[en] Edain Mod > [Edain] General Suggestions

Wait a second: Catapults?

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Aranruth:
I also agree. If I recall correctly, Age of Empires trebuchets had a similar mechanic where they were unable to attack when moving and stationary while attacking. From a historical perspective though, I'm not sure ALL catapults would operate this way. Gondor's catapults would for sure, but if I recall, Rohan and Imladris have Onagar-style catapults, which were designed to be more mobile. In terms of real life catapult mechanics, I think Gondor's and maybe Angmar's might be the only ones to work this way.

NoldorSithLordsShipwright:
Age of Empires II did have that mechanic with trebuchets. Even the cannons in AoE3, while still able to move while deployed, were much, much slower. It gave siege engines a much needed vulnerability.

Tar-Palantir:
I like the idea too :)

Walküre:
I'm quite unsure about the whole concept, to be honest.
I do remember trebuchets from Age of Empires II and their own particular features; while they truly suffer a bit from their more static nature, we should also take into account that, once set up and assembled, trebuchets make for a formidable siege weapon, able to take down even the most well-defended castles with not so many hits (disposing of the longest and widest range in the entire game, if I'm not wrong).

Said that, I doubt such system could be fitting for the Mod. We're talking about a far more dynamic context and Age of Empires is unanimously acclaimed as the quintessence of sieges and mediaeval-style skirmishes. The next patch will have siege at its core, of course, although there are a myriad of other factors that come into play (like spells, heroes or magic). Not as siege-based as Age of Empires anyway, because things function differently in the BFME universe.
Making trebuchets more vulnerable would also have to be compensated by increasing their damage and widening the range, which kind of takes us again to the starting point: too powerful catapults.
On the other hand, however, I think it would be fine to differentiate among different siege weapons. As someone pointed out above, some factions utilise actual trebuchets, while others make use of catapults resembling more the versatile onagri. So, further differentiation and other unique improvements could be surely of benefit.

Nevertheless, I agree on wall catapults. Being fully stationary by default, they might be given more damage and range capacity without a doubt. They're after all fashioned on the exact trebuchets placed on the walls of Minas Tirith.

Goodfella:
I respectfully disagree with you Walkure. I would argue that with the BFME1-style fixed build system, we are more, not less focused on sieging than in aoe2. Simply put, sieging HAS to occur in this game, to get through a castle (granted, mordor and isen are the exception) whereas many games in aoe2 can end without a siege, without siege weapons because of its free build system.

Granted, BMFE2 maybe less 'siege-like' than aoe2, but again, that is because of their free build system, or more specifically - their lack of castles.

What's more, the new update seeks to make siegeing more prominent and fun and as such, this proposed change is a direct way to (hopefully) support those changes. We want sieging to be more than just catapults steamrolling the enemy fort, therefore this micro imbalance needs to be addressed.

I like the idea of differentiation of siege weapons: ents would be differentiated in instant movement and fire (i guess). Perhaps the onagar-style siege weapons could also be in a similar way, although i predict you'd have to give them a pretty heavy dmg nerf to make them not OP vs immobile wall catapults.

I personally don't think mobile catapults would have to have a damage or range buff, they are powerful enough as they are imo - just exponentially more so vs stationery catapults because they can move. I do however think wall catapults should receive a buff because they will inevitably be outnumbered.

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