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Re: Possible way out of the V.Q. Problem
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The problem comes in when the other guys dominion is actively unpleasant. That's when you have to work hard to reduce it and restrict it, as opposed to just taking over the territory and watching the dominion gradually switch as a matter of course. Thus, it seems to me that the argument that you can deal with the immortality of the VQ simply by doing the things you would do against any opponent seems flawed to me. Combating the dominion of the VQ requires an extra effort, making it that much harder to research, build a strong army, etc. [ May 03, 2004, 18:36: Message edited by: Vynd ] |
Re: Possible way out of the V.Q. Problem
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Oh and the closest I've come to anything involving clams is that when I picked that picture I'd had fish and chips for lunch that day. http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Possible way out of the V.Q. Problem
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PvK |
Re: Possible way out of the V.Q. Problem
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It would make her near useless in the early game (unless she takes Astral)... but probably no less powerful in the mid-to-late game. The reasoning behind that statement being: ethereal+luck+armor (and Enc 0) is basically unstopable against indie troops... but ethereal is meaningless when facing other player's SC's who presumably will be equiped with magic weapons. While that does address my major issue with her... ie that she is "uber" throughout the game, while most SC Pretenders have to "retire" to the library at some point... I'm not sure about it. If you did that, then all the VQ lovers would just switch to GK's and then we'd encounter an uprising to nerf them. |
Re: Possible way out of the V.Q. Problem
Ghost Kings, however, are not immortal; so a Ghost King SC can pay a fairly hefty price when slain in terms of both magic loss and temporary unavailability. Nor, if memory serves, do they natively fly. They shouldn't be recklessly risked on battles at potentially suicidal odds while expanding at the expense of the local independents.
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Re: Possible way out of the V.Q. Problem
In Dom vampires are immortal, ethereal, and can fly. Increased cost, decreased starting dominion, increased cost to get new paths. One or more of these would do the trick.
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Re: Possible way out of the V.Q. Problem
Ethereal is a con-4, 2S item. Personally, I don't think it really means much at all to remove that, given her other varied and copious defenses.
- Kel |
Re: Possible way out of the V.Q. Problem
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Re: Possible way out of the V.Q. Problem
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Of course besides all the stuff that makes the VQ a great SC, she also starts with 1 Death 2 Blood magic. And she gets free vampires from time to time. And she's stealthy, and... But I digress. |
Re: Possible way out of the V.Q. Problem
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The point you are either missing, or ignoring because adressing it would change the way you "like to play" is this: Just because you can handle something does not mean it's not overpowered when taken in the context of the game. Your arguments sound a lot like someone who is arguing that longbows are not better than slingers by pointing out the weaknesses of longbows. The frailties of longbowmen do not change the fact that they are, in every respect superior to a slinger, so much so that no Man player will ever buy a slinger. I do not want to personally attack you Norfleet, I'm rather new here and I don't try to start flamewars... but ask yourself this. Would you use the same VQ chassis if it cost 150 points instead of 110? I suspect the answer is yes. Would you still use her if she lost a misc slot? Probably. Idealy this game should be so well balanced that losing any of her attributes would make another unit superior, this clearly isn't the case with the VQ. Losing flying won't make the lich better. Losing immortality won't make her less useful than the ghost king. That's the problem with your favorite chassis Norfleet. She's too cheap for what she does. Immortality, Earthrealness, Flying, Life drain, Cold resistance, poison resistance, fear, regeneration, stealth. Take ANY of that away and she's still a steal at 110 points... and that my friend is the problem, not the inability of players to kill her on turn 40. |
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