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View Poll Results: Will Hinnom et al be forbidden in most MP games?
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No more MP for Hinnom
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20 |
76.92% |
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No more MP for Gath
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8 |
30.77% |
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No more MP for Ashdod
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9 |
34.62% |
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October 1st, 2008, 12:10 PM
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National Security Advisor
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Re: No more MP for Hinnom?
Nerfing tramplers in general would be great, in my opinion. Elephants have always been a bit crazy.
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October 1st, 2008, 12:30 PM
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Major General
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Join Date: Feb 2004
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Re: No more MP for Hinnom?
Sauromatia I think is a bit of "in theory this could work". Once you get reasonably good players (on both sides) trying to counter what each other is doing I don't think Sauromatia really has much of a chance. Hydras don't even come close to countering Baals if you use them right. Flesheater axe (berzerk) + snake ring (poison immune) plus some other cheapish cons-4 gear and Hinnom is basically fielding a nearly unstoppable SC every turn *very* early which Sauromatia doesn't really have anything to address. Hinnom is a very strong research nation, and cons-4 + alt-3 + thau-3 are not very high bars to have teleporting SCs who can be configured at the lab specifically to whatever Sauromatia is fielding, then drop in on them before they can move while your normal (chariots & dawn guard) troops continue to expand in every direction twice as fast as Sauro can match. Not to mention the other thing people seem to overlook because it seldom comes up - Hinnom has such broad magic diversity + strong research that they can pretty easily bring any spells they need to the party if you do manage to counter their strong suit. You don't like my SC counter to hydras? Ok, how about spamming some blade wind into those hydras & poison archers? Or casting arrow fend and paralyzing the hydras? How about both? Whatever the most devastating counter you can come up with - Hinnom can very likely do it, and do it well.
Neifelheim in a very early dual (triple) bless rush is going to give anybody a hard time, but I can't think of anybody I'd rather have in that situation than Hinnom with a strong heat-3 dominion. Neifel's a very one dimensional power, and even fully optimized in a best case scenario (not including ganging up on somebody) I wouldn't give a triple blessed Niefel rush more than a 50% chance of succeeding against an unprepared, good scale Hinnom with an imprisoned pretender (assuming equal skill levels).
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October 1st, 2008, 01:06 PM
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Second Lieutenant
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Re: No more MP for Hinnom?
Quote:
Originally Posted by Baalz
Sauromatia I think is a bit of "in theory this could work". Once you get reasonably good players (on both sides) trying to counter what each other is doing I don't think Sauromatia really has much of a chance. Hydras don't even come close to countering Baals if you use them right. Flesheater axe (berzerk) + snake ring (poison immune) plus some other cheapish cons-4 gear and Hinnom is basically fielding a nearly unstoppable SC every turn *very* early which Sauromatia doesn't really have anything to address. Hinnom is a very strong research nation, and cons-4 + alt-3 + thau-3 are not very high bars to have teleporting SCs who can be configured at the lab specifically to whatever Sauromatia is fielding, then drop in on them before they can move while your normal (chariots & dawn guard) troops continue to expand in every direction twice as fast as Sauro can match. Not to mention the other thing people seem to overlook because it seldom comes up - Hinnom has such broad magic diversity + strong research that they can pretty easily bring any spells they need to the party if you do manage to counter their strong suit. You don't like my SC counter to hydras? Ok, how about spamming some blade wind into those hydras & poison archers? Or casting arrow fend and paralyzing the hydras? How about both? Whatever the most devastating counter you can come up with - Hinnom can very likely do it, and do it well.
Neifelheim in a very early dual (triple) bless rush is going to give anybody a hard time, but I can't think of anybody I'd rather have in that situation than Hinnom with a strong heat-3 dominion. Neifel's a very one dimensional power, and even fully optimized in a best case scenario (not including ganging up on somebody) I wouldn't give a triple blessed Niefel rush more than a 50% chance of succeeding against an unprepared, good scale Hinnom with an imprisoned pretender (assuming equal skill levels).
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The thing is, short of a berserking baal, everything up to const6 gear I put in a baal does not help him from running away every single time when facing 4 hydras. And I do mean a lot of times. Teleporting those baals deep in enemy land facing hydra is a certain way to quick death from running. Heck, one baal who was supposed to cast call horror ran away from the first horror he summoned (no, the horror was not attacking him, he just panicked from seeing the horror he summoned). And hydras did not even need to do any damage to the baal, not that they couldnot with 9 attacks 16 damages or above, but the baal ran away 50% of the time coming into contact with hydras.
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October 1st, 2008, 12:43 PM
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Major
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Re: No more MP for Hinnom?
For the most part I have always found the price of the trampler to be fair. Most of the weaknesses of the elephant and Hinnom chariots don't warrant a higher gold cost in my opinion.
I do however find them too easy to amass in large numbers during the early game, which often upsets most of their weakness at this point. Nothing follows the rule of critical mass more faithfully then tramplers. Gold costs in my opinion aren't much of a barrier as huge quantities can be had at great personal cost. So if anything, I'm in favor of resource increases over gold increases.
Last edited by AreaOfEffect; October 1st, 2008 at 12:46 PM..
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October 1st, 2008, 12:46 PM
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Captain
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Re: No more MP for Hinnom?
I feel that nerfing elephants would nerf nations which are weak as it is like Caelum or Arco
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October 1st, 2008, 12:55 PM
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Lieutenant General
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Location: New Orleans
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Re: No more MP for Hinnom?
What would la arcos do without elephants? my god(: No national summons. In kingmaker i am being raided by angels(la marignon), and Bandar Log's national summons. Take away elephants then make those sirrush cost water gems or something besides s gems, or give them some anti thug ability(an affliction causing attack, arm loss or something).
Something else that needs nerfed is the ghost rider leader. he is basically unkillable by pd.
You can kill all of his men but he fights on to the last hp and causes fear. Now I have used that to my advantage many times, but he needs toned done slightly. Maybe take his fear away or make him not ethereal.
A level 35 pd should have at least a chance at stopping him. Maybe ea abysia's can since they get mages and fire aura, but not your basic shinuyama, arcos pd that is strong but not magical.
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October 1st, 2008, 01:07 PM
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BANNED USER
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Re: No more MP for Hinnom?
I'd quite like to see def stat (not including parry from shield) have more of an impact on trampling. That way tramplers would be a bit worse and light infantry with virtually no armour, plus light cavlary, would be a lot better.
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October 2nd, 2008, 03:20 AM
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National Security Advisor
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Join Date: Sep 2003
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Re: No more MP for Hinnom?
I like the trample discussion, so I created a new thread for it. I think it warrants more discussion, and this thread is about Hinnom, not elephants.
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October 1st, 2008, 01:11 PM
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Major
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Join Date: Mar 2008
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Re: No more MP for Hinnom?
Quote:
Originally Posted by Xietor
What would la arcos do without elephants? my god(: No national summons. In kingmaker i am being raided by angels(la marignon), and Bandar Log's national summons. Take away elephants then make those sirrush cost water gems or something besides s gems, or give them some anti thug ability(an affliction causing attack, arm loss or something).
Something else that needs nerfed is the ghost rider leader. he is basically unkillable by pd.
You can kill all of his men but he fights on to the last hp and causes fear. Now I have used that to my advantage many times, but he needs toned done slightly. Maybe take his fear away or make him not ethereal.
A level 35 pd should have at least a chance at stopping him. Maybe ea abysia's can since they get mages and fire aura, but not your basic shinuyama, arcos pd that is strong but not magical.
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A resource increase, though a restriction for early-game expansion, is not a mid-game or late-game restriction. Personally I care more about the Hinnom chariots then I do about the elephants.
On the subject of balancing nations, lets stick to one nation at a time. It's been like five posts and we are already talking about elphants, ghost riders, and a host nations who have national summons. If your problem with the ghost rider is that deep then it should get it's own post dedicated to hating it.
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October 1st, 2008, 02:46 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: No more MP for Hinnom?
[quote=AreaOfEffect;642011]
Quote:
Originally Posted by Xietor
What would la arcos do without elephants? QUOTE]
A resource increase, though a restriction for early-game expansion, is not a mid-game or late-game restriction. Personally I care more about the Hinnom chariots then I do about the elephants.
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What has always balanced trampling units is the fact that when they rout, they kill your own men, instead of the enemy. Thats the key.
But the way things are right now, tramplers generally have too high hp and prot to be really risky to use in combat. Particularly if you balance thier morale by adding some slow, good morale troops to thier squad. If we just nerf thier prot and hp stats somewhat and make them vulnerable (not totally helpless, mind you!) to the relatively moderate attacks of a mundane army, then you will take tramplers back from being a no-brainer to a really interesting and risky decision.
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