Unit ballancing

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Yomar
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Unit ballancing

Post by Yomar »

Looking at the saur skirmisher (some good and usefull resistances and a lot of hits) and the augur (magic attack and heal), I believe that they are superior to the fencer, so no one thinks that the fencer's cost should be dropped from 16 gp to 15 gp ?
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Caphriel
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Re: Unit ballancing

Post by Caphriel »

Units are not balanced against units. Factions are balanced against factions.
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Yomar
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Re: Unit ballancing

Post by Yomar »

Yes, I know, but I think that the fencer would be much more used if he was just 1 gp less expensive, he does not even has a ranged attack.
Against saurs he is kinda useless because the augr has a magic attack that renders useless his high defence, many kinds of dragons kill him with the high number of attacks, the same does the elves, elven archers play targeting with him, the cheap elven fighters slice him thx to their high n. of attacks and the blade weakness of the fencer, and so on.
Its a lot that I play, and rarely I found the fencer a good recruit, maybe if at least he had an even weak ranged attack at lv.1, like daggers, that would help a lot, and I don't think that, reducing his recrutment cost by only 1 gp would compromise the balancing, I think it would just lead to see him recruted more often by players.
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Xalzar
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Re: Unit ballancing

Post by Xalzar »

The Fencer is a "specialist", not a unit that you should recruit so often.

The weaknesses are balanced by his elusivity and the ability to ignore ZoCs.
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Re: Unit ballancing

Post by Caphriel »

The fencer is already very useful against the drakes. He has some cold resistance, which helps a little against the augur's magical attack, his blade attack takes advantage of their blade weakness, and skirmish lets him trap speedy drake units that would otherwise escape.

It's also a valuable unit against the Knalgans, who have no magic to deal with its high defense. Depending on time of day, terrain, and traits, fencers can assassinate ulfserkers. Furthermore, its numerous blade attacks are good against the footpad and thief, making it an option for finishing one off instead of using a mage that would be more useful attacking something else, or exposed to counter-attack.

In general, the fencer is a specialist unit with two primary uses. One is finishing off enemy units, either by high probability with 4 attacks, or by attacking from an extra hex using skirmish. Second, using skirmish to trap enemy units with zone of control.

Making the fencer cheaper would be a buff to the Loyalists, and the Loyalists don't particularly need buffing.
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Yomar
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Re: Unit ballancing

Post by Yomar »

Ok I guess, you are right, but I have an another question regarding the walking corpse (the zombie), why his attack is impact ?
I mean, I find all the attack types of wesnoth right, axes and swords do blade damages, spears, tridents does pierce and so on, why he has impact damage then ? I can understand the huge whose and troll hands, but the zombie one ?
He should have blade damage (because of the nails), that would also render more logical the infection, you are infected by the wound on the skinn, not because you was punched.
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The_Other
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Re: Unit ballancing

Post by The_Other »

My guess is that the WC uses an impact attack because the Undead need an impact attack for Undead vs Undead battles. Otherwise, you will have two lines of skeletons who take hours to hurt one another, and a few Dark Adepts who could help, but know they would die horribly next turn. Ghosts help (arcane melee) but they're fragile - especially against other Undead, who they can't Drain.

Also, maybe WC's nails just aren't that sharp. I imagine them beating people to death, then chewing them up a bit and infecting them after they're dead (hence the Plague doesn't work if you get attacked by a WC, but something else actually kills you - you don't become a zombie, because you didn't get infected)
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