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January 16th, 2010, 11:02 PM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Quitti
Or then, swap the short swords of the blindfighters into broad swords. It wouldn't make them top of the line troops but would make them at least a bit more viable without spending points to blood in your bless. Rest of the troops I see as pretty fine for LA troops for what they can and can't do.
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Agartha and its short swords are supposed to be stabbing "cave fighting" weapon flavour of the nation.
Blindfighers do have 11 strength to help them out a touch.
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January 17th, 2010, 01:15 AM
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BANNED USER
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Join Date: Nov 2009
Posts: 122
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Re: Conceptual Balance Mod 1.6
Roman troops use short swords also, so that would also be a boost to troops that probably don't need it too badly.
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January 17th, 2010, 05:48 AM
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Corporal
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Join Date: Oct 2008
Posts: 162
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Re: Conceptual Balance Mod 1.6
Quote:
Another suggestion for the next version of CBM: divine grasp should be a bonus weapon, so you can equip iron angels and not lose the halt sacred attack.
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Yes, this is very important. There are other units with the same situation, as far as I remember.
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January 17th, 2010, 10:52 AM
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Sergeant
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Join Date: Jan 2004
Location: Germany
Posts: 293
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Re: Conceptual Balance Mod 1.6
Talking about swords:
Anyone else also thinks its unthematic that a big and heavy 2-handed weapon like e.g. the Wraith Sword does less damage than many single handed weapons?
Generally i think the magic items could still use quite some balancing work in CBM.
Just to name a few:
- Fire Brand and to a lesser extend Frost Brand are overpowered for the cheap prize imo.
-Hell Sword and Wraith Sword are extremely underpowered on the other hand,they have to offer much more bang for the buck in order to compete with single handed weapon+shield.
We got a 25 Death gem/15 slaves + 10 fire gems weapon here,with just average stats,below average and not even AP damage,nerfed life drain,using two hand slots.Thats just plain terrible.
(Also i would like to see the Shadow brand to be on par with the other two (nerfed) brands,AN damage would be thematic here imo)
Last edited by Mardagg; January 17th, 2010 at 11:08 AM..
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January 17th, 2010, 11:51 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by rdonj
Another suggestion for the next version of CBM: divine grasp should be a bonus weapon, so you can equip iron angels and not lose the halt sacred attack.
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I have never used Iron angels, but that sounds like a great suggestion.
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January 17th, 2010, 02:28 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: Conceptual Balance Mod 1.6
I just had some thoughts on middle age Ulm. Are you able to mod the starting sites of a nation. If so would you be able to give ulm a starting site that allows it to collect an extra 100 or so resources per turn? The theme of the nation makes it sound like they should have access to a high resource site.
I will also add my voice to the opinion that ulms armor encumbrance should be reduced further. Contrary to popular belief, plate armor was easy to move around in. They were specificially designed to give knights mobility. If Ulm has such genius smiths, they should have been able to create armor that is stronger and just as easy to move around in. Not only that, but ulm is a nation that is tough and strong, and specifically trained to wear armor. They should be able to wear armor, and be less effected by encumbrance then other nations. I don't know the formulas enough to say what the best encumbrace should be, but don't be afraid to give the encumbrance a value of 5 or 6. Do that, or else give all umlish troops a natural reinvogration. The reinvogration would simulate their toughness,resilence and trained ability to be less effected by armor.
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January 17th, 2010, 04:12 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Mardagg
Talking about swords:
Anyone else also thinks its unthematic that a big and heavy 2-handed weapon like e.g. the Wraith Sword does less damage than many single handed weapons?
Generally i think the magic items could still use quite some balancing work in CBM.
Just to name a few:
- Fire Brand and to a lesser extend Frost Brand are overpowered for the cheap prize imo.
-Hell Sword and Wraith Sword are extremely underpowered on the other hand,they have to offer much more bang for the buck in order to compete with single handed weapon+shield.
We got a 25 Death gem/15 slaves + 10 fire gems weapon here,with just average stats,below average and not even AP damage,nerfed life drain,using two hand slots.Thats just plain terrible.
(Also i would like to see the Shadow brand to be on par with the other two (nerfed) brands,AN damage would be thematic here imo)
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I don't think the hell sword is actually that bad. If its price was reduced you wouldn't want to reduce it more than 1 step, probably. It has a couple extra things on it other than just life drain which should increase its price. The wraith sword I'll agree with, it is way overpriced. At d2 or d3 it would be much better balanced with the brand weapons, and it is after all a cons 6 item.
Frost brand and fire brand could use maybe a one step price increase, but iirc QM tried this before and people complained until it was changed back. As for the shadow brand, again I don't think it is that bad. With fear and/or quickness it is actually much better than a fire or frost brand most of the time imo, at least at killing chaff.
Unfortunately, you can't really alter the stats of weapons with item modding. Basically the only change you could make to improve or weaken any of them would be to change the secondary effects they use. For example if one really wanted to they could double to damage of the shadow brand's aoe and make the fire brand's aoe do one damage. But you cannot alter the actual weapon itself.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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January 17th, 2010, 04:14 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Sir_Dr_D
Quote:
Originally Posted by rdonj
Another suggestion for the next version of CBM: divine grasp should be a bonus weapon, so you can equip iron angels and not lose the halt sacred attack.
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I have never used Iron angels, but that sounds like a great suggestion.
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I haven't either, I was just looking them up in edi's database
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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January 17th, 2010, 04:50 PM
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Sergeant
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Join Date: Jan 2004
Location: Germany
Posts: 293
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Thanked 4 Times in 2 Posts
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Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by rdonj
Unfortunately, you can't really alter the stats of weapons with item modding. Basically the only change you could make to improve or weaken any of them would be to change the secondary effects they use. For example if one really wanted to they could double to damage of the shadow brand's aoe and make the fire brand's aoe do one damage. But you cannot alter the actual weapon itself.
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Oh,wow,didnt know that.
Thats very sad.
I really think that e.g. Wraith Sword having like 16 base damage or so would be much more thematic.
Thanks for the info.
Maybe giving it 50 or 100% CR,+some kind of fear effect+reducing the price then.
I agree,that the Hellsword is better in comparison,but still most of the time it isnt really an option because of superior brand+shield kits.
Maybe giving it 100%FR and a slightly better berserk effect?
2 handed weapons just have to offer quite a lot for its big downside.
Is it possible to change the damage type to AP damage?
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January 17th, 2010, 05:40 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Conceptual Balance Mod 1.6
Huh? You can change the stats of weapons like the wraith sword no problem via current weapon mod commands.
It can certainly be given 16 base damage. The code would look like this:
#selectweapon 110
#dmg 16
#end
You can't give it better berserk or fire res or anything like that because those are item effects - I guess that's what rdonj was referring to. Essentially items (forged stuff) may grant weapons and armour (things that appear under the stats on the unit info screen) which have the same name as the item, but they are NOT THE SAME THING.
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