[en] Edain Mod > [Edain] Angmar Suggestions

Brief Angmar Suggestions

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Skeeverboy:
+1 to Elendil

Adrigabbro:
I know it is extremely strong, but you also have to consider that Angmar regular units, unlike most factions, do not have access to upgrades. That means if you want to get upgrades, you have to pay the full price for elite units then upgrades.
But after all, you are right aswell; if anything, Angmar doesn't need a buff. ^^

-DJANGO-:
Angmar HAS the outstanding advantage of getting Spam-Units AND really strong "Normal-Type" Units with Upgrade. Furthermore you dont really need upgrades to deal with enemy elite units, see palantir ability.

Odysseus:
Hey lads,

I was thinking, do you think it would be an interesting idea to tie the Men of Carn-Dûm to some kind of Outpost or settlement related option?

Or would that be too much?

hoho96:

--- Zitat von: Odysseus am 14. Apr 2016, 18:34 ---Hey lads,

I was thinking, do you think it would be an interesting idea to tie the Men of Carn-Dûm to some kind of Outpost or settlement related option?

Or would that be too much?

--- Ende Zitat ---
sooo what would be the point?? this will leave your main castle without anything but basic units that aren't even supposed to come from there in the first place :/
If Men of Carn Dum are tied to an outpost, you would end up with a building in the castle that does nothing but recruit a single unit (the thralls), and kill one of the most distinct aspects of Angmar (the fact that it was Men who ran the real business in the stronghold of the witch king).

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