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December 17th, 2010, 05:56 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: CBM 1.7 released
Good spot. Also the name of his sword is wrong (Nikatu's instead of Niklatu's).
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December 18th, 2010, 07:14 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
Thanked 1 Time in 1 Post
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Re: CBM 1.7 released
I would like to say I have been paying extensively with 1.71 and I nowthink QM is correct to nuke hammers in the sense that they make lots of things obligatory in a bad way. Quite brave and he deserves kudos.
But until we can item mod to make things 25% cheaper across the board, I don't know how balance is going to work. Right now it doesn't particularly.
Looking forward to 1.8
In other news I think the archery nerf is annoying and selectively applied. It seems to have missed Sauromantia's poison archers for example. They have been upgraded to LB range? That seems fair.
I found what appears to be a bug in worthy heroes where do I send it?
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December 19th, 2010, 09:17 AM
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Corporal
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Join Date: Nov 2010
Posts: 107
Thanks: 4
Thanked 5 Times in 5 Posts
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Re: CBM 1.7 released
Might as well just post it here. On that note, the Fianna hero for Eriu (MN 1806) has 2 shields.
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December 21st, 2010, 08:12 PM
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Sergeant
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Join Date: Jan 2009
Location: Reno, NV
Posts: 353
Thanks: 10
Thanked 14 Times in 6 Posts
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Re: CBM 1.7 released
Bug: Bane blades - if the leader does not have undead leadership, the created soulless have to be left in the province. They should get some undead leadership, and it might make the item a bit more useful.
Some suggestions on Oceania:
EA Oceania Triton kings should be made amphibian (or have a land shape), and kitted out with some equipment, so they could be thugged cheaper.
Landshape on the Triton princes might also help.
Both EA and MA Oceania could also use some recruitable (even if cap-only) S1 astral mage.
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December 24th, 2010, 07:44 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: CBM 1.7 released
EA Rlyeh's what's their name - mind lords (?) should have tentacle attack, it's thematic, implied by their sprite and will fix the absurd route to one mindless undead near bug. This should come with a small price increase.
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December 28th, 2010, 07:08 PM
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Sergeant
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Join Date: Nov 2007
Posts: 397
Thanks: 14
Thanked 15 Times in 10 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by P3D
Bug: Bane blades - if the leader does not have undead leadership, the created soulless have to be left in the province. They should get some undead leadership, and it might make the item a bit more useful.
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That's interesting never actually made a bane blade, but I was going to post how much I <3 the change to bane blades.
Summon bane.
Equip with boots of quickness and pendant of luck.
Give a wight retinue.
And off they go making a retarded amount of undead. Quite fun against the ai.  The banes and wights close in then make undead on the spot and the ai then cuts up the undead meaning the wights and banes are pretty much free and clear.
Something is a bit off though and not just with the undead leadership.
Bane = 4D
Wight = 2D
Bane Blade = 5D
I guess if BB were 4D that would work.
Also thematically I don't necessarily agree with BB giving UD leadership. And if it was granted to what end? That talisman that summons a skell only gives UD leadership 1 if I recall. Match that to the BB and you can cart around one of the newly dead which is useless. Leave the BB for undead and/or death/blood thugs.
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December 26th, 2010, 09:18 PM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
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Re: CBM 1.7 released
I'd like to say I disagree with nerfing the forge lord from 50 to 25 forge bonus. It was the hammers that made the forgelord overpowered, since you could get 75 forge bonus guaranteed from very early on + a pile of almost free hammers.
Without the hammers the situation in very different, and 50% forge bonus seems quite balanced for the price you pay, not overpowered but still a reasonable choice for certain nations that craves more boosters than others.
With 25% forge bonus and no hammers the forge lord is pretty useless.
__________________
Voice of ***** and her spicy crew!
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December 27th, 2010, 05:15 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by Fantomen
With 25% forge bonus and no hammers the forge lord is pretty useless.
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Speaking of useless pretenders... Did anyone find a use to Prince of Death at 125 points?
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December 28th, 2010, 10:22 AM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by NooBliss
Quote:
Originally Posted by Fantomen
With 25% forge bonus and no hammers the forge lord is pretty useless.
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Speaking of useless pretenders... Did anyone find a use to Prince of Death at 125 points?
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??
It's still a flying, 0-encumbrance, high-fear, full-slots chassis with high dominion and high death. Maybe a *slight* reduction in cost, but if it goes too far, it quickly gets ubiquitous for anyone that wants a death + expansion pretender.
If you wanted to balance it via indirect cost modifications, you could instead reduce the base dominion to 1 (as most players want to give it awe as an expansion pretender) and drop the base cost, which would still leave it open as a death chassis that happens to generate low levels of undead chaff...of course there it's competing vs. the immortal liches, so it probably loses out.
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December 28th, 2010, 11:46 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: CBM 1.7 released
And just how often did you see that chassis picked lately? With any success?
Its just a combat pretender with death magic now. Even Wyrm can offer better diversification, I think, and he's a better expander.
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