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Re: The next patch
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Re: The next patch
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[ April 09, 2004, 07:02: Message edited by: Stormbinder ] |
Re: The next patch
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If anything, Atlantis is the definitive clam-hoarding nation, having everything required to make clams: Linked randoms on a King of the Deep that can easily roll Earth, cheap water-1 nationals, protected, underwater base, and home province water income as a seed. So if clam-hoarding is so overwhelmingly powerful, why is Atlantis not much more popular? [ April 09, 2004, 08:45: Message edited by: Norfleet ] |
Re: The next patch
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Furthermore, your army was tailored for a very poor fit against your opposition: Water mages, who are nearly entirely reliant on cold attacks for their battlefield spells, are very useless against a cold-immune target with high protection. They may as well have been complete non-participants, as you effectively sent them to their deaths. Sea trolls are rather poor combatants for their cost: Their protection is substandard, and they generally underperform compared to standard trolls. The Sea King itself is a pure water mage, and suffers from the above....not to mention the number of casualties you inflicted on yourself by not isolating these dangerous, prone to Breath of Wintering water mages. Their only strength lies in the ability to be summoned on land and then marched into the sea to invade sea provinces...an advantage you more or less throw away by using them to fight on land. I do not think my empowered prestige pretender would have been necessary to drive your forces back into the sea: The ordinary, default model I started with should have been adequate, given the absolutely lousy force composition you chose for the job. Look on the bright side: At least your upkeep is lower now. [ April 09, 2004, 08:55: Message edited by: Norfleet ] |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I am not forgeting it. But you are forgeting the fact that it was you who mentioned hammers in the first place in realtions to clam forging, and you have said that it takes 20 earth gem to make them. I was simply correcting you, since if you are capable of making 1 hammer obviously you are capable of making another. Availabilty of hammers is entirely different topic from their gem cost. [ April 09, 2004, 11:43: Message edited by: Stormbinder ] |
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[ April 09, 2004, 15:06: Message edited by: Graeme Dice ] |
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And of course you got water elementals instead of ice ones. You have forgotten that the Mictlan climate is warm, not cold? [ April 09, 2004, 16:31: Message edited by: Norfleet ] |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Norfleet, I think you keep confusing "wining" the game with having fun from playing it. Granted, it is possible than for you one equal another. But personally I try never to use "cheesy" tactics in my games, because it spoils the fun for me, since I know that I am mostly wining not because of my skill and intelligence, but because I am abusing very simple and overpowered strategy again and again. And yes, there are cheesy strategies in any strategy games, and I've played a lot of them. Dom2 is much more balanced in this respect that average strategic game, but it doesn't mean it has zero cheesy and/or abusive strategies. Clams is by far the most obvious example of it. |
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think this is far from demonstrated. Although water could use some new tricks, "the only effective thing" is a vast overstatement. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> Oh, you had Water Queens and Abominations in that battle? They weren't mentioned in the previous post. Sea Trolls are far from "the toughest summons available" to ANY nation. Granted, some of the toughest summons available to Atlantis are aquatic (where are the items that let a commander take aquatic troops onto land? Amulet of the Fish will let Auluudh or a Nerid come out to play, but not bring Sea Serpents, War Lobsters or Crab Hybrids with them.), but they still have some better options than Sea Trolls. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> I wouldn't consider a 10 gem item "very expensive" - certainly not compared to multiple-Wished VQs and their equipment. Quote:
Ice elementals, BTW, can damage cold immune creatures just fine (although they might have some problem with supercombatants). It does seem to me that water magic isn't very useful when fighting on land against cold immune opponents, and there are a disproportionate number of cold immune monsters (and of course the vast majority of provinces are land). There are only a few water battle spells (Ice Strike, Sailors Death) that work against cold immune targets at all (castable on land, anyway), and they aren't very powerful (Sailors Death doesn't even work on inanimate targets). Worse, Atlantis's normal troops use poison weapons and armor, and the largest Category of cold immune creatures is ALSO poison immune, making their normal troops less effective too. Fire and Air don't have many ways of damaging elemental immune targets either - but there are far fewer creatures naturally immune to fire or lightning. How about a Waterspout that stays on the battlefield for a few rounds (like the Cloud spells), crushes targets and throws them around (similar to trample)? Or a Water Jet that just deals some physical damage but doesn't require another path like Geyser? Those might not work that well against supercombatants, but they'd at least help against undead or Jotun armies. To a certain extent, the water nations' difficulty on land counterbalances their defensive advantage in being difficult for land nations to attack. But inability to project power onto land will eventually be crippling. Furthermore, land nations that have water magic (Caelum, Jotunheim) have this problem too (although in their case there's a consolation prize - somewhat easier access to the sea than most land nations). |
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