Wesnoth 1.1.1 - Knalgans counter for ghost ?
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Wesnoth 1.1.1 - Knalgans counter for ghost ?
Hi all, I am a one month old wesnoth player and I was wondering what knalgans unit I should use to counter ghost. (4 thunderer can kill a ghost but this is not cost effective)
I currently use footpads to defend vs them but one day or another i have to kill them before they become wraith. Dwarvish Ulfserker can kill a hurted ghost on daytime but it is risky to recruit them because they are basically free xp for ghost during night time.
I currently use footpads to defend vs them but one day or another i have to kill them before they become wraith. Dwarvish Ulfserker can kill a hurted ghost on daytime but it is risky to recruit them because they are basically free xp for ghost during night time.
Poachers can do a decent job too, but if there are more than a couple of ghosts the poachers are not going to last very long I would say.
Edit: http://www.wesnoth.org/forum/viewtopic. ... 0&start=15
Edit: http://www.wesnoth.org/forum/viewtopic. ... 0&start=15
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Another reason why L1 ghosts should have never gotten drain.Squig wrote:ulfselkers against ghost are not really a good solution anymore, since ghosts get drain now on their melee attack and ulfs still have a lousy defense %
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
A little overpowering, as ghosts could already be a pain, but well (maybe they are more expensive now, I don't know it, didn't test it yet)Sapient wrote:Another reason why L1 ghosts should have never gotten drain.Squig wrote:ulfselkers against ghost are not really a good solution anymore, since ghosts get drain now on their melee attack and ulfs still have a lousy defense %
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
Soliton-
I was referring to my earlier comments in the thread Undead are now too strong in the 1.1.x unstable version.
I was referring to my earlier comments in the thread Undead are now too strong in the 1.1.x unstable version.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
Umm, could you sum them up for me again, please? I can't find anything reasonable from you in that thread other then hypothetical scenarios and rediculous "arguments ala: "Anybody who can't keep a ghost alive isn't trying very hard.".Sapient wrote:Soliton-
I was referring to my earlier comments in the thread Undead are now too strong in the 1.1.x unstable version.
Honestly if you want to propose something constructive go ahead, otherwise better don't say anything.
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At least high attack meleeists have more trouble taking them down. And they have become more cost-effective. I know resistances are good, but they ended in under 50%hp or less after a melee encounter most times.
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"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Eh, don't take it personally. What's so "ridiculous" about my suggestion? There are plenty of alternatives besides giving drain to ghost (which makes the wise methods of killing them rather one-dimensional... i.e. time to buy orc archers again!).
Consider:
1) Ghost HP is essentially double what it appears to be. 18 hp with 50% damage resistance = 36 effective hp. That's more than your typical level 1 scout. An elvish scout for example has 32. Also, this means that for every hp they drain, they are essentially gaining 2 hp. Drain was intended to bestow half that amount.
2) The ghost movement is vastly superior to the Ulfserker, allowing it to stay out of ulf range if desired. And its DEF is better. I'm just stating the obvious here.
3) Drakes seem to be a far greater danger to the life of a ghost. Giving them drain on melee does nothing to increase their ability to survive the drakes' ranged fire attacks.
Proposals (instead of drain):
1) Reduce the cost of the ghost to 19 gold and increase its HP to 19. [proposed by JW in previous thread]
--or--
2) Increase the melee damage of the ghost to 5-3 [proposed by Tomsik in previous thread]
Consider:
1) Ghost HP is essentially double what it appears to be. 18 hp with 50% damage resistance = 36 effective hp. That's more than your typical level 1 scout. An elvish scout for example has 32. Also, this means that for every hp they drain, they are essentially gaining 2 hp. Drain was intended to bestow half that amount.
2) The ghost movement is vastly superior to the Ulfserker, allowing it to stay out of ulf range if desired. And its DEF is better. I'm just stating the obvious here.
3) Drakes seem to be a far greater danger to the life of a ghost. Giving them drain on melee does nothing to increase their ability to survive the drakes' ranged fire attacks.
Proposals (instead of drain):
1) Reduce the cost of the ghost to 19 gold and increase its HP to 19. [proposed by JW in previous thread]
--or--
2) Increase the melee damage of the ghost to 5-3 [proposed by Tomsik in previous thread]
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."