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My bet is CA saw people assuming the 9th LL was Be'lakor, and they went "oh poo poo" and tried this to placate. It is very weird for the non-demons. Also, gotta agree that the best part of the realms is the art direction. They really knocked it out of the park there. I just wish doing them didn't feel so much like a punishment.
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# ? Mar 1, 2022 13:03 |
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# ? Jun 6, 2024 16:13 |
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Collapsing Farts posted:I really love the idea of the leader of Kislev, the most anti-demon human nation, coming home holding hands with a superdemon. Nyet nyet it's ok dad, we can definitely trust this guy
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# ? Mar 1, 2022 13:16 |
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Raygereio posted:Huh. I didn't get that pop up at the end of my Cathay campaign. For some reason, the epilogue popup doesn't show up till 3 or so turns after you actually win the campaign, I missed it entirely when I completed my first campaign as Skarbrand.
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# ? Mar 1, 2022 13:32 |
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They were up front earlier that Katarin probably would have had a sled except for covid, so maybe it did have an impact. I like their attempt, it just falls short in a few ways that are really jarring. And Belakor is weird: make him only for the chaos factions or make him a bonus LL for all the demon factions a la Boris, but he does feel tacked on.
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# ? Mar 1, 2022 13:55 |
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https://www.youtube.com/watch?v=dq06JLrsz20 Really interesting speculation that the Immortal Empires map might not require owning WH2 and WH1. Reason being that this would enable new players to play the big map and see all the factions they're missing, incentivizing them to buy those race DLC. And it would also make it possible to release DLC for races that are not on the WH3 campaign map. Which all sounds plausible to me, so if CA do go this route, it's at least a small hint that getting Ind or Kuresh factions in-game might be a bit more likely than we thought.
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# ? Mar 1, 2022 14:13 |
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Torrannor posted:https://www.youtube.com/watch?v=dq06JLrsz20 For what it's worth, the FAQ still says this WILL THERE BE A COMBINED MAP FOR OWNERS OF ALL THREE GAMES? Yes, though currently our focus is on Total War: WARHAMMER III. We will release a massive combined map that will be a huge free DLC for owners of all three games,[i] and we’ll have more detail later. Note that you will need to own all three parts of the trilogy through a single store front in order to claim this free DLC. Please see above for details.
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# ? Mar 1, 2022 14:39 |
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I'm bummed it doesn't sound like they are doing a continuous globe map for Immortal Empires. I actually don't mind the squished Uthuan or other features honestly, I just want a massive battlefield to play in. Outposts are going to be really fun with that game mode especially depending on your particular neighbors. With diplomacy being less opaque now it's easier to achieve as well. Magic also feels stronger. I used to play an overhaul that massively buffed magic so I'm kind of spoiled. Though I do wish many overcast spells were a little more spectacular in form and function instead of just "you can cast it from further away" or "its a little bit stronger". Luckys overhaul did things like make overcast fireball a massive artillery barrage, vortex spells got 2 or 3 vortices on overcast, buffs had huge radii and lasted much longer. With the downside being that these cost massive amounts of wind to use so it was a 'magdump your reserves into enemy formation and that's it'.
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# ? Mar 1, 2022 14:41 |
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Imagine an army of unbreakable Saurus led by Gor-Rok, backed by Sisters of Avelorn. The outpost system owns.
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# ? Mar 1, 2022 14:49 |
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The new outpost system is honestly one of the best things that Total Warhammer has ever gotten. Yes, I do want Terracotta Sentinels in my Dawi army very badly. This will be sooo much fun, I can hardly wait for Immortal Empires.
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# ? Mar 1, 2022 14:50 |
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I'm interested in seeing if they go back to the fairly standard map projection and just squish more east in, or use the more unusual projection from the 3 map. Honestly, if it's the latter I hope the realms stay in. Have one of each eventual chaos lord start there, maybe keep rift teleportation in somehow. Just remove the tedious race bullshit. Like I said earlier the art style is neato. Plus you would then get the option to take your favourite game 1/2 lord and just raze Tzeentch for revenge. Remember how satisfying it was to nuke the poo poo out of the wood elves when Ikit arrived?
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# ? Mar 1, 2022 14:51 |
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I really like the idea of using the Realms as rapid transit system for the large map. Just decrease the number of portals significantly and drop their corruption effect significantly and you'd be fine.
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# ? Mar 1, 2022 14:58 |
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Edgar Allen Ho posted:I'm interested in seeing if they go back to the fairly standard map projection and just squish more east in, or use the more unusual projection from the 3 map. Make map large, then allow you to warp your armies by Redeployment through capital cities.
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# ? Mar 1, 2022 14:59 |
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Tzeentch powers on a global scale would be delicious, and yeah making it so the chaos forces can potentially go to any theater would be awesome.
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# ? Mar 1, 2022 15:01 |
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Tirranek posted:Tzeentch powers on a global scale would be delicious, and yeah making it so the chaos forces can potentially go to any theater would be awesome. Chaos forces should be able to open rifts using heroes, Port-owning forces should be able to warp to ports owned by themselves or allies. I mean they literally invented this for Oxy and the Wood Elves and the Chaos Rifts in the campaign like... just... just do it!
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# ? Mar 1, 2022 15:12 |
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So FYI if you want to have Skarbrand hell camp his dad’s realm you can pick up all four weapons just move it to another character before getting the next one. Once the Khorne realm is safe from thieving LLs pop back in a portal and go anywhere you want. I’m gonna invade Cathay. Can always cult teleport back home. Twigand Berries fucked around with this message at 15:26 on Mar 1, 2022 |
# ? Mar 1, 2022 15:24 |
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I don't care if i have to wait minutes between turns, I want my combined non squished map just so I can see the eventual "way to much time on their hands" youtuber playthroughs of it, complete with skipped loading times
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# ? Mar 1, 2022 15:36 |
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Ravenfood posted:I really like the idea of using the Realms as rapid transit system for the large map. Just decrease the number of portals significantly and drop their corruption effect significantly and you'd be fine. Maybe add a "portal jamming" effect to one of the buildings like the garrison or something so you have some control over where they appear. It's super annoying if the portals could just open up next to your critical infrastructure buildings/settlements. So the portals would be opening up at the edges of your territory mostly, or something to that effect.
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# ? Mar 1, 2022 15:38 |
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This is probably going to sound weird, but after playing with Ogres they feel like how I wanted Bretonnia to play. It's an army where anything worthwhile is large, based on a lot of powerful charges, but where instead of feeling fragile and low impact like most cavalry, their charges are incredibly powerful and they can get stuck in, they don't rely on just cycle charging. I don't know if it's a difference in stats, the difference in how monsters vs cav perform or what, but look at ogres to make Bretonnia more fun imo.
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# ? Mar 1, 2022 15:40 |
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Edgar Allen Ho posted:I'm interested in seeing if they go back to the fairly standard map projection and just squish more east in, or use the more unusual projection from the 3 map.
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# ? Mar 1, 2022 15:56 |
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Monstrous infantry have always performed and felt better to me than cavalry, even in the last game minotaur or kroxigor charges were much more fun and satisfying than anything Bretonnia could pull off. A lower unit count with higher mass and HP pool per-model I think really helps as it takes a lot longer for a single minotaur to get poked down by peasants than a single knight.
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# ? Mar 1, 2022 15:58 |
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Eimi posted:This is probably going to sound weird, but after playing with Ogres they feel like how I wanted Bretonnia to play. It's an army where anything worthwhile is large, based on a lot of powerful charges, but where instead of feeling fragile and low impact like most cavalry, their charges are incredibly powerful and they can get stuck in, they don't rely on just cycle charging. I don't know if it's a difference in stats, the difference in how monsters vs cav perform or what, but look at ogres to make Bretonnia more fun imo. I think it's mass. A lot of horse cavalry will get stuck in the enemy and it will be tedious to cycle charge them. On top of it they usually take a lot of damage during this process Monstrous cavalry/infantry like kislev bears or ogre anythings, will have lots more mass and hp/model so they will be able to do the job much better
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# ? Mar 1, 2022 16:05 |
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I think cavalry get stuck inside enemy units a lot easier than monsters. Maybe it’s because of their shape?
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# ? Mar 1, 2022 16:07 |
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Collapsing Farts posted:I think it's mass. A lot of horse cavalry will get stuck in the enemy and it will be tedious to cycle charge them. On top of it they usually take a lot of damage during this process It’s not mass. The reason cav feel weird is that cavalry charges don’t do damage; attack animations do. It’s unintuitive that a charge that bowls over an entire company is often worse than one that leaves the units on their feet.
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# ? Mar 1, 2022 16:15 |
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orangelex44 posted:It’s not mass. The reason cav feel weird is that cavalry charges don’t do damage; attack animations do. It’s unintuitive that a charge that bowls over an entire company is often worse than one that leaves the units on their feet. It sucks gameplay wise but if they ever fix it properly, I'll almost miss seeing some empire schmuck go flying halfway down a hill, land on his head, then just get up and charge back to the fray.
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# ? Mar 1, 2022 16:19 |
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orangelex44 posted:It’s not mass. The reason cav feel weird is that cavalry charges don’t do damage; attack animations do. It’s unintuitive that a charge that bowls over an entire company is often worse than one that leaves the units on their feet. Yeah this does drive me nuts. A charge into the rear of an enemy that launches them 30 feet doesn’t do poo poo for damage. Sometimes when cavalry chase dudes down that are retreating it takes them forever to actually kill them because they’re knocking them over constantly.
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# ? Mar 1, 2022 16:27 |
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Wait what? There's no more impact damage?
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# ? Mar 1, 2022 16:29 |
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And we know they can make then do damage (I'm pretty sure this is why 3k's charges feel so good) because all of the new chariots have impact damage on them. Or at least that is what the collision impact tooltip implies.
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# ? Mar 1, 2022 16:30 |
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All cavalry should use whatever code, stats, mass or animations Slaaneshi dootlers do because they are insanely good.
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# ? Mar 1, 2022 16:33 |
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jokes posted:Yeah this does drive me nuts. A charge into the rear of an enemy that launches them 30 feet doesn’t do poo poo for damage. Sometimes when cavalry chase dudes down that are retreating it takes them forever to actually kill them because they’re knocking them over constantly. Doomykins posted:All cavalry should use whatever code, stats, mass or animations Slaaneshi dootlers do because they are insanely good.
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# ? Mar 1, 2022 16:34 |
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Funky See Funky Do posted:Wait what? There's no more impact damage? They actually added it back a little bit in WH3. Now units that get knocked back and fall a certain amount (I don't know exactly how far) will take extra damage and die.
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# ? Mar 1, 2022 16:34 |
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I just charged headfirst with a unit of bloodcrushers into a unit of tsar guard with great weapons and did 1100hp damage on the charge. Pulled out of combat immediately.
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# ? Mar 1, 2022 16:35 |
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Funky See Funky Do posted:I just charged headfirst with a unit of bloodcrushers into a unit of tsar guard with great weapons and did 1100hp damage on the charge. Pulled out of combat immediately.
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# ? Mar 1, 2022 16:35 |
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I read the post above me as saying that they'd removed or severely nerfed impact damage. I just repeated it with Jade Lancers and did 500 on the charge, headfirst. It's probably either mass OR it's that the mounts on blood crushers do an attack animation on the charge whereas horsemen need the rider to do an attack animation.
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# ? Mar 1, 2022 16:42 |
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Funky See Funky Do posted:OR it's that the mounts on blood crushers do an attack animation on the charge whereas horsemen need the rider to do an attack animation. It's this, monstrous infantry/cavalry have better charge attacks.
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# ? Mar 1, 2022 16:43 |
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Dramicus posted:They actually added it back a little bit in WH3. Now units that get knocked back and fall a certain amount (I don't know exactly how far) will take extra damage and die. You can see it in action in this post about Plague Drones knocking guys off a wall to their deaths. https://www.reddit.com/r/totalwar/comments/sz4m7c/i_sent_my_plague_drones_to_fight_a_unit_on_the/ Torrannor posted:I thought they wanted to tell us the roadmap for Immortal Empires and DLC last week, did I misunderstand something? Was it this week? Gonkish posted:I think that got pushed back by the hotfixes or something. The quote I remember is that we’d have news in “a week or two.” We still have a couple days to make good on that!
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# ? Mar 1, 2022 16:49 |
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Funky See Funky Do posted:I read the post above me as saying that they'd removed or severely nerfed impact damage.
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# ? Mar 1, 2022 16:51 |
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Wow Jade Lancers loving suck. Two charges did a little over 1000hp damage but did not kill a single model. In the exchange Jade Lancers lost 1600hp and 9 models. I didn't stick around in combat. That was charge - do impact damage - retreat within a few seconds and then a second charge while they were unbraced and then withdraw immediately.
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# ? Mar 1, 2022 16:51 |
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Dr Christmas posted:You can see it in action in this post about Plague Drones knocking guys off a wall to their deaths. I even saw it happen when I did a downhill charge with Jade lancers. The infantry got knocked back and because it was a little downhill, they fell a bit before all dying. Must have been 20 or so who died in the impact like that. And it wasn't super steep or anything, so the threshold for fall damage might not be very high.
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# ? Mar 1, 2022 16:56 |
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Dr Christmas posted:You can see it in action in this post about Plague Drones knocking guys off a wall to their deaths. I put some crane gunners up on walls and the unit at the back kept pushing the shield unit over the edge of the destroyed section of wall, lost an entire unit to that fun bug.
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# ? Mar 1, 2022 16:57 |
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# ? Jun 6, 2024 16:13 |
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I think some units need some 'finisher' attack that does bonus damage vs knocked down enemies. This could be given to all Lance cavalry so when they knock over models their follow up attacks are doing way more damage. It also means chasing down fleeing enemies is way more deadly as they'll repeatedly trample them to death n the process. They could give this skill to some 'beast' type units as well for the intent to rear charge or finish off fleeing enemies, as well as a few kinds of infantry like slayers or death runners.
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# ? Mar 1, 2022 16:57 |