Quote:
B0rsuk said:
Some more thoughts on new Ulm...
1. I don't like the whole concept of Iron Darts and Iron Blizzard.
2. Priest Smith is a bit too good.
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Old stuff:
Ulm has a bad choice of weapons. It makes them distinctive, yes, but why would I recruit infantry with hammers ? Length 1 ? A lot of their attacks will get parried, and each such attack adds what, 9 fatigue ? What good is Heavy armour if you can't deal damage ? I can see the point of black plates for unshielded infantry, but I think shields on black plates is overkill. You're going to use those shields mostly against archers anyway. You sacrifice too much weapon power by equipping a tower shield.
Battleaxes and mauls (len 3) are nearly identical. I think one of them should go. Battleaxe is better because it doesn't have -1 to defence. But it also costs 2 res more. Ulm soldiers are so clumsy they (probably) are getting hit all the time anyway, so it's probably better to recruit mauls. If it was up to me, I would remove battleaxe Ulm infantry.
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1) Iron Darts and Iron Blizzard are the first steps towards Malediction and LA Ulm. They ARE steps away from what Ulm represents. However, they are on the exact same levels as Magma Bolts and Magma Eruption, which Master Smiths would use any way - so they don't actually do that much more.
2) Priest Smiths is capital-only, so the difference isn't that great. In addition, Priest Smiths will get a bit older in the next patch, whenever it comes. The problem, if there is one, was noted in the beta, but the patch was released without the alterations (to Priest Smith and some descriptions) to fix the scale bug mk 2.
Weapons:
- I regularly choose Battleaxes over Mauls. Every point helps, IMO, and units with heavy weapons or high strength aren't usually that accurate. Difference between 3 higher and 4 higher attack is 6%, or about one in 20 hits being a miss.
- I also regularly choose shielded troops over unshielded. Morningstars are good against enemy shields, and they're pretty good weapons any way. Hammers are very poor in Dominions because they can't deal enough damage to penetrate armor. AFAIK, real-life mauls weren't used as battlefield weapons, and real-life warhammers looked more like picks that punched through the armor. Maces and such had enough momentum to crush bones through armor (enough damage to deal damage through protection).
I'd like to see shields' protection values weakened a bit (perhaps -5 across the board), and damage of all "heavy" weapons increased a bit (3-4 points). 12 damage battleaxe + 11 strength against 14 prot +10 shield would be able to deal damage, but knights' 18+10 shield would still be quite safe.
Plate Armor was changed towards what Arralen had done in his mod, so perhaps instead of talking we should do competing "better armor balance" mods and stary lobbying.
