[en] Edain Mod > [Edain] General Suggestions

Flying units

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Walküre:

--- Zitat von: Darkslayer am 23. Aug 2015, 19:01 ---Not Smaug though  :P


--- Ende Zitat ---

Smaug is kind of another matter  :)

He will be the most powerful hero of the Misty Mountains and the Ring Hero too, having access to a wide range of destructive abilities; don't mind him  ;)

Odysseus:
Good day,

I am a little late on joining this discussion, but nonetheless I joined in.

I think what must be taken into consideration is the role of these aerial entities in the movie, in the classic BFME game, in the Edain mod and perhaps the view of the team on them and what kind of role the team wishes to have for them.

In the movies, they were primarily used to disrupt unit formations and cause terror and panic amongst enemy ranks and in the siege of Minas Tirith, we could occasionally see Fellbeasts disrupting trebuchet crews.

This is also largely what they did with them in the most recent Edain patches and that's (largely) the role they perform as of now. One could say that it is simply a change of role and we have to adapt since we are so used to them being strong against most entities.

However, I do think they need a slight little boost, since the damage they deal to siege engines and buildings has not been nerfed, it has practically been gimped to the point of being questionable. It takes them ages to even remotely damage a building. I think a squad of ork labourers does more damage (I'm exaggerating ofc) than the aerial units against buildings and siege engines.

I do think a buff is in order, if only a small one, since it will force the opponent to react, forcing the siege engines to relocate and your opponent to move his archers to defend the building against aerial threats.

However, I do not think that they are useless. I think their attack frequency is spot on and I find them to be very useful in dealing with blobs. A decent opponent will be forced to react instead of taking massive losses from them, so they are already effective as both disruption and a psychological threat, but maybe just a little on the underperforming side. They don't need to take down a building on its own of course.

All of this is neatly counter-balanced by the fact that they have relatively slow attack speed, are very vulnerable to arrows, take massive damage from single target abilities and, in the Eagles' case, possess a timer.

I hope the team will at least consider some of it.

Kind regards.

Adrigabbro:
https://www.youtube.com/watch?v=ZhjCbuZj7sA

I had to bring this topic to date after watching this replay from Isil. ^^

Even if you watch no more than half of the video, you will see that it is very hard to counter  multiple catapults, especially with elves who have no real cavalry (by the way, I agree they didnt play perfectly in the video because none of the three elves even thought about beornings who would have been undoubtedly helpful).

That's why I think the team needs to raise the damage of flying units against siege weapons. It would be a nice counterplay to catapults, not too frustrating given the cooldown of the eagles/how hard it is to get fellbeasts.

Elendils Cousin 3. Grades:
Linking a timestamp of eagles/fellbeasts vs catapults would be helpful, the video is quite long. ;)

Adrigabbro:
Well, the only time he summons the eagles is 59:50, but they don't really focus the catapults. My comment doesn't follow a particular minute of the video but more like a global feeling.

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