Unit Change Ideas
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Unit Change Ideas
I understand there is a very good chance that none of this will happen and i'll probably get flamed, but here are just some simple ideas to discuss:
Drakes:
Gliders 40% defense on all terrain, 4-3 ranged, cost raised to 18 from 16
so that drakes have a unit that can hold water villages, and so that its ranged attack can take advantage of -20 fire resist creatures (3-3 at daytime isnt affected by -20% fire resist)
Saurians 2 MP through shallow water instead of 3
saurians move through swamp with 1 MP, have the same 40% defense of grassland in shallow water... just makes sense they should be able to move through shallow water better than every ground unit in the game.
Northerners:
Naga 20% Fire Resistance
naga's get owned by cold units (adepts and saurian augurs namely) so imo a counter to it should be some fire resistance
Orc Grunt cost raised to 13 from 12
well many will disagree but ive seen some abuse with mass grunts lately that has really worked well
Loyalist:
Merman -20% Fire Resistance
balances out their 20% cold resistance. makes drake vs loyalist a little more balanced (the most unbalanced matchup in the game IMO)
Spearman cost raised to 15 from 14
makes drake vs loyalist a little more balanced (the most unbalanced matchup in the game IMO) without hurting other matchups
Heavy Infantry 2 MP through hills instead of 3
not sure why heavy infantry can move through forest with 2 MP but takes them 3 MP to go through hills... just doesnt make sense and should be changed imo
Rebels:
Merman -20% Fire Resistance
balances out their 20% cold resistance.
Knalgan Alliance
Poacher ranged 6-3 or 5-4 from 4-4
makes poachers at night be able to take advantage of drakes -10% piercing resistance. currently a 4-4 poacher is unaffected by drakes piercing
Poacher 2 MP for shallow water
doesn't make much sense to me that footpads and thieves can go through shallow water with only 2 MP but poachers cant.
Undead
Vampire Bat lower cost from 13 to 11 or 12
anyone else think its dumb that a vampire bat is more expensive than an orc grunt? i know the vampire bat use to be cheaper and was raised in price because of abuse, but i think 13 gp is a little much
When I think of more i'll update the list. Feel free to discuss these ideas, as to why they would be good and why they would be bad.
Drakes:
Gliders 40% defense on all terrain, 4-3 ranged, cost raised to 18 from 16
so that drakes have a unit that can hold water villages, and so that its ranged attack can take advantage of -20 fire resist creatures (3-3 at daytime isnt affected by -20% fire resist)
Saurians 2 MP through shallow water instead of 3
saurians move through swamp with 1 MP, have the same 40% defense of grassland in shallow water... just makes sense they should be able to move through shallow water better than every ground unit in the game.
Northerners:
Naga 20% Fire Resistance
naga's get owned by cold units (adepts and saurian augurs namely) so imo a counter to it should be some fire resistance
Orc Grunt cost raised to 13 from 12
well many will disagree but ive seen some abuse with mass grunts lately that has really worked well
Loyalist:
Merman -20% Fire Resistance
balances out their 20% cold resistance. makes drake vs loyalist a little more balanced (the most unbalanced matchup in the game IMO)
Spearman cost raised to 15 from 14
makes drake vs loyalist a little more balanced (the most unbalanced matchup in the game IMO) without hurting other matchups
Heavy Infantry 2 MP through hills instead of 3
not sure why heavy infantry can move through forest with 2 MP but takes them 3 MP to go through hills... just doesnt make sense and should be changed imo
Rebels:
Merman -20% Fire Resistance
balances out their 20% cold resistance.
Knalgan Alliance
Poacher ranged 6-3 or 5-4 from 4-4
makes poachers at night be able to take advantage of drakes -10% piercing resistance. currently a 4-4 poacher is unaffected by drakes piercing
Poacher 2 MP for shallow water
doesn't make much sense to me that footpads and thieves can go through shallow water with only 2 MP but poachers cant.
Undead
Vampire Bat lower cost from 13 to 11 or 12
anyone else think its dumb that a vampire bat is more expensive than an orc grunt? i know the vampire bat use to be cheaper and was raised in price because of abuse, but i think 13 gp is a little much
When I think of more i'll update the list. Feel free to discuss these ideas, as to why they would be good and why they would be bad.
Last edited by Cackfiend on May 18th, 2007, 6:22 am, edited 7 times in total.
"There's no love in fear." - Maynard James Keenan
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
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I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
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- Maeglin Dubh
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sure, i have bolded my ideas for changes and made a small description of why
"There's no love in fear." - Maynard James Keenan
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
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Not surprising since you are a drake fanatic, but I think both your suggestions are good (although variations fo the first one ahve been around for ages and it never happens, so there are reasons).
The naga merman resistance thing has also been debated many times. I doubt anythign will change. I don't think it would actually matter much to gameplay anyway.
Grunts do rule, but he northerners need some nice things to make up for all thier drawbacks.
The poacher change woudl be nice for a poacher lover like me, but I doubt it would matter much either, theys till do a decent job, and knalgans have no particular trouble with drakes that I am aware of.
Because their armor is freaking heavy and hills involve vertical movement . But I see nothign wrong balance wise with changing it to 2. They are already a bit underused IMO.
I think the spearman change would effect a lot fo matchups, but I am not sure it would be a hgue deal. The thing about drakevsloyalist is that it is not unbalanced per se. It is just highly variable depending on map etc. Lots has been written on this.
The naga merman resistance thing has also been debated many times. I doubt anythign will change. I don't think it would actually matter much to gameplay anyway.
Grunts do rule, but he northerners need some nice things to make up for all thier drawbacks.
The poacher change woudl be nice for a poacher lover like me, but I doubt it would matter much either, theys till do a decent job, and knalgans have no particular trouble with drakes that I am aware of.
Because their armor is freaking heavy and hills involve vertical movement . But I see nothign wrong balance wise with changing it to 2. They are already a bit underused IMO.
I think the spearman change would effect a lot fo matchups, but I am not sure it would be a hgue deal. The thing about drakevsloyalist is that it is not unbalanced per se. It is just highly variable depending on map etc. Lots has been written on this.
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oops my bad, i meant they have 20% cold resist so they should get -20 fire lolBaufo wrote:Wait a minute, mermen have fire resistance?
i was very tired when i wrote this, i'll change it
"There's no love in fear." - Maynard James Keenan
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
Jetryl wrote:
I'd second the comment on those first two drake changes.
you mean you agree that saurians should move 2mp through shallow water and gliders should be changed to 40% defense everywhere and 4-3 ranged attack? also the cost increase
honestly ANY upgrade to the glider would make me happy
doubt both would ever happen but if one or the other did id be all like *happy dance*
"There's no love in fear." - Maynard James Keenan
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
yup yup, this is definitely coming from a drake players point of view.Becephalus wrote:Not surprising since you are a drake fanatic, but I think both your suggestions are good (although variations fo the first one ahve been around for ages and it never happens, so there are reasons).
yea i was guessing i wasnt exactly thinking of any ground breaking original ideasBecephalus wrote: The naga merman resistance thing has also been debated many times. I doubt anythign will change. I don't think it would actually matter much to gameplay anyway.
true, but like ive said ive seen some grunt spam that has worked nicely latelyBecephalus wrote: Grunts do rule, but he northerners need some nice things to make up for all thier drawbacks.
but no smart knalgan uses poachers vs drakes, imoBecephalus wrote: The poacher change woudl be nice for a poacher lover like me, but I doubt it would matter much either, theys till do a decent job, and knalgans have no particular trouble with drakes that I am aware of.
i also think its easily the weakest ranged unit, and one of the weakest upgrades at lv 2 (not to mention if you get one as a leader... eeewww)
yes, thisBecephalus wrote: Because their armor is freaking heavy and hills involve vertical movement . But I see nothign wrong balance wise with changing it to 2. They are already a bit underused IMO.
but loyalist vs drakes is the only matchup a loyalist will spam spearman, so i dont think a 1 gp cost increase would really hurt other matchups.Becephalus wrote: I think the spearman change would effect a lot fo matchups, but I am not sure it would be a hgue deal. The thing about drakevsloyalist is that it is not unbalanced per se. It is just highly variable depending on map etc. Lots has been written on this.
im pretty sure if you play a good loyalist player that spams mostly spearman you will lose the majority of the time. i would love to be proven wrong on this though.
"There's no love in fear." - Maynard James Keenan
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
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Re: Unit Change Ideas
I would be in favor of a 50% defense everywhere (with some HP/resistance rebalancement if necessary), just like the other drakes of this line, for flavour only...Cackfiend wrote:Drakes:
Gliders 40% defense on all terrain, 4-3 ranged, cost raised to 18 from 16
so that drakes have a unit that can hold water villages, and so that its ranged attack can take advantage of -20 fire resist creatures (3-3 at daytime isnt affected by -20% fire resist)
I don't like the other changes, this drake is only meant to be a scout...
I disagree. To me, they aren't swamp swimmers...Cackfiend wrote:Saurians 2 MP through shallow water instead of 3
saurians move through swamp with 1 MP, have the same 40% defense of grassland in shallow water... just makes sense they should be able to move through shallow water better than every ground unit in the game.
This doesn't make sense ...Cackfiend wrote:Northerners:
Naga 20% Fire Resistance
naga's get owned by cold units (adepts and saurian augurs namely) so imo a counter to it should be some fire resistance
I think this change might raise a balance issue versus Drakes.Cackfiend wrote:Orc Grunt cost raised to 13 from 12
well many will disagree but ive seen some abuse with mass grunts lately that has really worked well
I disagree. This isn't necessary and doesn't have any justification.Cackfiend wrote:Loyalist:
Merman -20% Fire Resistance
balances out their 20% cold resistance. makes drake vs loyalist a little more balanced (the most unbalanced matchup in the game IMO)
I follow the same logic you should probably add a weakness to the dark adepts to balance is +20% arcane resistance (and 0% other weaknesses).
I think this one might be ok and makes senses since the spearman looks quite strong for its cost... Btw well it need testing, especially if you compare similar fighter units of the same cost like the Elvish Fighter.Cackfiend wrote:Spearman cost raised to 15 from 14
makes drake vs loyalist a little more balanced (the most unbalanced matchup in the game IMO) without hurting other matchups
IMHO it makes sense since it's difficult to climb with a heavy armor.Cackfiend wrote:Heavy Infantry 2 MP through hills instead of 3
not sure why heavy infantry can move through forest with 2 MP but takes them 3 MP to go through hills... just doesnt make sense and should be changed imo
Same as above...Cackfiend wrote:Rebels:
Merman -20% Fire Resistance
balances out their 20% cold resistance.
I feel it would make the Poacher too strong compared to the Thunderer...Cackfiend wrote:Knalgan Alliance
Poacher ranged 6-3 or 5-4 from 4-4
makes poachers at night be able to take advantage of drakes -10% piercing resistance. currently a 4-4 poacher is unaffected by drakes piercing
IHMO things aren't bad how they are.
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" -- xtifr
Re: Unit Change Ideas
Cackfiend wrote: Naga 20% Fire Resistance
naga's get owned by cold units (adepts and saurian augurs namely) so imo a counter to it should be some fire resistance
nagas currently have -20% cold resistance, so units like dark adepts and augurs (mages that hit at 70%) hit very hard and very oftenNoyga wrote: This doesn't make sense ...
but nagas are also weak against units like burners, so i figured if you're vulnerable to cold why not be invulnerable to fire?
Cackfiend wrote:Loyalist:
Merman -20% Fire Resistance
balances out their 20% cold resistance. makes drake vs loyalist a little more balanced (the most unbalanced matchup in the game IMO)
the justification is that 20% cold resist really screws over an augur counter to this unit. the augur hits with 70% but its damaged is reduced quite a bit because of the mermans cold resist. now if it was vulnerable to fire, a better counter to mermen would be burners instead of augurs in drake vs loyalist matchups. it is necessary because the drake vs loyalist matchup is unbalanced atm and i think this would be a step to making it more balanced.Noyga wrote: I disagree. This isn't necessary and doesn't have any justification.
I follow the same logic you should probably add a weakness to the dark adepts to balance is +20% arcane resistance (and 0% other weaknesses).
the same logic doesnt apply to dark adepts at all... there is no opposite to holy/arcane. cold is the opposite of fire though.
Cackfiend wrote:Heavy Infantry 2 MP through hills instead of 3
not sure why heavy infantry can move through forest with 2 MP but takes them 3 MP to go through hills... just doesnt make sense and should be changed imo
yes but a heavy infantry has a movement of 4, 5 if quick... and they have to use 3 to move across hills?Noyga wrote: IMHO it makes sense since it's difficult to climb with a heavy armor.
just about the entire game has a balance with slow units... they can move through tiles quicker than the fast units. dwarves for example can move through hills, FOREST and even mountains with just 1 mp... so it makes up drastically for their 4 or 5 movement.
anyway it was just an idea, because last game i saw a few HI that couldnt get to the opponent at all because they were using the hills to seperate them.
Cackfiend wrote:Knalgan Alliance
Poacher ranged 6-3 or 5-4 from 4-4
makes poachers at night be able to take advantage of drakes -10% piercing resistance. currently a 4-4 poacher is unaffected by drakes piercing
the poacher still has less hps, no 20% defense to all physical, and still has a horrible melee attack. not to mention its best tile (60% defense on forest) takes 2 mp to move intoNoyga wrote: I feel it would make the Poacher too strong compared to the Thunderer...
again just an idea because i see poachers very much underused and think they need to be changed a little...
"There's no love in fear." - Maynard James Keenan
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
Re: Unit Change Ideas
Poachers are also 3 Gold cheaper than the thunderer, and their offense improves to a pretty decent 5-4 at night, equal to that of an elven archer. If they were to get improved damage, then why bother getting thunderers at all, when the cheaper poacher does more damage than it?Cackfiend wrote:Cackfiend wrote:Knalgan Alliance
Poacher ranged 6-3 or 5-4 from 4-4
makes poachers at night be able to take advantage of drakes -10% piercing resistance. currently a 4-4 poacher is unaffected by drakes piercingthe poacher still has less hps, no 20% defense to all physical, and still has a horrible melee attack. not to mention its best tile (60% defense on forest) takes 2 mp to move intoNoyga wrote: I feel it would make the Poacher too strong compared to the Thunderer...
again just an idea because i see poachers very much underused and think they need to be changed a little...
The first technique is the last. The beginner and the master behaves in the same way. Knowledge is a full circle. - Miyamoto Musashi, The Book of Five Rings.
6-3 wouldnt be more damage then thunderers 18-1
"There's no love in fear." - Maynard James Keenan
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236