Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl
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

Adbot
ADBOT LOVES YOU

DOCTOR ZIMBARDO
May 8, 2006
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.

99pct of germs
Apr 13, 2013

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.

Ethiser
Dec 31, 2011

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.

99pct of germs
Apr 13, 2013

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.

Third World Reagan
May 19, 2008

Imagine four 'mechs waiting in a queue. Time works the same way.
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.

Collapsing Farts
Jun 29, 2018

💀
Low morale isn't really a problem with a beefy boi (black orc) hero in your army

DOCTOR ZIMBARDO
May 8, 2006
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!

TheLastRoboKy
May 2, 2009

Finishing the game with everyone else's continues

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.

GolfHole
Feb 26, 2004

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.)

Edgar Allen Ho
Apr 3, 2017

by sebmojo
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.

Communist Thoughts
Jan 7, 2008

Our war against free speech cannot end until we silence this bronze beast!


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

Ravenfood
Nov 4, 2011
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).

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


why did they make rakarth look like a bad cosplay instead of the cool art

punishedkissinger
Sep 20, 2017

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

Communist Thoughts
Jan 7, 2008

Our war against free speech cannot end until we silence this bronze beast!


rakarth had better be able to tame a butterglider

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


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

ChickenHeart
Nov 28, 2007

Take me at your own risk.

Kiss From a Hog

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

Kestral
Nov 24, 2000

Forum Veteran

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.

Dandywalken
Feb 11, 2014

Absolutely agreed

Banemaster
Mar 31, 2010
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.

Muscle Wizard
Jul 28, 2011

by sebmojo

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.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


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

orangelex44
Oct 11, 2012

Definition of orange:

Any of a group of colors that are between red and yellow in hue. Middle English, from Anglo-French, from Old Occitan, from Arabic, from Persian, from Sanskrit.

Definition of lex:

Law. Latin.
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.

Ravenfood
Nov 4, 2011
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.

Dr Christmas
Apr 24, 2010

Berninating the one percent,
Berninating the Wall St.
Berninating all the people
In their high rise penthouses!
🔥😱🔥🔫👴🏻
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.

Insurrectionist
May 21, 2007
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.

Vagabong
Mar 2, 2019
Do they ever muck about with balance in a free patch? They could be mucking about with hapie stats.

SteelMentor
Oct 15, 2012

TOXIC
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.

Hunt11
Jul 24, 2013

Grimey Drawer

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.

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.

This mod should do the trick as it disables enemy hero actions.

https://steamcommunity.com/sharedfiles/filedetails/?id=1157936478

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
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...

SteelMentor
Oct 15, 2012

TOXIC
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.

Prop Wash
Jun 12, 2010



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 :getin:

Blooming Brilliant
Jul 12, 2010

Important Rakarth information, they got Iwan Rheon aka Ramsay Bolton to voice him.

Perfect casting :allears:

Tirranek
Feb 13, 2014

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.

Muscle Tracer
Feb 23, 2007

Medals only weigh one down.

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.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
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.

Ardent Communist
Oct 17, 2010

ALLAH! MU'AMMAR! LIBYA WA BAS!
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.

Arc Hammer
Mar 4, 2013

Got any deathsticks?

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.

Adbot
ADBOT LOVES YOU

99pct of germs
Apr 13, 2013

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

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply