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Re: Dud units / monsters / summons
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Second Shields don't only effect missle fire, if an attack beats defence but not the shield parry you add the shield protection to the creatures normal protection, shields are far from useless. Quote:
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I also have to dissagree with the Niefel footsoldier, theres alot of strategic ways to use this unit using things such as a 4N bless will make them next to impossible to take down with all that heath, with regeneration their chance of getting alifictions is next to nothing because of all their health. Quote:
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Re: Dud units / monsters / summons
I'd give 'em +1+1 att/ambi for a total of 12 attack, 2 ambi, or possibly just +1 ambi since in CBM the women have been nerfed a bit (or so I hear).
Actually this is my current thinking for a balance addition to CBM: Att 2 on blowpipe. Bakemono to size 1. Sea Trolls more useful: Claw with 0 0 0 stats rather than fist. Ambidexterity increase of 1 for ulmish warriors. Possibly +1 attack too. Remove scout from marignon - they have spy etc. Abysia's old age problems - remove oldage from 'initiate level' units. Lower water strike research level so it is useful for water mages underwater early on. Agarthan MA PD above 20 produces pale ones that are supposed to be rare and suck as PD. This is no good. EA Rlyeh could do with the Slave Troll unit. As national summon or recruitable. EA Oceania amber guard need to either be better or have lower rcost. LA Marignon Flagellents without afflictions. Obviously I want this list to be longer. Any more units you'd never use? |
Re: Dud units / monsters / summons
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Does anyone make use of pillaging bonus? It seems rare, slight and pretty useless. |
Re: Dud units / monsters / summons
Only units that I remember having pillage bonus are the barbarians, barbarian chief and barbarian lord. Might have been one or two other units, but there are very few units that have it.
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Re: Dud units / monsters / summons
I never use pillaging on computer players, only ever vs human opponents, with large sneaking armies, you appear in provinces next to their capital or major cities with somthing like a harvester of sorrows and a huge army and decimate their populations, then they can't move armies though there easierly, rec is reduced and income from the province is gone, and you make enough money from the pillaging to replace the army you just sent deep into enemy territory from whiping out 20000 people.
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Re: Dud units / monsters / summons
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And that aside, few of the thing mentioned here fall into the extreme 'bite me' catagory. http://forum.shrapnelgames.com/images/smilies/wink.gif Things like Wrath of the Sea, Light Cavalry without lances, Amulet of Vengeance, Call Lesser Horror, Bonds of Fire, Dragon Master, Iron Pigs, Serpent Cataphracts, Bell of Cleansing, The Sphinx, Son of the Sun & Co., etc. |
Re: Dud units / monsters / summons
Again, it's completely besides the point that they're a powerful unit, as I said. The point is that they're a dud, a dead end. They're fine for a few things, but they're expensive, limited, and pretty much the only game in town. Why waste money on them? If you've got a good bless, recruit Jarls.
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Re: Dud units / monsters / summons
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Re: Dud units / monsters / summons
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The stuff you mention there is 'fixed' in the CB mod is it not? I personally think that if a unit is just bad, severely underpowered, it should be improved. Useless units add nothing to the game and are fairly easy to turn into units which provide more variety (gameplay, flavour, graphics) with a little stat tweak. |
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If you agree with me on the whole regarding some things, I'd be happy to just work with you and others at improving the CB mod. The problem is I come at the game from a SP and theme angle, not MP. I still want to improve balance, of course. I'm a CB convert, or I wouldn't be wanting to build on it, see? I just think more can be done without harming the game or watering it down any, by sorting out the many other duds in the game not touched by CB (yet?). |
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