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Perestroika posted:On that note, how exactly do Melee Attack and Melee Defense interact? Since both stats tend to fall between 1 and 100 for almost every unit I'm tempted to think it might work through straight hit/miss percentages somehow, but I really have no idea. I can never tell whether it'd actually be worth it to buff a Lord's or Hero's Melee Attack up from 60-something, or if I'd already be running into diminishing returns at that point. See here: https://www.reddit.com/r/totalwar/comments/4m9sdw/how_melee_attack_and_defense_armor_and_damage/ There are diminishing returns, but you're very well rewarded for boosting melee attack and melee defense at basically all the reasonable values you'll see in game and they are stats you should be prioritizing highly. Actually that was based on old information, apparently armor is a randomized percentage based damage reduction that caps out around 200 Armor Value, so it may be that those +30 armor talents are actually quite good on everyone (though AP is still a thing obv)! LGD fucked around with this message at 19:22 on Jun 8, 2016 |
# ¿ Jun 8, 2016 19:18 |
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# ¿ Apr 29, 2024 04:26 |
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Fangz posted:You seriously do not need a public order building in *every single settlement*. I strongly doubt you need a +growth in every city either, and the number of +growth you need actually scales entirely linearly with the number of cities you have and so the number of settlement upgrades you need to buy. There's no sense in which two +growth is required for a 2 city province and that's somehow also enough for a four city province that has double the number of settlements to build up. This is wildly untrue because of the way province capitals and banked growth work. You can get the 1-2 population for rank 2-3 cities/towns very quickly and it will replenish almost instantly, but building up to the 4 and 5 population needed to raise capitals above rank 3 takes much longer even with multiple settlements because of the way scaling on banked growth works. If you've only got a single settlement providing +growth it potentially takes forever (though this is a bigger deal for Dwarfs than Humans due to how much of their roster is locked away at tier 4 and 5). You also don't need a public order building in every settlement, but you do need at least one in every province and sometimes more depending on difficulty/location. Two city provinces absolutely have issues building infrastructure compared to 3-4 city provinces.
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# ¿ Jun 8, 2016 19:47 |
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Zephro posted:I've never tried a Radious mod so maybe I'm misunderstanding what you're saying, but surely this defeats the point of having very different factions? Dwarfs are explicitly designed not to have cavalry, for instance... hey, the gyrocopters are kind of like Dwarf cavalry which is honestly one of the biggest issues I have with the Dwarfs, too much of their roster is locked away behind very inflexible Tier 4 and especially Tier 5 buildings, including most of the more interesting and game changing units, so you hardly get to play with them before you finish things up
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# ¿ Jun 8, 2016 20:00 |
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Mazz posted:The Dwarfs would probably benefit a lot from a turn timer reduction on the higher tier of buildings. Waiting 5-6 turns AFTER you had to wait for the proper growth means you get these units incredibly late in comparison to most. Like I had reikland almost maxed out by turn 60, whereas the Silver Road didn't quite finish until like turn 90. I had more or less the same experience in my game, which given that I won the short campaign on turn 98 (and long campaign not long thereafter when I resettled the northern Dwarfholds and made an extra alliance) didn't really leave me time to build the cool units or anyone to use them on if I had The extra settlement in the Reikland made hitting tier 4 significantly faster and you basically just need that + menagerie to unlock all of your core units, which you can likely do in the 40's- you've still got some fun gimmicks to look forward to but nothing that's going to dramatically change how you play, and army composition is more a matter of economics where you can make considered tradeoffs than needing to wait X turns while your resources just pile up LGD fucked around with this message at 20:20 on Jun 8, 2016 |
# ¿ Jun 8, 2016 20:12 |
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Kaza42 posted:For Ironbreakers, there's the issue of when would you ever rather have pistols (no matter how buffed) instead of blasting charges? They don't need more short range anti-charge damage. But I do agree that pistols need buffing, Pistoliers are absolute garbage They'd be OP as poo poo if their damage wasn't garbage though. How would Chaos as currently constituted (for example) possibly deal with a light cav unit that can shoot appreciable amounts of AP damage in a 360 degree circle?
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# ¿ Jun 8, 2016 20:27 |
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Kimsemus posted:Checkerboard with rifles -- your units are thick enough to brace most charges so spears can do work, and rifles pretty much melt their knights. Also consider upgrading from men with pointy sticks to men with sticks that have a sweet can opener attachment (Halberds).
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# ¿ Jun 8, 2016 22:38 |
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Mazz posted:So I have an idea for a mod: It would completely change the Chaos campaign, but probably more in a quality-of-life rather than "this-is-unbalanced" way since it would make replenishment a viable alternative to merging units/dismissing the dregs/re-recruiting after every major battle. If you wanted an extra mechanical effect you could give each "watchtower" a small effect on provincial corruption, though this would probably be more for flavor than anything mechanically useful.
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# ¿ Jun 9, 2016 20:08 |
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Gitro posted:I have two hordes taking infighting attrition. They are sieging two different cities. The cities are separated by a river. That's dedication. they keep trying to "prank" the other army but drown while trying to swim across the river
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# ¿ Jun 10, 2016 06:46 |
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Rakthar posted:Ah well that's more decent than I thought. For me to use it more I think it would need to last more than 5 seconds. As it is, you can basically 'counter' an enemy unit with your own poison unit, but only as long as it can keep shooting. If charge bonus lasts 30 seconds, I think I'd like to see this be 15. Or something like that. It'd potentially be pretty OP and obnoxious if it lasted 15 seconds though, because that actively encourages you to micro each poison archer unit to retarget after every attack as they could keep 2-3 enemy units crippled simultaneously. That's a huge return on investment (both unit wise and for properly autistic APM/animation monitoring) and not something that has much, if any, counterplay. Much better to keep poison something that a single unit can only consistently keep applied to one foe at a time.
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# ¿ Jun 11, 2016 00:25 |
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Yukitsu posted:Hey, glad the advice helped. The game needs a bit of fixing though, hope they don't change so much of it that I need to completely redo faction vids but at the same time, the multiplayer is a bit of a cheese fest. So they did perfectly capture the spirit of the tabletop game then.
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# ¿ Jun 22, 2016 19:40 |
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# ¿ Apr 29, 2024 04:26 |
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fargom posted:Did Dwarves always get gyrocoptors so early? I didn't realize they were on the same tier as the cannon and thunderers, unless this just changed. Either way it's rad to have ~10 of them in a secondary army following around my main stack. No, that was changed in the recent major update. It's a really good change, Dwarves used to have wayyyyy too much stuff locked up at the highest tier, to the point that you might never get to use any of it before the completion of a typical campaign.
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# ¿ Jul 5, 2016 23:28 |