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Old October 5th, 2011, 02:13 AM

elmokki elmokki is offline
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Default Re: Adept's Balance Mod 1.00 ready

The weapon changes here are strange to call as balance. Weapon ones might turn weapons more realistic - I honestly have no clue - but it doesn't achieve that much in reality. The thing with buffing axes and maces is that it does not really buff many units. Most of the infantry in the game just happens to have a sword of some kind. I mean, seriously, all I can think of is is this improving the monkey nations' terrible infantry very slightly and making Marverni's berserk infantry more desireable. If you want to see more mixed units in field, you need to actually give most nations options to begin with: human nations in general only have swordsmen and some two handers to begin with.

Two handed weapons need a lot to be worth using. You're after all losing a shield in most cases, and that's arrow protection and 3 def in most cases. I generally consider that worth more than a couple of points of offensive stats at least since if you lose an unit, you'll have to rehire it and besides, two more turns of one handed weapon hits due to survivability are a lot to catch up for for any two handed weapon. Twohanders have their niche uses, but I bet small changes won't make people use halberd infantry etc too much more.

Nerfing Jomon by making their weapon stats more realistic is in general pretty stupid in my option. It's not a strong nation to begin with and has serious lack of shields. That said the fear 0 20g samurais are bat**** insane and probably way more than make up for the change. Now any Jomon player will only spam those.

Magic item changes are roughly in line with CBM, no comments on those.

Making werewolves pretty much useless seems dumb and removes a really fun aspect of Jotun nations. If they needed a nerf (I don't think they did since there are many other roughly equally easy options of just fine thug chassises too, but I'm no expert) they should've gotten a slight stat nerf at most.
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