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Yeah, the biggest problem with the Black Coach is that it's the last unit unlocked for VC, by the point it's even an option I am so over the idea of deploying a chariot ever.
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# ¿ Jun 12, 2016 22:02 |
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# ¿ May 15, 2024 10:04 |
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Doom Divers have "only" about 65 AP damage/hit, which is still going to one shot most dwarf models they hit. Rock Lobbers do have like 200 total AP damage though.
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# ¿ Jun 13, 2016 19:43 |
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All the Night Goblin units feel way higher tier than they should be. They're cool units with a bunch of neat gimmicks but they're also in no way competitive with all the actual late game heavy infantry and monsters you're unlocking around the same time. Night Goblin Swordsmen should unlock at the same time as Orc Boyz, and fanatics shouldn't come any later than Big'uns.
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# ¿ Jun 13, 2016 20:36 |
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If they ever get around to releasing Wood Elves and/or Beastmen it could go a long way towards making Brettonia more interesting to play. They did say they were releasing the FLC race towards the end of the year, so it's not impossible that there will be one or more paid DLC factions added before Brettonia.
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# ¿ Jun 14, 2016 01:12 |
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peer posted:You seem to be using words like "need" and "have to be" when what you actually mean is "it would be cool if". We're not gonna get three full factions at once as DLC. Of course not, but we're also not necessarily getting Brettonia first. Keep in mind, that the way CA handles DLC factions in their more recent games is that they get added to the map as NPC factions for everyone regardless, buying the DLC just makes them playable and gives you some extra LL/toys like the Chaos DLC does.
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# ¿ Jun 14, 2016 14:40 |
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I think suggesting that CA is going to ignore the main factions for now and work on minor factions that don't have armybooks is contrary to all evidence. Those nutty russians found references to Beastmen, Wood Elves, Skaven, Tomb Kings, Ogres and Chaos Dwarves as dlc files, (though I expect at least four of those are earmarked for the first expansion) there's nothing in there about Kislev or Estalia and CA has repeatedly said they're not interested in tackling minor factions until they have all the major races in the game. Here's CA's response to the find, btw. quote:Good Spot guys! Which denies nothing, really.
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# ¿ Jun 14, 2016 14:53 |
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Deified Data posted:On the subject of Wood Elves and beastmen: It's a fine non-denial denial. Not to say that the details and even the release order haven't changed over time but the CA response is pretty meaningless.
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# ¿ Jun 14, 2016 16:12 |
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Decus posted:Yeah, CA is still doing faction DLC outside of the expansions. They'll also be doing Lord, item, lore of magic and unit DLC packs. The main expansions they've announced are different from the faction DLC in that they also add entirely new campaigns whereas the faction DLC just adds playables to the grand campaign (the only campaign currently present). Technically they are also releasing Mini-campaign packs, like the Caesar in Gaul campaign for Rome that gives you a cool little mini-campaign to play and also unlocks a new faction for the Grand Campaign. (One of the more interesting bits today from the dlc file discovery thing was what looked like a list of factions for a Wood Elf mini-campaign.)
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# ¿ Jun 14, 2016 18:25 |
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Angry Lobster posted:Lightning srike is indeed awesome and has done a ton of work in my very hard Dwarf campaign, underway travel is also incredibly useful as well and pretty easy to game the intercepcions to destroy whole armies. I'm in the final stage on the campaign, just mop up some vampires and colonize some lost holds and I'm golden. Kholek is a great starter because he's an impossibly powerful beast from level 1 which will help you coast a long time, also he takes the longest to unlock as a secondary. His campaign bonus isn't too hot though. Archaon is the second best choice, he takes the second longest to unlock and has decent campaign bonuses plus he's also pretty strong in those early battles. Sigvald has the worst campaign bonuses and unlocks like 15 minutes into starting a Chaos campaign and is also the weakest in early game battles and his starting army kinda blows. There's no reason to start Siggy ever but he's a great guy to assign your second army to. Also, if you do start with Kholek be advised that Archaons unlock requirement is 10 sacrifices, not 10 killing. It's poorly worded.
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# ¿ Jun 15, 2016 18:08 |
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You beat light missile cavalry stacks by standing your ground and shooting them to death, it's not that difficult tbh. If you have an excellent fast melee unit like Chaos Hounds or any flying unit you can also use those to destroy them. Missile Cav only wins by tricking you into chasing it around the field and splitting your troops up for no reason.
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# ¿ Jun 15, 2016 20:52 |
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Deified Data posted:How do you guys spec out Thorgrim? I build him as an invulnerable buff tank. Lots of leadership with a side in combat skills focusing on defense.
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# ¿ Jun 16, 2016 19:11 |
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terrorist ambulance posted:Does the "poor against armor " stat actually mean anything? Goblin archers still seem to wreck anything that doesn't have a shield whether it has armor or not, and dire wolf or hound rear charges still do well against even heavily armored troops. I suspect this is more because of difficulty settings giving the AI bonuses, but yes. Goblin Archers have 2 AP damage, which is pitiful, and they do much less damage against armored targets than any of the "normal" ranged units, including Arrer Boyz, Crossbows, and Quarrelers. Trust me, I tested this. That said, sheer mass of fire still adds up, so while the Goblin Archers penetration is about the worst in the game if you've got 6 of them focusing a unit they're still going to kill dudes a lot faster than you'd expect. Always be shooting ranged units as Dwarves.
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# ¿ Jun 17, 2016 16:41 |
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Fangz posted:From that one Reddit thread, armour blocks between 50 and 100% its full value worth of non-AP damage per hit. That guy did a later post where he said armor in this game works by percentage (ie a 50 armor roll reduces damage by 50% instead of -50) instead of raw numbers. So 100 armor in practice is 75% damage resistance against non AP damage. It makes sense, if only because there's so many units that should be one-shotting everything off of raw damage otherwise.
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# ¿ Jun 17, 2016 17:09 |
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Dongattack posted:I put this down while finishing Blood & Wine and having my fill of Hearts of Iron 4, but now when i try to play again i have this horrible flickering bug on the campaign map that i have never seen before. No graphical option change seems to do anything, Vsync on/off and windowed mode on/off as suggested in google searches did nothing and absolutely nothing about my system has changed since last time i played save updated Nvidia drivers. Try rolling back your drivers, Nvidia screwed up and hasn't released proper Warhammer drivers yet.
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# ¿ Jun 17, 2016 17:27 |
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After playing a lot of Chaos recently, I think the biggest issue for them is just autoresolve mauling single model units really. It effects everyone but it's the worst for Chaos because outside of friendly settlements you'll never see again after leaving the north your Lords and Heroes will basically never get their health back, (250 HP per turn while encamped, yay!) I've had Sigvald sitting at 300 HP after autoresolving two easy garrison fights and that dude is literally invulnerable in real fights. For your regular units it doesn't even matter, merge and replace, you can one turn half a stack of gold chevron units anyway so who loving cares. If autoresolve gets fixed I can see Chaos being way less of a slog to play.
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# ¿ Jun 19, 2016 14:54 |
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Blacktoll posted:I see, people feel very strongly about legendary lords not healing as fast as others. CA, get on this stat. I am 100% sure you've never played Chaos.
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# ¿ Jun 19, 2016 15:24 |
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Chomp8645 posted:For those curious these are the rules CA is using for their tournament. Note that this isn't a CA official tournament, it's ESL, and they've been doing Sunday tournaments on the official channel for almost a month now, with the rules changing every week. I'm sure the CA balance guys are keeping a close eye on results though. It might seem weird, but CA has guest streamers using their channel on weekends pretty much continually. madmac fucked around with this message at 16:46 on Jun 19, 2016 |
# ¿ Jun 19, 2016 16:41 |
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Rakthar posted:With Rome 2 etc there were a variety of community setting for tournaments that became popular. No more than 6 of one unit, no more than two chariots I believe, and some other stuff. They're all community rules, CA has nothing to do with the tournament or how it's run other than letting them stream it on their twitch channel.
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# ¿ Jun 19, 2016 18:22 |
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Mordja posted:Huh. I'm not sure an expansion that adds nothing but Chaos variants would have enough staying power though. That was definitely the most surprising and questionable bit. Well, even if factions aren't the main draw they could in theory make it attractive by bundling enough new mechanics or whatever. Plus it would probably allow for them to make some final super event involving full strength chaos to tie the games together. I'm still really skeptical but I can kinda vaguely see it. Alternately, they may just have decided that there wasn't enough going on in the south/eastern part of the map to make a decent stand alone expansion out of it. Chaos Gods might not be a huge draw, but bundling most of the least popular races (Tomb Kings, Chaos Dwarves, Ogres) in the least interesting part of the map for the first expansion isn't brilliant either. Doing those races as DLC means they can just gradually expand the base game map as they get added.
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# ¿ Jun 20, 2016 03:20 |
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Ilustforponydeath posted:Could this finally be a patch? https://steamdb.info/app/364360/history/ My money is on Tuesday. There were fiddling with DLC 2 and 3 files last week and like to release everything together and Tuesday is the day all things are released so it's a safe bet.
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# ¿ Jun 20, 2016 16:09 |
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Archonex posted:As a side note, what the heck is DLC 2 (The one that might be upcoming.) supposed to be? That russian blog translates it to krovushki, which I have no idea how to parse. No one really knows at this point. Taking a look at Atillas DLC schedule, just because that was their most recent game: Game Release+ Vikings Preorder DLC: Feb 17 2015 Longbeards Culture Pack: Mar 5 2015 Blood and Gore+Celts Mar 25 2015 Last Roman Campaign June 25 2015 Empire of Sands Sep 15 2015 Age of Charlemagne Dec 10 2015 Slavs Feb 25 2016 So basically Blood+2 culture packs within 5 weeks, first mini-campaign within 4 months, another (much higher quality) faction pack at 7 months, second mini-campaign 10 months out, and slavs were timed for the final patch so they were pretty much a whenever sorta thing. Obviously Warhammer DLC is more work than Atilla's was, but they delayed the game a month and the DLC team has been working on Warhammer since the beginning of March. My prediction is they'll announce Blood and Gore+one more DLC this week and the free Vampire unit, probably a LL pack, but I wouldn't be entirely shocked with Beastmen, they'll want at least one new faction out relatively quickly. (Whenever Beastmen come out, they'll probably be bundled with the FLC Lore of Beasts and new Empire Wizard.)
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# ¿ Jun 20, 2016 16:39 |
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Wallet posted:The obvious faction targets, based on the files, are Kislev and Bretonnia. Even without the stuff in the files they'd be the most likely, since CA already has a shitload of human assets they can probably reuse. I'd be extremely surprised to see anyone else show up before them. I'd say it's the opposite, Bretts being free means there's no hurry to get them out (And they already said the FLC faction won't come out until near the end of the year) and Chaos Dwarves are more confirmed than Kislev is at this point. There's no way CA plans to wait 4-5 months to release any paid DLC factions, so Bretts will almost assuredly come after at least one or two other factions. Bretts make sense from a man-hour perspective but not from a money/hype view, and they have to add two more magic lores for them anyway so it's not actually that simple. madmac fucked around with this message at 17:06 on Jun 20, 2016 |
# ¿ Jun 20, 2016 17:01 |
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drat Dirty Ape posted:In my greenskin campaign I made an effort to be sure I could hire a bunch of Goblin Big Bosses early. The swarm of them basically annoy my enemies like the AI used to do to me when I played dwarfs. They are good at assassinating, blocking, breaking walls, stopping enemy agents, and clearing corruption. I don't think the shaman agents are nearly as useful, though I like them better as embedded heroes in an army. I think the greenskins really should have an 'orc boss' type of hero too. It's a little odd but right now Empire and Vampires are the only races with a full "set" of agents. Assassin, Wizard, Warrior, Priest. Orcs don't have Priests or Warriors Chaos doesn't have Priests or Assassins. Dwarves don't have poo poo. Well ok, they have Warriors and two weird hybrid agents with the Engineer and Runesmith, but seriously they're the worst at agent poo poo.
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# ¿ Jun 20, 2016 21:00 |
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I think it's actually attrition that makes the AI group up heroes like that. I see little parties of weirdos like that all the time up in the chaos wastes and that's without running any mods. I've also had some Orc attacks against me as Vampires where armies included like 5 shamans each.
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# ¿ Jun 20, 2016 21:32 |
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Dandywalken posted:Isnt the Greater Demon/Keeper o' Change you see in the campaign kinda weak for what a Great Demon is supposed to be? Combat wise. Even though he's of course mainly a caster-type of demon I guess, I was really expecting a real badass motherfucker. The saddest thing is that he's a Lore of Metal caster, so he just spams Searing Doom and wonders why it doesn't do anything. Sarthorial is pretty much Gelt who lifts sometimes.
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# ¿ Jun 22, 2016 23:47 |
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Fangz posted:There's still room for rebalancing magic on vanilla large, especially searing rain. Projectile spells in general are second only to Death Magic in effectiveness, imo. With a lucky shot something like Shems Burning Gaze actually hits much harder than Spirit Leech against commanders. AOE/Vortex spells are still all over the place on large size, though. The best of the best are worth using sometimes and that's about it. There's a Reddit thread digging into magic stats right now that's actually pretty interesting if you go into the comments. https://www.reddit.com/r/totalwar/comments/4pe2gc/warhammer_here_are_stats_for_every_spell/
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# ¿ Jun 23, 2016 17:46 |
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Mans posted:I want to see blood spraying all over the place when the giant bites someone's head off. That would be the Night Goblin Shaman The Gobbo Big Boss is a pansy riding a spider, he's a great agent but possibly the worst combat hero in the game.
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# ¿ Jun 24, 2016 14:10 |
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NoNotTheMindProbe posted:According to their FLC schedule the first thing is going to be a free unit: The free unit will be for VC, thus the flag. (Also they said way back that an extra VC unit would be added post release.) The first free LL also seems to be for Vampires, while the second will be Wazaug for Orcs. I could see them adding squigs along with Wazaug though. The three lores/empire heroes will almost certainly be the missing Lores of Life, Beasts, and Shadow along with the accompanying wizards. Free race is Bretts, almost certainly, and the placement after two lores added makes sense because they'll need those Lores. As for paid DLC, if we're getting a small one now and a big one a little later, easy bet is Blood or a Lord pack for the first DLC and a race or campaign pack for the second, because there's nothing else they'd likely have been working on for that long. (I'm guessing Beastmen, bundled with the second FLC, Lore of Beasts)
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# ¿ Jun 24, 2016 14:43 |
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Yeah, Overcasted* Final Transmutation is actually quite potent, it just costs a shitload of mana. *The overcast part is important, it's a pretty drastic upgrade over the normal version. madmac fucked around with this message at 19:23 on Jun 24, 2016 |
# ¿ Jun 24, 2016 19:20 |
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Kaza42 posted:Really? I thought it worked that way at first, but could have sworn someone did a test that showed the other way around. If so, then FT is great. Halbediers get Honest Steel, yes. It's why it's better than most of the other races basic infantry buff, it applies to units you'll actually be using all game. Also, did a quick test of Final Transmutation and yes, spell loving owns. ~1600 damage each to four different infantry units and the General off a single overcast.
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# ¿ Jun 24, 2016 19:39 |
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lol, Darrentw playing VH Radius on stream, entire army gets wiped except Ungrim, puts the game on 2x speed for 10 minutes while Ungrim nearly solos the entire enemy army. "Uh, I don't think I want to play this mod anymore."
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# ¿ Jun 24, 2016 21:08 |
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Ra Ra Rasputin posted:That doesn't sound far off from my vanilla experience witha combat lord. Not early game on VH against a full stack, I would hope. Part of the problem was that the AI kept trying to break off and form into pretty lines while engaging a single unit, which is definitely modded behavior. quote:Just found out that the Runes the dwarven runiepriest have are incredibly good for loving with Enemy units. Like the one offensive rune they get took half the life off of a full ranked unit of Chaos Knights in the "axe of dargo" quest battle. Yeah, the Rune of Wrath and Ruin is pretty drat good, it's just a DOT with a really bad particle effect so the effect isn't immediately noticeable.
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# ¿ Jun 24, 2016 21:28 |
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One of the interesting things that came out from digging into spell stats is that basically all the direct damage/dot spells have a built in model cap, essentially they can only kill so many dudes in a unit even if they're all goblins and have super weak HP. Which is all well and good for infantry blocks but it's what makes spells like Fate of Bjuna so brutal against Cav and other small elite units. Honestly the cap should probably be adjusted to be proportional instead of a flat number, but eh lets just see what they do in the first patch first.
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# ¿ Jun 24, 2016 21:46 |
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Gonna quote this guy from the official forums about how Searing Doom and similar spells work, because it explains a lot.quote:Bombardment spells (Cassandora, Urannon's Thunderbolt, Searing Doom, Bolts of Burning) function very differently. They basically spawn projectiles above the unit, which function in pretty much like any other projectile in game. You can futz with their gravity and make them do funny things like fall super-slowly - I think theoretically you could even make the Comet bounce or roll. There's some other interesting stuff there, apparently Purple Sun can actually do a shitload of damage against very heavy units like Chaos Warriors, but anything light enough to get picked up and thrown around basically takes nothing. Not that it makes those spells good really, but it's an interesting read.
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# ¿ Jun 25, 2016 15:30 |
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Josef bugman posted:See what is everyones opinion on Ungrim Iron Fist, because I basically found that he can hold up an entire flank of enemy troops on his own. He's pretty much the Dwarf Grimgor, except without his good campaign bonuses and starting army. Still, Thorgrim is vastly easier to unlock and his quest items are something you can't even start working on until halfway through the campaign so after a couple of starts I've come to slightly prefer starting Ungrim.
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# ¿ Jun 25, 2016 22:07 |
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Dre2Dee2 posted:So if Beastmen do get added... where the hell would they end up? Map seems pretty crowded as is. Would they be able to take any settlements, or would they be another horde army? No one really knows, but their fluff includes hating the poo poo out of civilization and buildings in any form, so horde seems very likely.
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# ¿ Jun 28, 2016 20:36 |
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Gonkish posted:I wonder if they'll throw us any bones on what the DLC plan is now that the game has been out for a month. Some kind of facebook announcement today in about two hours, according to their twitter account.
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# ¿ Jun 29, 2016 12:23 |
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Something they mentioned on the stream that I don't think is in the patch notes, there's now events in the campaign that can spawn new Savage Orc hordes, instead of them being a thing that disappears forever 12 turns into the game. Balance changes look pretty good, magic changes are as vague as ever. Looks like they nerfed direct damage by making it more random, buffed Invocation of Nehek and speed buffs, and probably did nothing for vortex/aoe spells yet, so Gelt campaign still a no go for me. They also mentioned that the cryptic teaser they posted yesterday has nothing to do with the patch or Blood Knights, so that's up in the air. madmac fucked around with this message at 15:07 on Jun 29, 2016 |
# ¿ Jun 29, 2016 15:03 |
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Angry Lobster posted:God no, that's awful. In my very hard dwarf campaign, savage orcs were the strongest orc faction and survived until turn 90-something, had to chase them across the badlands to raze all their settlements. So incredibly annoying. They also nerfed Savage Orc units across the board. I think they were more talking about the Bonerippers and other hordes that hang around the Empire though. Those guys do vanish way too quickly. Edit: Ok poo poo, Top Knots too. Whelp.
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# ¿ Jun 29, 2016 15:08 |
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# ¿ May 15, 2024 10:04 |
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Gejnor posted:They didn't give them any actual stats buffs though so they are still trap status for most of us. The only way to make them truly viable is to install a mod that either gives them some damage mitigation or turns them super cheap volounteer type units. What they did do is that now auto-resolve won't insta murder them which is good! Making Slayers more resistant to knockdown is a sorta interesting sidways buff, given how many monster units have big sweeping knockback effects. They're still gonna be basically a flavor unit though. As for Flame Cannons, they actually lob fireballs, so giving them an arc effect is pretty trivial.
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# ¿ Jun 29, 2016 16:30 |