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feedback
Sorc still too weak? How about 150% frail on single unit? 115 is really really conservative.
Celebrant still not so hot? What was the motivation for changing the requirement to rax from iron? So now you can make out of town ... lance/celeb/ugh? And how about changing workshop to produce +4s +4w +4i +4m (net 40g equivalent) versus current +8s +8w +8i (net 48g equivalent) and reduce billet to 28% and increase workshop upgrade cost to 96 just to be on the safe side. It's not supposed to be so damn hard to get mana for roys. I've heard in the beta workshop used to produce +5 all resources so it isn't really the way it was originally conceived. Everyone knows roys have no midgame without indy.. And no endgame either. All because of the difficulty of mana production. |
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Nice to see people put a lot of work into the new patch...
Imho the only change required was a nerf to DL a movement reduction of sorts Roy really didnt need any more help..... they are very strong as is .... specially if you have a cil or nat on your team... I was happy with sorcs as they were, i dont think they were ever meant to be a strong unit, just a unit that makes retreating/flanking costly for the opposition. a few sorcs put into a mix always made things a little interesing. I think the point is not to continually improve poor units but rather weaken the overpowered units.. Also some units are meant to be stronger than others ( but in most cases the weaker unit has specific use) Cheers |
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Royals are still #4 on the depth chart.
Saria got killed last night as I looked away to deal with another front. It was a fiht she should have won, so I guess that changed works. I need to pay closer attention to my "uber" goons.
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CoW~Sushi DRG~Marduk now just Marduk10 |
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True enough that roy midgame is difficult with limited mana.
That's why with all the other resources and comp limit, you can produce a lot of front line fodder, while the allies clean house with their mana troops. There is a way even as roy to produce decent mana troops, ie. sorcs, etc. I've been doing inf/cler/celeb late game for some reason, don't exactly know why. It's difficult to produce mana, but a decent amount can be produced. How else can roy BP when needed. Also, I think that extra resources from workshops=export. That way the econ should cover the mana deficiency. On the subject of the patch, I think DL was the only thing that needed to be nerfed, but all in all, it's a great patch. Kudos to VR, and wish I could see ya in game.
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hi binnister!
i think u do good work to make kag more balanced because its imba but fun. but i think u and others make a mistake from beginning. i think u cant balance 4v4 games. i mean thats impossible. because in big games, means more then 2v2 all things are timing. in most 4v4 games its a 3v4 and 1 player does eco. so if he gets a good unit very fast most say the unit is imba. but the mistake made the opposit team. ( no scouting no scanning no guessing) i think if u want to balance a game u have to do it 1v1. then u can really see if things are imba. for example u changed lancer av +2. how u know that they are imba? i mean do u know it after 10, 15 or 20 min in a game? or if they fight other units? i think if u want to know that, u have to do testings: roy vs nat, roy vs cil, roy vs cey ( i know u test but in other way maybe) because u need a-time, b-gold, and c-buildings to get lancer. and u need x-time, y-gold, and z-buildings to get the opposit units. for example if u can get 2 slancer vs 1 goon could be ok if a+b+c=x+y+z. or is it 2.5 slancers vs 1 goon? i dunno ![]() i think thats the way to balance the units. a similar problem is nat vs... if u say nat has less troops, it could be balanced if nat gets better troops vs mass troops. then the kohans. the healer kohans are too strong. but the problem is if u do them weaker they die fast to flank and goon=dead. i think for healer kohans 6 dv would be ok but then u have to change the units av in the right way. thats very much work. so i think the easier way is to make some meele kohan stronger. that would also eliminate the flank problem. i dont want to critizice somebody. just show another point of view. because we had some patches. but in my view all only displaced the imbalance. if some thinkings are not clear im sry im not the best in english. and again i dont want to affront somebody.
Last edited by scripca; January 9th, 2006 at 03:54 PM. |
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i dont understand the "zone of control" changes, does that really change something in battle? well it makes bowmen tougher.. but.. well... dont know.
celebrant... never heard of a problem with them, anyway - sounds good. first i didnt liked the lancer changes, but they are quite expensive, so - also a good change. all together the right way. good job, more patches ![]() EDIT: welcome on the forum scripca ![]() EDIT: BILLET WASNT CHANGED?
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[GameMaster] Last edited by [GM]Bartleby; January 9th, 2006 at 04:14 PM. |
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Bart:
The billet was on the initial list of changes, but the discussion that followed convinced me that changing the billet now would hurt the Royals more than it hurt would the other factions, which sort of defeats the purpose. Hopefully, with the information that VR has passed on about making 'faction-specific' changes, we can now find the right 'thing' to do for the Royals.
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Self-confessed Kohan Bigot! |
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Basically what i'm saying is that surface area under your econ graph (total gold produced) is rougly proportional to _square_ of the initial slope (build econ). Also workshops have a very major weakness of being too vulnerable. To the point that top players back in the days (raad) never made workshops. Even back when settles were 60.. workshops were still not so hot. You can still have your goon ha at +30 with 2 settles at a fraction of econ vulnerability. Last edited by JadeLotus; January 10th, 2006 at 01:35 AM. |
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- The main weakness Roys have is the lack of a high econ start build.
- This means people who prefer high econ starts and/or mana armies will tend to prefer other factions (with some notable exceptions such as Asmo). - This also means that Roys are weaker in games where high econ start builds are common. - Increasingly pickup games seem to involve a lot of high econ start builds with comparatively low military forces early. As mentioned above Roy can be at a disadvantage in this environment. - In a more aggressive environment with moderate to high starting troops on both sides I honestly find Roy does fine, well even. They can expand from a 30ish starting econ as easily as Nat and probably easier than Cey and Cil can. Plus their 30ish econ start builds have just as much military power as equivalent econ start builds from other factions with the significant benefit of keeping excellent components in their main for recruiting a very wide variety of cheap additional troops. -------------------------------- If people feel it is necessary for Roy to have a high econ start build because today's pickup games require it then: a) At least wait a few weeks to see how Roy do now. The changes made in 1.3.10 don't give Roy a high econ start but they do give them more options in aggressive medium/high troop games (including 1v1s). Some time will be required to get a grip on any possible flow on effects from that. b) If people do want to give Roy a high econ start build then make sure they have to trade off significantly on troops in order to do it. I really don't think you should just make their already strong military goon/ha/scout build have more econ. You will also need to carefully consider the billet because a high econ start with a billet would grow big very rapidly. c) Try to maintain the Roy faction's flavour. They are described as a militaristic faction which specialises in cavalry. Hence the 2 pop limit, high resource production and three faction specific cavalry units. Please don't just make them into another Council. Note I still see no need for it because I enjoy the distinct factions as they are. |
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