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Forum : Notice Board
<<   1 2 3 4 5 6   >>
AuthorTopic : Range + Abilities Changes
The Minner
Joined 6/08/2007
Posts : 169

Posted : Tuesday, 29 September 2009 - 23:47

"Maybe Ranged should only do 1/3 the damage of their Melee counterparts. That might make Melee the main troops with Ranged as support troops."

If you do that the only thing you'll have done is make melee as overpowering as the marks were. My opinion I think that would eliminate range from the game almost, nobody will use it. 2/3 ok but 1/3 seems a little too much. My opinion only.

Disturbedyang
Joined 27/01/2003
Posts : 566

Posted : Wednesday, 30 September 2009 - 00:19

Can i ask why did we change the unlimited amount of army in a stack to 10/stack anyway?

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Wednesday, 30 September 2009 - 00:47

popular demand maybe!

Disturbedyang
Joined 27/01/2003
Posts : 566

Posted : Wednesday, 30 September 2009 - 00:57

If we use the previous unlimited system, probably there will not be either one which is stronger than the other. Everything can defeat the others.

Hankyspanky
Joined 3/07/2004
Posts : 1602

Posted : Wednesday, 30 September 2009 - 01:42

One question from me here.

Since ballistas are now pointed as sieged troops, shouldn't they be able to much more damage to catapults and battering rams then before? cause they went from ranged(not effective against siege usually) towards siege (which have always been very effective against eachother).

laur
Joined 9/01/2008
Posts : 320

Posted : Wednesday, 30 September 2009 - 02:20

pikes, falcs and squeries have all very powerfull abilities now withouth any damage penalty. Arbs should have the same rule. Theirs ability is range, they should not suffer any other penalty like the other units from this class. They already have the lowest health in this class(34).
They should have
- 34 health, 10-15 damage in mele combat and half in range(5-8) or
- 30-32 health, 10-15 damage for both mele and range.

I'm telling you they are still useless and no one will use them, unless they want to take a picture .

And yes, coop is right about rams they are useless too. They should move faster(7-8) and have a bit more health (55-60) and should not suffer that move and attack penalty since they are not range.

Last Edited : Wednesday, 30 September 2009 - 02:45

klyph
Joined 30/05/2008
Posts : 421

Posted : Wednesday, 30 September 2009 - 02:58

i think instead of alleviating the rams move attack penalty they should instead do about 2000 damage a hit and have 200 health(of course this can be any larger amount than current that seems reasonable). this would make them harder to kill, take longer to destroy things and you don't have to alleviate the penalty.

I am torn on the ballistas. i like the way they work now as an anti personnel war machine. I don't think that giving them an advantage against catapults would help the game mechanics at all but in all reality that is exactly where they would be aimed. perhaps they should be changed from ballistas to some sort of multi-arrow launching contraption.

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Wednesday, 30 September 2009 - 09:55

i believe the greeks developed the bali...as a seige weapon... so why is it they cannot attack buildings/structures?... if a bali is going to have a rule where it cannot be fired until the following turn after movement(new seige rule)... why not at least give it the power of destroying buildings... otherwise its not really a bali... its just field artillery...which shouldn't be subject to the seige rule...

Last Edited : Wednesday, 30 September 2009 - 10:00

Hankyspanky
Joined 3/07/2004
Posts : 1602

Posted : Wednesday, 30 September 2009 - 10:11

I totally agree with Simon here!

Disturbedyang
Joined 27/01/2003
Posts : 566

Posted : Wednesday, 30 September 2009 - 10:48

Haha, and rams are utter useless now. Once you get to the barracks, that guy will just deploy two master army and puff, it's gone.

Lothar
Joined 2/08/2009
Posts : 433

Posted : Wednesday, 30 September 2009 - 10:58

the rams have pretty much always been useless. It took at least two turns of ramming to even destroy the barracks. Maybe the rams should still be able to move and attack as their special abilty. In reality they would probably get a running start to "ram" into the wall or bldg.

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Wednesday, 30 September 2009 - 14:22

increase rams health, and massive increase in damage

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Wednesday, 30 September 2009 - 14:43

with seige troops having to move into place then wait until next turn to shoot... it still makes much more sense to use a catapult instead...(from 9 hexes away) i doubt you'll see rams being used...

Last Edited : Wednesday, 30 September 2009 - 14:44

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Wednesday, 30 September 2009 - 14:43

Can those rams still not attack after moving?

Lothar
Joined 2/08/2009
Posts : 433

Posted : Wednesday, 30 September 2009 - 16:24

No. I suggested that they be able to move and attack as there special ability, although I still doubt they'll be used. I've only seen one person use one.

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Wednesday, 30 September 2009 - 16:42

by having to move a ram then wait until the next turn to "ram it" just doesn't make sense... battering rams were used in a charge... the men didn't get to a castle and then wait a day to use it...

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Wednesday, 30 September 2009 - 17:28

one turn doesnt equal one day.

all seige machines (bali, rams, cats, etc) were slow moving machines pushed along by several men. when they wanted to attack with it, they had to set it up to attack, change positions and get the thing working.

it certainly was not like a sword or bow and arrow that was ready to strike in less than a second, and could actually be used while moving.

a knight could kill 10 men before a battering ram was ready to make 1 strike. move and strike? thats crazy talk.

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Wednesday, 30 September 2009 - 18:27

well the knight wont be killing men...he'll just be killing a ram...
if you put a ram near a barracks...your enemy can deploy and destroy...before it can even be used... making them worthless...

Last Edited : Wednesday, 30 September 2009 - 18:30

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Wednesday, 30 September 2009 - 18:39

so dont use them to knock down barracks.
have you ever heard of a ram being used to knock down barracks in history? i havent.

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Wednesday, 30 September 2009 - 18:47

they were used to knock down walls/doors of castles... i assume they would be used on the walls and doors of the barracks inside a castle as well... maybe i'm wrong...but i still don't see them having much of a role in this game...

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