|
|
|
 |

June 11th, 2008, 10:40 AM
|
 |
Major
|
|
Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
|
|
Re: Thoughts on balancing MA Oceania
Considering Ichtycentaurs - it would probably be more thematic to give them tail attack instead of hoof. Stats could be the same or little better. I don't remember whether berserk is thematic for them (probably no), but they could get more Protection, being covered with scales, not horseskin.
|

July 3rd, 2008, 12:32 PM
|
 |
Major General
|
|
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
|
|
Re: Thoughts on balancing MA Oceania
So, the more I play with these guys, the more they confirm my initial impression. I just don't understand how anybody could play these guys competitively without counting on extreme luck of the non-scale variety. If you do it right you can get a very impressive initial expansion. You've got *nothing* to take out elite troops though - which of course you'll be facing just as soon as the indies are gone.
Quote:
quantum_mechani said:
The two strengths they really have to play to are easy searching for kelp forests, and their 2 resource super-tritons. With a bit of luck this can result in a turbo-start they can coast on for quite a while.
|
The kelp forests are nice, and they help you with your fast expansion against the indies. Even with an *overwhelming* economic and production advantage though you've got not a single effective thing to spend it on once you start fighting another nation. Super triton are above par as far as low resource chaff goes (not *great*) - but low resource chaff will never win all by itself unless your opponent is asleep at the wheel. Similarly, none of your other recruitable troops will take out : high protection troops, high defense troops, enemy chaff (quickly enough to get to the mages), high damage dealing troops....elite troops of any kind or enemy mages will slaughter you, and you've got absolutely nothing to counter with even if you know exactly what your enemy will be fielding.
Quote:
quantum_mechani said:
As far as underwater combat, your mages can hold their own. I mean, you can do shark attacks, foul vapors, charm, living water and water strike in a pinch. I agree getting far above water takes a rather large component of luck.
|
Shark attack - as anyone you'll be fighting can cast the same thing, I don't see this is really any advantage outside of fighting off invasions by land races (the very least of your worries). This is, of course assuming you can even get to conj-5 before you're crushed. Additionally, this spell has been recently nerfed.
Foul vapors - with no poison immune or even resistant forces, no thugs (recruitable or summonable), and no battlefield summons (other than water elementals - a total gem sink for general purpose use) I fail to see how this can be leveraged outside of tiny niches. Underwater troops tend to have higher hps, making it pretty difficult even to use this as a hit and run.
Charm & Living water - I have to laugh a bit at the thought of living long enough to use cross school level 7/8 spells as the first effective thing your mages can do. Even at that, both are niche spells at the point in the game where people start laying down fog warriors or firestorm.
Water strike - Ummmmm, maybe CBM changes this spell, but 13 damage to a single target is called a spear, not a mage. I can't imagine any situation that this spell would have any noticeable effect on the battle even with a large number of mages.
I maintain my assertion, you've got no viable combat spells combined with no elite troops. That's *before* you try climbing out the water where your useless mages are further crippled and you can only recruit indie troops. Clam hoarding is a red herring even if you can live long enough to make it worthwhile, and you've got nothing significant to even look forward to up the research tree.
__________________
My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
Baalz good player pledge
|

July 3rd, 2008, 04:38 PM
|
 |
Captain
|
|
Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
|
|
Re: Thoughts on balancing MA Oceania
What are your thoughts on a Kydnid-spam strategy?
I know Kydnids are normally ignored ("Summon Naiad Warriors," Conj5, W3N1, 30W(!) to cast) but each casting gets you fifteen Awe+3 amphibious heavy infantry with recuperation.
1) It's castable underwater, so 25% of your Capricorns can do it w/o boosters
2) It's in the Conjuration tree, which you'll definitely be researching as an underwater nation
3) They aren't unreasonably priced (2W per Kydnid) and as an underwater nation you can swing the steep 30W pricetag
Regardless, I agree that MA Oceania is weak, and would propose changing the Capricorn randoms from (100% +1 AEWN, 10% +1AEWN) to (100% +2 AEWN) as a means to rebalance them. This would allow the Capricorns to take their Earth and Air magic on shore, and access Falling Frost & Bone Melter w/o boosters, giving them a fighting chance up there.
Thoughts?
|

July 4th, 2008, 12:19 AM
|
 |
Major General
|
|
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
|
|
Re: Thoughts on balancing MA Oceania
Hmmm, seems like its gonna be kinda hard to spam Kydnids given the cost. The do make a decent summon and one of the few reasonable things to do with your mages, but the numbers you'll be fielding make it kinda hard to have a Kydnid 'strategy'. I guess I feel like they make a capable supplement...but the problem is that there's not much to supplement.
I like your suggestion on the Capricorns, although I don't think it goes far enough. Obviously not everything matches up between nations, but compare the Capricorn to the (arguably) two closest mages to him.
Atlantean King of the Deep. 290 gold. 3W + 2 FWSE + 10% FWSE. Full slots. This gives you teleporting thugs, 5W falling frost, acid rain, boots + summon earthpower, etc. etc. etc. I go on at length in my guide to Atlantis.
MA Pan: 350 gold. 3N 2E + 1 EDNB + 10% EDNB. Generates Maenads and summons national reanimators. Aside from the Maenads you get a solid earth mage and enough death and blood to bootstrap yourself into them. You'll get easy N5 mages to cast and early Mother Oak, and Faery Trod later on.
Capricorn: 350 gold. 3N 2W + 1 WANE + 10% WAFE. No foot slot (fairly significant on a potential E mage). Looses 1 to each path on land and stealth.
So, assuming that the mechanic which makes them lose 1 to each path on land is not going to change, their paths in Air is pretty much useless. They can't remotely site search underwater (not that there are any air sites underwater anyway), and even with your proposed change they couldn't do it on land without a very expensive A booster. In combat they can't boost the path, and again there's not much they can cast underwater anyway. So, no gems for summoning/forging and no combat potential.
Being able to get E2 would help, though as I mentioned having no foot slot hurts a lot. Landing W4 would help to, though they're still dreadfully behind the cheaper Kings of the Deep for Falling Frost. They're on par with the Kings who *don't* get a water random, and 60 gold more.
Given the lack of Maenads, lack of foot slot, and crippling out of water I think it's a mistake to try to make them 1 for 1 the same as Pans magic wise. Given the staggering cost they should be very good underwater and at least useful out of it. Perhaps 3n + 1w + 3 NWEA? This would at least make the A viable (still weak), make them able to cast mother oak/faery trod, and let them summon earthpower/falling frost out of the water without boosters. In the water this would give them a decent orb lighting and a shot at thugging out (mistform + regen + shockwave)
__________________
My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
Baalz good player pledge
|

July 4th, 2008, 12:27 AM
|
General
|
|
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
|
|
Re: Thoughts on balancing MA Oceania
Baalz:
Hmm... didn't you make too many enemies in Kingmaker there? Big plans, fast start, raiding land nations etc?
But still, I cannot imagine how Oceania can survive in water with R'lyeh. Your troops and mages will be dead before they can make anything useful.
|

July 4th, 2008, 10:47 AM
|
 |
Major General
|
|
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
|
|
Re: Thoughts on balancing MA Oceania
Nah, Kingmaker actually went as good as I could have hoped. Top of the charts in expansion, made a couple good allies (or at least friendly NAPs willing to work with me on successful looking wars) and voluntarily launched a 2 front war against opponents significantly smaller than me who I lined up theoretical support against. Both opponents initially crumbled as I overwhelmed their PD....then crushed everything I could field in every single fight against a real army despite the fact that I had more income and castles than both of them combined. In this case I'm fighting heavily blessed EA Oceana knights and MA Argatha heavy infantry bolstered by summoned statues, a Risin Oracle, and earth mages. What, in my arsenal can even scratch any of that? This is not through sneaky tactics that outmaneuvered me or even bad luck, this is just marching their basic troops straight towards me and crushing my numerically superior armies. Before commenting that I shouldn't pick a fight with people who can field things I can't kill....my other choices were to fight EA R'yleh under the water, Helheim, Mictlan or Arco on land, later Sauromatia and Neifelheim...so who exactly fields something I can kill? I suppose I could have meekly sat around and wait for research to make me even more obsolete....things certainly don't look any better as research progresses.
This is, I think a really good illustration of the points I made above. MA Oceana just doesn't have anything to fight a real army with, even with significant research done.
__________________
My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
Baalz good player pledge
|

July 5th, 2008, 03:36 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
|
|
Re: Thoughts on balancing MA Oceania
Kydnids are cool and very hard to kill with their heavy armor, high awe and good protection. I summoned a lot as MA Oceania in a MP game far back and didn't regret it. Just remember to watch their fatigue though...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|