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View Poll Results: Will Hinnom et al be forbidden in most MP games?
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No more MP for Hinnom
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20 |
76.92% |
No more MP for Gath
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8 |
30.77% |
No more MP for Ashdod
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9 |
34.62% |
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October 1st, 2008, 12:05 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: No more MP for Hinnom?
Hinnom will likely be nerfed with next patch. They do have several strengths, but I never had any grip on how they would turn out in practice. There has been lots of discussions regarding their strengths and weaknesses (quite few) and I have plans for their correction.
Baalz guide, as well as the following discussions have been quite informative, and I thank you all for participating.
Now I wonder a bit about Ashdod. THey have been discussed a lot less, but they are portrayed as almost Hinnomish in power. The Zamzummim and summons are mentioned, but I have less to go on here.
I guess they have been less common in MP games?
Some things I consider:
- Lower PD, not horites though
- Fewer starting troops
- Chariot nerf (possibly size, possibly something else that might affect other tramplers as well)
- Dawn Guard +5g to original cost level.
Not sure about this, but I had an idea of switching Melqart and Ba'al blood magic lvl. Might need a slight rewrite of descriptions and events.
Main objective of nerf: reduce initial expansion power.
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October 1st, 2008, 03:27 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
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Re: No more MP for Hinnom?
Quote:
Originally Posted by Kristoffer O
Some things I consider:
- Lower PD, not horites though
- Fewer starting troops
- Chariot nerf (possibly size, possibly something else that might affect other tramplers as well)
- Dawn Guard +5g to original cost level.
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Lower PD - Excellent idea.
Fewer starting troops - Even better idea.
Dawn Guard +5g - Okay.
Chariot nerf - Just increase resources to decrease early numbers. They are easily dealt with later.
General trampler nerf - Please don't. It will effect alot of nations, all Caelum/Arco/Monkey nations and weaken them considerably. Elephants/Mammoths are very good as a alternative strategy to a bless and allow nice scales. After turn 20'ish elephants/mammoths are fairly useless, indeed they are expansive to maintain, so should be killed off, perhaps keep a small force to distract the enemy perhaps.
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October 1st, 2008, 03:42 PM
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Sergeant
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Join Date: Apr 2008
Posts: 288
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Re: No more MP for Hinnom?
The buffs suggested seem like it would do the trick, with them Hinnom would still be a good nation, but it will not be too good.
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October 1st, 2008, 04:59 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: No more MP for Hinnom?
Quote:
Originally Posted by Kristoffer O
Now I wonder a bit about Ashdod. THey have been discussed a lot less, but they are portrayed as almost Hinnomish in power. The Zamzummim and summons are mentioned, but I have less to go on here.
I guess they have been less common in MP games?
Some things I consider:
- Lower PD, not horites though
- Fewer starting troops
- Chariot nerf (possibly size, possibly something else that might affect other tramplers as well)
- Dawn Guard +5g to original cost level.
Not sure about this, but I had an idea of switching Melqart and Ba'al blood magic lvl. Might need a slight rewrite of descriptions and events.
Main objective of nerf: reduce initial expansion power.
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Sorry, I know I said I'd write a guide but I haven't gotten Ashdod in a game yet and I can't "get inside the head" of a nation until I've played them against people.
On your ideas I think they're all good, though I agree with others that nerfing tramping in general would have very wide reaching side effects that are a bit hard to assess the scope of. Reducing the size seems best, given the size of the other giants and the fact human chariots only increase the size by one.
A couple other ideas -
Remove Hinnom's ability to produce their best research & combat mage without a lab. Either change the mechanic which allows this, or give them a set path. It's kinda cool that other nations can recruit a weak mage if they haven't gotten a lab up yet, it's pretty much an exploit that Hinnom can crank out battle/research mages with no need to ever put up a second lab until it's convenient. Or maybe make those guys cap only? *That* would be a pretty big nerf.
Perhaps add a minor unrest effect to complement the population eating? Thematic and a tiny amount would go a long way towards reducing their ability to bloodhunt. Even a tiny amount would make it so you could really only use two blood hunters per province, thus cutting down their blood income by 1/3rd.
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October 1st, 2008, 05:15 PM
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First Lieutenant
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Join Date: Feb 2007
Posts: 773
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Re: No more MP for Hinnom?
Quote:
Originally Posted by Baalz
Remove Hinnom's ability to produce their best research & combat mage without a lab. Either change the mechanic which allows this, or give them a set path. It's kinda cool that other nations can recruit a weak mage if they haven't gotten a lab up yet, it's pretty much an exploit that Hinnom can crank out battle/research mages with no need to ever put up a second lab until it's convenient.
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This is the idea I would support. Giant nations tends to be balanced by the fact that while individually they are more powerful, they are a greater investment to build.
By letting them pump out good research mages without a lab and/or temple, you are basically funding their troops (an advantage no other giant nation can claim).
I also think that the Shaman they get seems like an oversight from the design process. He adds Death to an already diverse nation and seems designed just to let people climb the death ladder and/or make Flaming Skulls.
Also, their starting army is awesome. Cut that back to something reasonable and their early rush is extremely blunted. As far as I can tell, Hinnom's starting army is the only one in the game that can take a province a turn for the first ten turns.
Last edited by K; October 1st, 2008 at 05:19 PM..
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October 3rd, 2008, 02:20 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: No more MP for Hinnom?
Quote:
Originally Posted by Kristoffer O
Hinnom will likely be nerfed with next patch.
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Hopefully there's plans for creating a nation which is extremely powerful. Currently any veterans playing SP games on large maps need to severely boost one or more advantages for the AI opponents if looking for a challenge. It'd save time and be fun to play a random map without using tools, modding or map edit commands to receive a strong AI opponent for middle and late game.
It would be nice to have one very powerful nation designed to provide a challenging AI opponent during middle and late game. The current strongest AI opponent during middle game is LA Ermor and the current strongest AI opponent during late game is EA Niefielheim.
I see no problems having one nation banned out of the other 20 which are available.
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