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January 21st, 2010, 06:10 AM
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Major General
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Re: Magic Items under CBM
Quote:
Originally Posted by Psycho
Quote:
Originally Posted by Micah
Quote:
Originally Posted by Mardagg
exactly.
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No. This would hurt them plenty, as it cuts down their options against enemy thugs and SCs, the glam nations have very low strength scores on their raiders and need good, cheap weapons. This is where they ALREADY have trouble in games, raiding and killing PD isn't the issue.
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Surely you don't say that glamor thug nations have troubles against SCs? That couldn't be further from the truth. I don't think it's a good thing to be able to equip your cheap thugs with universal gear that is good against both chaff and SCs. Chaff killing gear should be ineffective against SCs and SC killing gear should be more expensive.
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The Frost Brand is not a good anti-SC weapon; 16 damage plus a strength of 13 means that a Sidhe Lord could do some damage to an SC but he's not likely to win. A Fire Brand obviously improves his damage potential but I still don't consider that SC killing gear. SC killing gear has a damage multiplier against the intended target (undead, construct, etc) or perhaps AN damage. And as far as I know, all the real anti-SC weapons are not very good for chaff.
Sure, you can kill SCs with glamour thugs but you can also lose them very easily. 15 HP doesn't give much of a margin for error.
Really, I'm trying to figure out what problem these suggestions are intended to address. It's not like low HP units with brands (or glamour nations for that matter, since the nerf to glamour) are dominating the game and imperiling SCs. To each their own; that's the nice thing about mods. But personally I'd prefer not to see these changes in CBM. Heck, I'd like to see a boost to Eriu, not kill it off completely. 
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January 20th, 2010, 08:22 PM
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BANNED USER
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Re: Magic Items under CBM
That seems more like an argument to boost 2H weapons as cheap anti thug equipment.
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January 20th, 2010, 08:30 PM
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Sergeant
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Re: Magic Items under CBM
Quote:
Originally Posted by Sombre
That seems more like an argument to boost 2H weapons as cheap anti thug equipment.
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exactly 
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January 20th, 2010, 08:31 PM
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Second Lieutenant
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Re: Magic Items under CBM
I like what is being said here. Make the brands do less base damage, and keep them tailored for chaff destroying. Make two handed weapons better against thugs.
This will add more depth as you try to guess what your opponent will be equipping their thugs with. It will become more important to have different types of thugs around, and use different thugs for different tasks.
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January 20th, 2010, 08:36 PM
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Second Lieutenant
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Re: Magic Items under CBM
I want to add, that I love what has been done to the midget masher in CBM. It has definate uses and weaknesses. This makes it an interesting weapon. We need to find ways to make some of the other rarely used weapons just as fun.
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January 20th, 2010, 09:06 PM
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Sergeant
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Re: Magic Items under CBM
Quote:
Originally Posted by Sir_Dr_D
We need to find ways to make some of the other rarely used weapons just as fun.
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Absolutely right.
We got a very nice base of thematically interesting melee items atm,but most are only of minor use or just plain useless.
I really think,that maybe changing half a dozen 2h weapons and 2-3 1h weapons would be enough already,to make for a much more interesting and fun game,all while being more balanced,too.
Later you could maybe even add 1 or 2 new items.
Thats not much work to do!
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January 21st, 2010, 05:45 AM
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Major
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Re: Magic Items under CBM
Quote:
Originally Posted by Sir_Dr_D
I want to add, that I love what has been done to the midget masher in CBM. It has definate uses and weaknesses. This makes it an interesting weapon. We need to find ways to make some of the other rarely used weapons just as fun.
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Agree!
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January 21st, 2010, 01:07 AM
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BANNED USER
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Re: Magic Items under CBM
I'm willing to be proven wrong here Psycho, but i've used the eye shield a lot, and the MR check is very very hard to pass. i'd say that over 98% of the times i've used it it results in a lost eye. this includes vs tartarian, arch devils, jags, seraphs, pretty much everything.
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January 21st, 2010, 03:21 AM
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General
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Re: Magic Items under CBM
MR check for wielded items is vs 12, according to the debug log.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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January 21st, 2010, 03:30 AM
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Re: Magic Items under CBM
Quote:
Originally Posted by vfb
MR check for wielded items is vs 12, according to the debug log.
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Is that the Eye shield specifically? Cuz its a lot more effective than a check of 12 would indicate. Even if it does turn out to be 12, the number of checks you generally get almost guarantee the enemy's eyeloss.
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