Total War: WARHAMMER II

Total War: WARHAMMER II

NEW VERSION: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2191331084
Xenos  [vývojář] 27. čvn. 2020 v 2.16
Balance changes
Hello folks, please suggest here what should be changed to balance the mod for the latest SFO version.
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Zobrazuje se 111 z 11 komentářů
In changelog docx they wrote down whatever changes were implemented:
https://docs.google.com/document/d/1SgnRVTtNCDct--wmldaXubPRGhuh_ROj6e2mpgeCjks/preview?pru=AAABcxW0QYA*KdH5YJhKCFBXPQ6WdOYeog

I don't want to make a summary, as those changes are well documented at the very top of the docx in the "Battles" section.

Let's be honest some units in this mod are far from balanced anyway, so just slapping these changes on every unit (10-20% hp buff, 25-50% more anti large dmg for ranged units, missile res lowered by 5-10 on single entity units etc.) will be a quick way to get this mod in line with latest release, while some minor case-to-case tweaking can be done later if necessary
Xenos  [vývojář] 27. čvn. 2020 v 21.18 
In changelog docx they wrote down whatever changes were implemented:
https://docs.google.com/document/d/1SgnRVTtNCDct--wmldaXubPRGhuh_ROj6e2mpgeCjks/preview?pru=AAABcxW0QYA*KdH5YJhKCFBXPQ6WdOYeog

I don't want to make a summary, as those changes are well documented at the very top of the docx in the "Battles" section.

Let's be honest some units in this mod are far from balanced anyway, so just slapping these changes on every unit (10-20% hp buff, 25-50% more anti large dmg for ranged units, missile res lowered by 5-10 on single entity units etc.) will be a quick way to get this mod in line with latest release, while some minor case-to-case tweaking can be done later if necessary

The problem here is, all units are modelled on SFO specific units. Now those changed, so I've to look at them one by one.
can you just begin by use the standard change they made (HP, Anti-large) as a begining and tweak them later ?
can you just begin by use the standard change they made (HP, Anti-large) as a begining and tweak them later ?
I recently completed a dwarf campaign from what I gathered a lot of the new units are lacking in either hp, unit count, or are overall not producing the damage to make them worth being in one of my armies. Looking at Dwarf units:

- Thunderfist Squadron - Very strong in my opinion but it is a legendary unit
- Dragon Company - need a HP buff
- Living Ancestors - need a HP buff
- Rune Golem - Buff hp. Dies fast to black orcs or any ap really.
- Gyrocopter (Drakegun) - More ammo and more splash
- Ranger Marksmen - HP buff and reload buff. Maybe bump unit count up to 32. Essentially are a much worse version of skaven jezzails.
- Rune Axe Throwers - Make them better in melee these guys are really cool but i find it hard to use them when they throw axes only so far.

I hope this helps I know I only talked about dwarfs but I love my dawi <3 Love the mod as well and this community keep up the work! If i play any other factions ill try to give my best feedback
Xenos  [vývojář] 29. čvn. 2020 v 19.34 
Thanks mate
At the moment, I think the biggest balance problem for all factions is the mismatch between the hp new units from this mod have and the basic SFO, it's significantly lower
I think it' s important to focus on this in the first place
Naposledy upravil Shodan; 1. čvc. 2020 v 8.37
Agreed on the HP issue. For example, legendary unit Ironclaw Slaughterers I think have a base hp of 8-9k? They get shredded very fast and most of these units just need a bit of an HP buff to level things out.
Xenos  [vývojář] 2. čvc. 2020 v 13.02 
yep, I will buff HP as soon as I find the time
y, hp is the main issue. the rest I can't evaluate yet. just tried the legendary unit similar to iron breakers and having 7000hp less is kind of a deal breaker... ^^
I feel like the Murder of Crows unit for Vampire Counts is a bit OP. It's a massive mapwide constant debuff. Seems extreme.
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