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Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
What's the best mod for accelerating the rate at which you get cooler units and buildings? Or just starting with higher tier buildings in general?

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Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
There's no Brets, you gotta be kidding me, I got boxes full of Brets

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
Does anyone have a link for that mod that turns siege battles into field battles? After 200 hours in this game I can't face another one.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
the game's not fun if you roll over the AI with no problems all the time imo. the best / only good part of the game is early on before you get mega strong and beat everyone easily and it sounds like the beastmen are gonna rocket past that point very very fast. kinda like skryre which were thematically amazing but you didn't even need to pay attention to win easily all the time.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Ra Ra Rasputin posted:

On the opposite side of the coin is pre-DLC beastmen where you are actively punished harshly for anything you do or having events force harsh negatives on you you can't refuse and everyone recommends against playing the beastman campaign because it is a unfun slog of the order factions sending dozens of armies after your lonesome armies and trying to sack a city to stop beast-bankruptcy every few turns while the AI instantly resettles them.

yeah that sucks as well, i'm glad they're revamping the beastmen but the power creep is still growing exponentially and i think this is a bad move.

i think it goes back to the first wood elf DLC since a lot of players complained because you couldn't just park your bows at broadside range and blast everything away. since then a majority of new factions seem insanely powerful.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Ravenfood posted:

Sure, there is a limit to just "click autoresolve and win every campaign" but I'm definitely not opposed to there being some kind of variation within races to make them easier/harder. I'm really curious what the Belegar campaign looks like with the grudge rework because the combination of +50% upkeep AND a punishing grudge made that campaign kind of hard but in a potentially fun way. I suspect this will be better post-change.

Vagabong posted:

I agree with you, but I wouldn't take too much into account from LegendofTW's gameplay; the dudes got a reputation for breaking the game over his knee with cheese, and from what I heard from the run on turn video he was fighting so many battles in a single turn that it was causing the U.I to break. I wouldn't expect Taurox's mechanics to be so broken in normal gameplay.

i'm with you both - to me the rework just seems to swing wildly in the OP direction but let's wait and see.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Ravenfood posted:

Isn't he the one that advocates using a fast-moving flying lord to simply dodge all of the enemy ranged fire and waste all of their ammo before actually starting any kind of battle?

i've never done anything like that and the OP factions still make the game really easy.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

TaintedBalance posted:

There are some very odd takes in the last couple pages here. If you don't like exploiting the games mechanics to their maximum potential, just play the mechanics as intended. It is a giant game with an insane amount of systems and no game this large or complex is perfectly balanced.

The Taurox strat isn't even that OP, he did have to win EVERY battle and plan out his moves precisely AND he got incredibly lucky with some of the positioning of enemy armies he stumbled on AND at least part of the strategy is potentially unintended (he does a lot of campaign stance dancing to maximize movement where different stances interact with the momentum system in different ways - its probably an edge case that CA didn't catch).

Vampire Counts are one of the strongest meta factions in the game because skeleton + winds of death is hilariously OP, but its boring and I don't play it that way because it isn't interesting. Just...don't exploit. Make your sillyman armies to smash into their sillyman armies the way you like.

i don't understand this point at all - certain factions are not op/boring because you can do weird exploit things, unless by exploits you mean things like 'using ranged attacks' while playing as skryre or vamp coast. they're op/boring because they remove all the challenge from the game. i think this game is more fun when it's challenging.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Ardent Communist posted:

Pretty sure Ogres can eat pretty much anything.

in the first ogre kingdoms army book there was a full page about someone dissecting an ogre and discussing all the things it had eaten, which was a whole bunch of poo poo like bones, gold, some rocks to help with digestion, and iirc their incredibly rapid digestion means they can eat anything and heal wounds really fast. it only died because it ate a pistol that went off and shot it in the brain from inside its stomach.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

KittyEmpress posted:

The Slaanesh roster looks absolutely horrible for the current game, am I the only one that feels that way?

A ton of fast squishy units with no ranged options at all basically tell me that you'll suck on any non-normal difficulty, instantly. And that you'll probably rely on a poo poo ton of micro to get what other factions can get super casually, victory wise.

yeah but what are their options with how the game is built now? ranged is king. until they do a big balance sweep it's going to stay that way. looking at where total war 1 started and where total war 2 ended up i hope they just re-balance everything.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Ravenfood posted:

Very optimistically, in WH1 ranged was useful but not as dominant as it is in WH2. In 2, they changed how arcing fire targets enemies and changed (increased) the angle archers can fire over friendly units. They also gave more factions SEMs. The former choice was seemingly done to make more ranged-heavy armies possible because that's really just the elf power fantasy. Also they made darkshards for some reason which kicked off an arms race.

In WH3 three of the six factions are very melee heavy. Of the three remaining, one has a lot of ranged firepower but it seems to come in the form of short-range, AOE direct fire flamethrower attacks with minimal ammo, so a very different paradigm. A second has a faction effect that buffs ranged units near melee units and vice versa, but they might still be very "WH2" in feel. Finally, Kislev seems like their ranged units are split between direct-fire AP and arcing slowing archers. If the ice guard don't deal that much damage, especially AP, then they will still be different from WH2 with how trivial stacking ranged damage is. Maybe. Hopefully.

Anyway a big point is that from 1-> 2 they were willing to make a targeting change that shifted power pretty significantly. They might be willing to do similar things in 3. And with 2, they made it clear they were balancing for 2 only and then went back to look at how 1's armies fit within that paradigm, because gunpowder units were completely broken for a month+ post ME launch and would charge into melee trying to target the enemy because of the targeting changes. So 3 might generally launch with weaker ranged in general because they plan on changing how ranged works for the 1 and 2 races. Probably not much, because that is an insane amount of work, but it's possible. I don't know how you'd do it, but limiting the ability of range to focus on a single unit at a time is really what you need. Limit their ability to fire over friendly units is my preference (and actually wouldn't hurt the WH2 units that much given how many of their good ranged units have decent melee stats) but there are other ways. Ranged damage falloff at long range. Some kind of scaling ranged damage resistance the more units are shooting at you simultaneously (I don't like this as much). Damage resistance for units engaged in melee negated by ranged units having clear direct LOS. Significantly decreased accuracy with arcing fire encouraging you to move your ranged units about instead of just sitting behind spears. AI change to make them bunch up less on a SEM.

And no, I think Slaanesh getting insane charge bonuses on everything sounds really fun and a nice change from "line up archers behind spears" and "at higher levels just ditch the spears for heroes or SEMS". I don't think they will suck either, at least on campaign. Beastmen sure don't.

E: but yeah overall just remove arcing ranged fire in almost all respects from the game and all future warhammer games.

yeah i hope they do all of these things, they seem like very good ideas. in general i'd like the factions to return to being more specialised (aside from explicitly generalist factions) and it seeeeems like TW3 is going for that so i'm cautiously optimistic after the insane power creep of the last few TW2 DLCs left me kinda cold.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
the food mechanic was awful at launch, without raiding your own territory you'd end up with net negative food production if you expanded, unless you knew exactly which settlements that had food producing buildings, but iirc some lords didn't even start near any of them.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Vargs posted:

This thread tends to go too hard in the opposite direction in what is seemingly an attempt to appear as contrarian to reddit as possible, while acting as though anyone who has something minor that they don't care for is frothing at the mouth in extreme gamer rage. It's ok to not think that absolutely everything is 100% perfect. Like, the TWW2 DLC unit cards were pretty low quality and out-of-place before they were revamped. Didn't ruin the game by any means, but they weren't good.

there's loads of things about these games that totally suck if we're all being honest

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
asking the AI to be able to vaguely respond to ranged attacks? in total warhammer? that's asking too much. are you from reddit or something.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

V for Vegas posted:

I love how CA have made so much poo poo OP in this - 200% spell damage + overcast and you can wipe out an entire unit in one spell.

https://youtu.be/O9S1EavXf5U

i hope they'll throw enough crazy poo poo at you to make sure the game doesn't get too easy. would be really nice if the AI started using the broken stuff that's in the game.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

yeti friend posted:

Being weaker doesn't mean he sucks though. The constant hyperbole about lords that don't dominate is p annoying

being worse than everyone else does mean he sucks, actually. that's like the definition of that word.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
perhaps the final enemy of the campaign can be the re-assembled hay from the strawmen of reddit and youtube, come together in a hideous amalgamation of made up opinions and fake outrage . . .

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Twigand Berries posted:

but don’t you see multiplayer is different they shout at me over and over as I repeatedly state I’ve watched Legend play badly with my own eyes

like that kind of strawman?

who's shouting at you?

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Rabelais D posted:

There's a reason legend doesn't play multiplayer and I strongly suspect it's because his name would become highly ironic if he did.

probably because he enjoys the single player more op

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

The Gadfly posted:

Because human players can adapt to cheese, unlike the AI

is that why? maybe you should tell him. lol.

Foul Fowl
Sep 12, 2008

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Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

doingitwrong posted:

Legendary lords in single player don’t need to be balanced. Morathi’s start is much, much harder than Malekith’s and that’s not a flaw. It’s part of the fun for some gamers to overcome harder starts. Others want to know who is “best” and only play the best.

some gamers only want to know what is 'best', i sigh, as i unsheathe my tier 1 melee infantry.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
CA also can't balance a flat board on a lawn and they're chucking 7 really distinct factions into the blender at once, the balance is going to be all hosed up on release. But like someone upthread said, at least it seems like they've really made a concerted effort to reign in stuff in 2 that was both broken and boring, like AP ranged fire.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

Dr Christmas posted:

Xbox Gamepass achievements:
https://news.xbox.com/en-us/2022/02/07/achievements-list-revealed-for-total-war-warhammer-3/

Nothing really unexpected or interesting if you’ve played the previous games, except there are no Ogre achievements. Maybe they’re separate because it’s DLC?

two separate achivements for going undivided or mono-god with the daemon prince is cool but maybe everyone knew that already.

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
total warhammer 3: white dwarf appeaser

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?
Total Warhammer 3: But I'm not a Slav ...

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Foul Fowl
Sep 12, 2008

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Real Cool Catfish posted:

Why on earth would you want to remove something which makes a Lord different

did you read the post

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