baby coffin posted:why did they make rakarth look like a bad cosplay instead of the cool art its annoying too cuz lokir looks loving badass so its not like they can't do it.
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# ? Mar 14, 2021 20:17 |
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ChickenHeart posted:Keep predicting Nagash so we get the hosed-up original miniature appearance that's the appearance i want though, so if i predict him we'll just get a really badly stretched out version of arkhans model, all looking like an undead pika-man Muscle Wizard posted:its annoying too cuz lokir looks loving badass so its not like they can't do it. i dont know why they decided to get rid of his only distinctive feature and make him look like one of the generic beastmaster lords but with a stupider hat. lokhir is cool partially because pale flesh tones look kind of lovely in tww2's lighting engine, so he doesnt suffer from that cause he has a cool mask. everything else with exposed skin just looks blown out and lovely, like everyone has a bad case of psoriasis
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# ? Mar 14, 2021 20:55 |
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https://twitter.com/totalwar/status/1371113891875287042 Couple interesting toys here, most notably always-on replenishment and what looks to be an equivalent to Cold Blood from the Lizardmen. Nothing really groundbreaking I suppose but it's a fun mix that should go well with his (presumed) ability to recruit lots of big beasties.
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# ? Mar 14, 2021 21:07 |
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I don't mind free upkeep harpies. They don't hold up to super late game stuff, but flying light infantry is still nice. The RoR ones are decent too, assuming you get them into combat without them getting shot up.
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# ? Mar 14, 2021 21:48 |
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In suppressing enemy beasts’ fear and terror abilities, he apparently will also remove the immunity to fear and terror that having those traits confers. That should be fun.
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# ? Mar 14, 2021 22:01 |
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Free harpies can never be a bad thing but it's only for his army and I just don't see why I would put harpies in his army past like turn 15 when he is presumably also the lord you want to put all your fun new monster units with. Since he has monster army you probably don't even care that much about killing artillery quickly, the one thing you would use harpies for, since your army is likely to be fairly quick to close down the opponent and also don't care about half the artillery in the game to begin with.
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# ? Mar 14, 2021 22:05 |
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Do they ever muck about with balance in a free patch? They could be mucking about with hapie stats.
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# ? Mar 14, 2021 22:22 |
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New Lord seems cool. I love dumb gimmicky monster stacks and someone that makes them work a little less jankily is rad. Fingers crossed for a good start pos, started a Anith campaign to get my dose of shooty broken nonsense and I'm just so sick of Nagaroth as a region. Utter misery, especially when it comes to digging the Norscans out of the northernmost strip. Also good god I'm gonna start turning the Skaven plague off if I can find a decent enough mod. I'm just so sick of it grinding games to a complete halt. It wouldn't be so bad if it was just Pestiliens, but it feels like every Skaven faction triggers off the Rite around the same point and will save it for when they feel you're having too much fun.
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# ? Mar 15, 2021 00:12 |
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SteelMentor posted:New Lord seems cool. I love dumb gimmicky monster stacks and someone that makes them work a little less jankily is rad. Fingers crossed for a good start pos, started a Anith campaign to get my dose of shooty broken nonsense and I'm just so sick of Nagaroth as a region. Utter misery, especially when it comes to digging the Norscans out of the northernmost strip. This mod should do the trick as it disables enemy hero actions. https://steamcommunity.com/sharedfiles/filedetails/?id=1157936478
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# ? Mar 15, 2021 00:23 |
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That mod rules, but it doesn't affect the plague action. It works by reducing the AI's agent-action budget to 0, and plague is free anyway. I got plagued in my last HElf campaign. Edit: although that's the only time I've gotten plagued in about 300 hours, so maybe there is something to it...
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# ? Mar 15, 2021 01:58 |
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Is there at least any documentation on how the plague definitively works? Feels completely arbitrary how likely a settlement/army is gonna catch it, how far it spreads, how long it lasts etc etc.
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# ? Mar 15, 2021 02:21 |
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Dr Christmas posted:In suppressing enemy beasts’ fear and terror abilities, he apparently will also remove the immunity to fear and terror that having those traits confers. That should be fun. Especially since he can ride a manticore or a black dragon
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# ? Mar 15, 2021 02:58 |
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Important Rakarth information, they got Iwan Rheon aka Ramsay Bolton to voice him. Perfect casting
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# ? Mar 15, 2021 16:14 |
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Probably a really obvious reason why this is a bad idea, but I was thinking a way of making razing more significant would be to have chaos corruption lower habitability. If you can get it high enough and turn a patch into chaos wastes it would take a lot more effort to resettle it.
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# ? Mar 15, 2021 17:15 |
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Tirranek posted:Probably a really obvious reason why this is a bad idea, but I was thinking a way of making razing more significant would be to have chaos corruption lower habitability. If you can get it high enough and turn a patch into chaos wastes it would take a lot more effort to resettle it. if this can be decreased again once settled, this sounds like it could work well. or at the very least raise the resettlement cost in proportion with how badly the area's corruption is aligned with the faction's preferred alignment.
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# ? Mar 15, 2021 17:19 |
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Give razing more of an edge. The way it works now, razing multiple settlements only reduces the amount of time it takes to starve out a garrison. Instead, I propose that lord traits from Razing settlements increases the amount of time needed before the region can be resettled. That gives factions who raze for their economy some momentum without their gains being completely undone the next turn.
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# ? Mar 15, 2021 17:21 |
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I mean, isn't a big advantage to razing that any army that resettles it is going to be extremely weak for a turn or two? If you can keep an army within range of a razed town it doesn't get settled too quickly. Still say the big change the beastmen campaign needs is a focus on the wood elf forests and establishing herdstones there that function as beastmen cities in that you can play it a bit riskier with your armies without risking an instant game over. Plus it gives them a reason to travel the world, and something for their opponents to worry about other than their stacks.
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# ? Mar 15, 2021 17:27 |
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Ardent Communist posted:I mean, isn't a big advantage to razing that any army that resettles it is going to be extremely weak for a turn or two? If you can keep an army within range of a razed town it doesn't get settled too quickly. The factions most likely to resettle ruins are vampiric or skaven factions and they have massive replenishment bonuses and their own corruption mechanics are far stronger than Chaos Corruption. It's a lose lose scenario.
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# ? Mar 15, 2021 17:29 |
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# ? Jun 7, 2024 09:05 |
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Tirranek posted:Probably a really obvious reason why this is a bad idea, but I was thinking a way of making razing more significant would be to have chaos corruption lower habitability. If you can get it high enough and turn a patch into chaos wastes it would take a lot more effort to resettle it. This would have been a nice idea for every faction to be able to corrupt or rehabilitate occupied lands into more favorable climates. But the climate system in general is half-baked and arbitrary and the biggest problem with this solution is that the AI simply ignore climate penalties anyway. Like it be cool if Skaven were actually were forced to balance their corruption as was the original intent. Too much corruption and you get loads of MfB and recruitment bonuses, but the lands would become uninhabitable wastelands. 99pct of germs fucked around with this message at 17:41 on Mar 15, 2021 |
# ? Mar 15, 2021 17:37 |