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September 17th, 2006, 09:22 PM
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Second Lieutenant
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Join Date: Sep 2005
Location: North Carolina, USA
Posts: 403
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Re: Screenies!
Guys, there are two pretty apparent reasons why this mechanic was added when you think of the implications. #1 It means that, regardless of their defend or parry value, shields no longer provide any bonus whatsoever against Armor Penetrating attacks; in fact, most shields will be a handicap. This is a good thing. #2 It means that Armor Piercing attacks are not quite as lethal against a shield wielding opponent. I think this is also a good thing.
There are probably more implications, but so far, I really like it. I bet flails versus shields has been altered too. If I had to make a guess, I'd say that flails simply don't allow the parry bonus, thus negating the parry, too.
Just to go ahead and clarify things, I think we should use the term "shield hit(s)" for when someone's defense roll successfully lands in that parry zone. Ie. When someone parries with a shield, they take a shield hit, which is an attack that must beat Protection + Protection, Shield. Example: Using the unit above, when he takes a normal hit (to the body) he has protection 12. When he takes a shield hit, he has protection 27. For now, I'm going to assume missile weapons also have to beat this protection. In a way it makes sense, but it also sounds like missile troops will be pretty useless against shielded enemies.
@Endo
It seems like there could be other items/weapons that will add parry bonuses as well. Have you seen anything like this? Would these same weapons then also have a "Protection, Parry" or does it just use the weapon's attack bonus for this?
=$=
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September 17th, 2006, 09:30 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Screenies!
Shields work nice in game. They feel different, their presence is felt (most notably when under archer fire) but they aren't overpowered.
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September 17th, 2006, 09:51 PM
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Second Lieutenant
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Join Date: Sep 2005
Location: North Carolina, USA
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Re: Screenies!
I hope all missile projectiles in the game were slightly increased in effectivity, or else this new shield protection functionality will only mean a nerf across the board for every projectile in the game. Well, all things will be worked out through patches, eventually.
=$=
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September 18th, 2006, 01:47 AM
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Sergeant
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Join Date: Oct 2003
Posts: 262
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Re: Screenies!
Against AP attacks the shield still has 15/2= 7.5 protection. That's seriously useful. It's against armor negating attacks that shields are a handicap.
Also, from v2.88: "* Flail and morningstar new mechanic (+2 att vs shields)"
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September 18th, 2006, 02:33 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
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Re: Screenies!
EA Pangaea recruit screen. Few new units but they're mainly just unarmoured versions of old stuff. As said above, Panii are E1N4B1, always have either E2 or B2, and have a chance of increasing any one of their paths further.
Last edited by Endoperez; August 13th, 2008 at 11:32 AM..
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September 18th, 2006, 10:03 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Screenies!
Endoperez,
Even with the changes you mention, I can't see how investment in N9 blessing can be justified for just Berserk2... As you said morale/rout rules have changed, and in fact normal units rather stand better than before!
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September 18th, 2006, 10:53 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Screenies!
Quote:
PDF said:
Endoperez,
Even with the changes you mention, I can't see how investment in N9 blessing can be justified for just Berserk2... As you said morale/rout rules have changed, and in fact normal units rather stand better than before!
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I'm not an expert on blesses. Berserk isn't as important as regeneration, but I might go for Berserk if I already wanted high Regeneration. It probably won't be as good as the best level 9 blesses, though.
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September 18th, 2006, 11:19 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Screenies!
I can't remember all reasons for the switch of regen - berserk. I'll try to remember some.
Niefelheim and many other nations always had nature 9 blessing. That didn't feel right. Especially when there are new nations with big sacred summonables.
Now berserk might seem unattractive, but the increasing effect of regen might compensate so that people takes higher lvl nature at times.
It feels a bit strange that the rather magical powers of regeneration is easier to get than common battle rage. So this is more of a balance change then a thematic change and I'm not entirely fond of it. It works, but I can feel a bit annoyed at times.
I felt more concerned with thematically boring pretenders. It would not sit well with me if every pretender of Yomi took Nature 9 to make the Dai Oni regenerate. Few variations on pretender design combined with unthematic gods is not attractive. I do like unthematic gods, but not if they are always the same.
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