[en] Edain Mod > [Edain] Rohan Suggestions

Rohan Balance Discussion

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Mor ho!:
Guys dont forget that rohan was made as all army can be mounted. Dont make from Rohan next ground faction. I really like the idea that Spears-throwers would mount. They would be as heavy cav. This kind of cav Rohan really need. He has the weakest cav, elite units are weak. Just devise some thing where enemies pikes will weakened.

Melkor Bauglir:

--- Zitat ---I'm still a bit confused on how Armour exactly works, but hopefully you understand my intentions.
--- Ende Zitat ---
Then let me explain it, because it's pretty simply once you got the idea:

--- Code: ---Armor EdainInfantryArmor
  Armor = DEFAULT             100%
  Armor = SLASH               100%
  Armor = PIERCE              100%       
  Armor = CAVALRY_RANGED      100%
  Armor = SPECIALIST           65%
  Armor = CRUSH               270%
  Armor = CAVALRY             135%
  Armor = SIEGE               100%
  Armor = FLAME               100%
  Armor = FROST               100%
  Armor = MAGIC               100%
  Armor = HERO                100%
  Armor = HERO_RANGED         100%
  Armor = STRUCTURAL          100%
  Armor = CHOP                150%
  Armor = URUK                100%
  Armor = WATER               135%
  FlankedPenalty            =  25%   
End

Armor EdainInfantryHeavyArmor
  Armor = DEFAULT             100%
  Armor = SLASH               100%
  Armor = PIERCE               65%       
  Armor = CAVALRY_RANGED      135%
  Armor = SPECIALIST           65%
  Armor = CRUSH               270%
  Armor = CAVALRY             135%
  Armor = SIEGE               100%
  Armor = FLAME               100%
  Armor = FROST               100%
  Armor = MAGIC               100%
  Armor = HERO                150%
  Armor = HERO_RANGED         150%
  Armor = STRUCTURAL          150%
  Armor = CHOP                100%
  Armor = URUK                150%
  Armor = WATER               135%
  FlankedPenalty            =  25%   
End
--- Ende Code ---
These are some pretty basic ArmorSets, I didn't check specifically, who is using them, but I guess normal swordsman (like Gondor-Soldiers) do. Without heavy armor the first ArmorSet is used, with the armor-upgrade only the second one. (Meaning of course only one set is active at the same time!)
The percentage-numbers mean how much damage the health pool actually takes after the unit gets hit with x-damage of one damage type. (E.g. if a unit with the first set takes 100 CRUSH damage (trampling damage), it loses 270 HP.)
You may e.g. see, that the values for URUK, CAVALRY_RANGED and STRUCTURAL are all getting worse, because those are used as armor piercing damage types. Also different units have generally stronger armor against what they are strong against. (E.g. pikes have high CRUSH (tramping) and CAVALRY (melee strikes) armor, meaning they take a low percentage of damage.)


--- Code: ---DamageNugget ; A basic Nugget that just does damage
Damage = 40
Radius = 90
DelayTime = 300
DamageType = MAGIC
DeathType = EXPLODED
                DamageScalar    = 5% NONE +STRUCTURE ENEMIES
                DamageScalar    = 50% NONE +HERO ENEMIES
End
--- Ende Code ---
DamageNuggets (the entries in Weapons which do the damage) look more or less like that. Most is self explaining, the DamageScalar is now pretty important. In this case it makes buildings only take 5% of the 40 MAGIC damage mentioned above, while heroes take only half and everyone else receiving exactly 40 MAGIC damage (which is then evaluated in their armor, e.g. units with either the first or the second armor would both take 100% of the 40 MAGIC damage as a loss of HP).

Is this a better description? If so, I'm glad I could help. :D


Greetings
Melkor Bauglir

Adrigabbro:
I think Axe Rohirrims' formation is undoubtedly stronger than regular Rohirrims one. The former get +50% armor and damage, at the expense of being unable to trample -which can also be a good thing if you are fighting pikes- while the latter get +25% damage at the expense of -25% armor. Actually I don't think their formation is even useful at all, I personally don't want to trade damage for armor for my riders. I'd suggest three options:
- Increase the damage gain and decrease the armor loss.
- Add a movement speed buff.
- Make Rohirrims slow down less when trampling (just like in the tournament fix).

Elite KryPtik:
Yes it would probably be good to touch up on the ordinary Rohirrims formation, without making the Rohirrim of the Eastfold weaker. I think a speed buff is a good idea, but I also have a feeling like maybe they should function as a sort of glass cannon styled unit, where their formation makes them deal incredible trample damage at the cost of most of their armor. This way they would be absolutely devastating vs swords and archers, but would die instantly against pikes. This would give the Rohan player options for micro, making a mixed army of Rohirrim and using the normal ones to take down archers in the rear, while eastfold and westfold charged the pike army head on.

EDIT: Also, why does the Exile Camp only generate 10 resources per second? I thought it was supposed to generate 60 to help Rohans poor economy.

Hamanathnath:
Would like to make some suggestions for the Exile camp.

As I said in the Mordor Balance Discussion Thread, I would like to see a price increase on the Exile Camp.  It is too strong of an Building for costing 500, and this would also give factions such as Mordor to stand a chance against it if it is rushed.  It should at least cost the same as a Stables (600), though it might need to cost more then that due to how important it is. 

I find having Eomer available to be bought from it makes sense.  However, because he can also be bought from the Citadel, it makes making him for the Exile Camp kinda pointless.  That is like if the Khamul could be bought at the Mordor Citadel and Dol Guldur.  So I would like to see Eomer as an Exile Camp Exclusive.  When the King's Camp is purchased, then Eomer can also be bought at the Citadel. 

Now I actually have a question. I actually wanted to start a thread on this, but I didn't want 2 posts on such a similar topic.

Now that there is an Exile Camp, I think that changing up Corrupted Theoden's Banishment into Exile ability would actually be a good idea.  I think that when a Hero dies while Banished, it would make sense for the Hero to be recruitable at the Exile Camp.

Here is the problem though.  If this happens, the Risk vs Reward system of Banishment into Exile would be severely weakened, and I really like the system that is used now.  And I honestly can't think of a way for there to be a Risk vs Reward system, as well as moving Banished Heros to the Exile Camp.

So I'm going to ask for some help from the community with this one.  If you do agree that Banishment into Exile should move the Hero to the Exile Camp in some way, I would really like to hear suggestions that do that, while keeping the Risk vs Reward system intact.

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