[en] Edain Mod > [Edain] General Suggestions
about siege weapon
ziqing:
Dear Edain team,
I do think we should reconsider the balance of siege weapon in Bfme1 system:
(1)Battle ram, in my opinions they are kind of OP in current version, you cannot really stop them from rushing in and destroy your buildings. My suggestion is to reduce the cost and impair battle ram at same time, make battleram of mordor, rohan and Isengard cheap but vulnerable to range damage, since they do not have protection, Gondor ram could have more resistance towards arrows but are more expensive.
Also, I think you should also make battle ram unable to move(or move very slowly) when attacked or just approached by melee enemy, so they cannot ignore all enemies and rush like crazy. They should be only efficient when covered by melee units.
You could make Isengard battle ram able to combine with shield Uruks(from lv3 uruk pit)to greatly enhance their range protection and make them unstoppable when being attacked by melee units.
Also, I still think if city wall could be so easily destroyed then why bother attacking the gate?
(2)Catapult(also giant ballista of Isengard): Now they have ridiculous long range, they could destroy your Citadel outside the city wall and hit your army accurately in the field battle, I think that's kind of unrealistic and unbalanced,my suggestions are
Reduce the range of siege weapon a bit, I think we should have troll Catapult>Gondor Catapult>ballista of Isengard>Mordor Catapult>Rohan Catapult(which should be cheap but crude). It will be good to prevent the siege weapon to reach the building outside the city wall(if possible for bfme engine) since city wall could block the project trajectory somehow.
Also importantly, reduce their view range, which means they may have long attack range but they cannot attack without friendly units scout for them. Also maybe reduce their precision or add friendly damage, or make them unabe to attack when being attacked by melee units any way make them useless in field battle, as they should be.
Also about building, I suggest you give Gondor and Rohan a special building slot in settlement to build well(fountain) and statue, and make them effective for all units in the settlement(just make them cost more if you find that unbalance), it is kind of a waste to use a building slot just build a statue(and also a little bit weird for city layout)
I may not check it myself, do we have Morgul or Sauron statue in Edain 4.0 for mordor? I think it may be cool to have them back as outbuildings of Citadel to frighten your enemy(maybe you do include that part, I need to check later...)
Adrigabbro:
A little up out of nowhere, but as I've played more often recently, I've been able to note that battering rams seem definitely too strong. You need too much to stop them; as it is right now they perform way more than they should do.
hoho96:
I agree on battering rams having a little too much resistance to melee. On one instance, I was playing with Dr.House and I do know that he can recall how I was trolling him with Gondor rams :P
I think the resistance to archers is just right, but against melee it should be nerfed a little (at least against heroes).
ziqing:
--- Zitat von: hoho96 am 1. Mai 2015, 21:27 ---I think the resistance to archers is just right, but against melee it should be nerfed a little (at least against heroes).
--- Ende Zitat ---
Could you agree that a battle ram without cover by melee units could survive arrows from garrison archers? I don't think so.
-Mandos-:
You're right. But ingame your archers can just focus a ram without hitting other units so covering is useless... To be at least a little bit useful a ram must not be countered by archers.
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