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Umfrage

Should flying units be stronger against siege weapons and buildings?

Yes, They should be stronger against siege weapons and buildings
51 (48.6%)
They should be stronger only against siege weapons
49 (46.7%)
They should be stronger only against buildings
1 (1%)
No, They don't need to change
4 (3.8%)

Stimmen insgesamt: 97

Autor Thema: Flying units  (Gelesen 13266 mal)

Odysseus

  • Galadhrim
  • **
  • Beiträge: 718
Re: Flying units
« Antwort #30 am: 29. Nov 2015, 17:26 »
Indeed. It is very strange. The slow attack speed of flying units makes it even worse.
“For so sworn good or evil an oath may not be broken and it shall pursue oathkeeper and oathbreaker to the world's end.”

Saruman_the_wise

  • Thain des Auenlandes
  • *
  • Beiträge: 38
Re: Flying units
« Antwort #31 am: 7. Dez 2015, 02:08 »
I truly hope ET pays great attention to this matter.

Elite KryPtik

  • Gardist von Meduseld
  • ***
  • Beiträge: 1.050
  • Arise! Arise, Writers of KryPtik!
Re: Flying units
« Antwort #32 am: 7. Dez 2015, 03:22 »
They have, LoM has made a post in the Lothlorien Balance discussion about it, and they read every post regardless, even if they don't respond to them all.
Arise! Arise, Riders of Theoden! Fell deeds awake: fire and slaughter! Spear shall be shaken! Shield shall be splintered! A sword day, a red day, ere the sun rises! Ride now! Ride now! Ride, ride to ruin, and the worlds ending! FORTH EORLINGAS!

Walküre

  • Edain Unterstützer
  • Hoher König von Gondor
  • ***
  • Beiträge: 4.706
Re: Flying units
« Antwort #33 am: 7. Dez 2015, 10:33 »
I truly hope ET pays great attention to this matter.


What Elite KryPtik wrote  ;)
The Edain Community has already done its contribution, now it's time to wait for the Edain Team's dispositions.

Regarding the thread itself, it's interesting noticing how the majority opted for an enhancement even against structures, one of the characteristics the flying units were known for as well since BFME1.
I personally support this too.
One of the multiple iconic elements from BFME1 that we couldn't/shouldn't do without, I would say  :)

(Palland)Raschi

  • Turmwache
  • ***
  • Beiträge: 1.987
  • Fanatiker sind unbeständige Freunde
Re: Flying units
« Antwort #34 am: 8. Dez 2015, 01:18 »
We are discussing a new concept for flying units (for the fellbeasts to be exact) in the german part of the community now as well. I think it would be helpful to share this issue with the English Community.
It is supposed to change the way flying units attack and the way their abilities are used.
For instance:

The Player  to activates the Nazgul's "Ringhunter" form and uses his ability to take off with his Fellbeast close to a Mordor camp and the player can send him across the map as well. So far so good.
But in the mentioned concept the Nazgul is only able to attack through an ability which also needs time to recover. Additonally he can not attack like the most unit do and is easy to kill in this normal condition due to his low HP and Def.

The attack ability for instance makes the Nazgul invulnerable for any damage while he attacks a unit or siege weapon and additionally causes heavy damage to it (siege units are destroyed and standart bats loose about 80% of their units) and increases his flying speed as well. If the Nazgul achieves a higher level he also uses a scream during attacking causes units to flee.
After this single attack the Nazgul looses this invulnerability and is finally endangerd to be shot down as before.

The Player then need to send the Nazgul back to the camp for healing if the unit has been hit. The ability recovers after a certain time and is available for usage again.

This could be a good way to deal with most flying units and make them strong against units but also give them a certain weakness.
MfG Raschi

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Melkor Bauglir

  • Held von Helms Klamm
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  • Beiträge: 1.203
Re: Flying units
« Antwort #35 am: 8. Dez 2015, 11:22 »
I'd like to add something to Raschi / Zauber(er) der Weihnacht as the reasoning for this idea is fairly complex to understand: Air units are in a very specific sense a balance nightmare.
If they get to powerfull they can easily destroy entire armies because only archers can attack them -so if they are too strong, they literally become uncounterable. However their stats are brought to the point where they may cause some damage this eventually overlaps with them being easily killed because while being only attackable by archers, they can't really run and hide.
While this problem could be solved if only few factions where in the game, it gets practically impossible, because of high the power level of archers is changing between each faction: You will e.g. never ever use Ringhunters against Lorien.
Also (because Edain revolves arround big armies and battles) there isn't really anything else air units can do than just attack people. Therefore at a certain point they utterly become useless because the ground armies (and with them the amount of archers) becomes too big to survive -still you can't buff them, because how uncounterable they are on the other side. This is an extremely fragile system which oscillates heavily between "overpowered" and "underpowered", and due to the amount of factions in the game, it is predetermined to stay this way.

Our idea now resolves arround the fact, that giving the Nazgûl secure, but limited attacks would essentially nullify the threat of being too strong (because you can't just spamm attacks into helpless ground units) while making it impossible to render Ringhunters useless if armies get too large (they have these guaranteed attacks even if they become more risky).
Also we brought up the idea of many different missions (e.g. attacking a single target or watching an area while being invulnerable and invisible). This is BTW perfectly in line with what the Nazgûl did in the WotR (book-version): They were given these missions (watching the Dead Marches, checking what happened with the Palantir in Isengard, terrorize MT during the siege and so on). It was also adapted into the movies where there are numerous shots of Nazgûl circling Barad-Dûr or watching Mordor.


Greetings
Melkor Bauglir

Tiberius Ogden

  • Gast
Re: Flying units
« Antwort #36 am: 21. Jan 2019, 05:11 »
Problem with flying units was strangely solved by removing them from the spellbooks. :P
They remain only in Gondor, in Lorien you probably summon Radagast on the foot or riding the sledge.
But still we have four ringwraiths who can mount fellbeasts ... and mainly Misty Mountains will bring Smaug whose dragon's skin should be impenetrable ...  8-|