Re: \'Heim nerf mod?
I agree CB addresses all these issues, and in fact I think I like it overall, insofar as I know what it does (I've played one MP game with it, and I approved of the changes I noticed). But CB isn't used for all MP games for a number of good reasons, mainly to do with the fact that the large number of changes is confusing when we've all got used to the vanilla game.
So, I think a more focussed mod to fix specific issues is a good idea. We can probably learn a good bit from CB though - although we can't just take the changed units directly from CB, because they have been changed as part of a context of many other changes.
So, quantum_mechani, if you read this your opinion on what changes could be made to the units in question would be very much appreciated.
To answer another point, as I say it's important that the overpowered units remain strong - we don't want them to lose their interest. They just should be beatable with a good strategy, and recruiting other units instead of them should be a viable choice for the Vanheim/Niefelheim player.
Saint_Dude - again I don't really speak from experience, but I think I have heard players saying that even very small numbers of double blessed Vans can be almost unbeatable, in which case just increasing the cost might not be enough. I'd welcome more opinions on this.
Decreasing the cold aura on the Niefel giants sounds like a good idea - but as Sombre says that may not be possible (and Sombre knows his modding so I am inclined to believe him). I think perhaps a decrease to their protection might make it possible to cause them a bit more pain before your units pass out. Thoughts?
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