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Sign of the Hammer - A Warhammer Mod Game. Game on! - .com.unity Forums
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Old September 22nd, 2009, 12:33 PM

Calahan Calahan is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Quote:
Originally Posted by Sombre View Post
Quote:
Originally Posted by Squirrelloid View Post
People are downplaying magic weapons in this context, but they were such a big deal for TNN when the topic of their sacreds came up on the IRC channel... Make up your minds - are magic weapons good or just a minor advantage?
I don't know who people are. I don't consider magic weapons on regular troops a massive deal. It's certainly very nice to have on PD though and it's another national advantage. I did consider it when balancing.
I guess I'm 'people' in this context I know given the choice between two identical units, I'd pay 10-15% extra for a magic weapon. Mainly because it cuts down on the tactics your opponents can use against you. Like everything though it's all situationally dependent. But I can recall games where I've thought "ah yes, that's a good tactic to use" and then upon closer checking of the enemy roster, I've had to say "arse, XYZ has magic weapons. So that idea's no good then".

I view less options for your enemy as meaning they are easier to predict, and therefore easier to defeat. Everyone has different tastes of course, but I would feel a lot safer neighbouring for example, an Elephant nation, if I knew I had magic weapons on hand.

Edit:
Quote:
Originally Posted by archaeolept View Post
..... or they don't know what they're talking about.
The odds of that is somewhere between highly probable and an absolute certainty
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