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February 23rd, 2004, 10:55 PM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Paralyzed Units on the Battlefield at Turn 50
Arryn,
I don't think the majority of respondants to this poll are being "too simplistic" at all.
Taking this approach to the problem forces SCs to have backup or risk being paralyze-killed when facing astral magi. And that can be something as simple as an astral sage with a skullcap that gives 1 additional astral. It's not out of reach to any nation to get paralyze.
If you have backup, paralyze probably won't cripple your side in the conflict.
Other than paralyze and soul slay, what are other good counters to supercombatants? Because the great thing about Dominions is that everything usually has one or two decent counters.
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February 23rd, 2004, 11:07 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Paralyzed Units on the Battlefield at Turn 50
Quote:
Originally posted by SurvivalistMerc:
Other than paralyze and soul slay, what are other good counters to supercombatants? Because the great thing about Dominions is that everything usually has one or two decent counters.
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First, I think Paralyze may still broken, according to some of the Posts I've seen since 2.08 came out. Second, it very much depends on the SC you wish to counter. There's no such thing as just one counter for all SCs. For example, an SC that's not fireproof can be taken out with Incinerate. The list of possible counters is rather lengthy: whatever you can dream up ...
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February 23rd, 2004, 11:15 PM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Paralyzed Units on the Battlefield at Turn 50
Arryn,
I am speaking about a single counter that effectively works against all supercombatants, not tailor-made counters to individual supercombatants.
Obviously, spells to which a SC is not immune will work if they penetrate magic resistance. And of course things like ethereal crossbow if it hits and penetrates.
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February 23rd, 2004, 11:23 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Paralyzed Units on the Battlefield at Turn 50
The battle do continue after 50 turns.
Attacker retreats at turn 50.
Auto kill of attackers kicks in at 75 IIRC.
There might be a defender rout before this as well but I'm not sure.
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February 24th, 2004, 12:58 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Paralyzed Units on the Battlefield at Turn 50
Paralyze was fixed up after the 2.08 patch. It should no longer Last forever in the next patch, which is an issue to consider. As it is, they'll just sit there for eternity. With the planned fix, the paralysis will wear off as it should and the units come back to life.
I voted for 'wait 20 more turns' for just that reason. I can always hit 'Q' if I get bored and delaying for paralysis to wear off (once it does) is the most appealing solution to me personally.
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February 24th, 2004, 06:41 PM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Paralyzed Units on the Battlefield at Turn 50
Thanks for clearing up that it already waits for 25 more turns.
I suppose I should have made sure what really happens now before making the poll as there is time given to allow retreating units to retreat.
And I have noticed that defenders often rout before the autokill sits in. I've always assumed that was from fatigue, frustration at not doing any damage, or accumulated morale issues.
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