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Thread: Nephy's Balance (Gasp!!!) Thread

  1. #61

    Default Re: Nephy's Balance (Gasp!!!) Thread

    Quote Originally Posted by warl0rd13 View Post
    Only if they pierce their targets defense, so that's something.
    Are you sure about this. Because throwing bombs always killed Darknuts in one shot.
    Are fire arrows an incendiary attack? If they are. Then your right about Fire arrows at least.
    But for all bombs and most magic attacks it's insta kill. ..........

    I think if you have an attack that has the incendiary attribute Plus the area attack attribute. The attack becomes an insta Kill attack if it hits.
    But with out the area attack attribute. It doesn't insta Kill all things it hits.
    With the Body piercing attribute. Added to the incendiary attribute. I don't think it causes insta Kill. Look at the direct fire mage types for example.
    On the other hand. Scythe Lords have all 3 attributes. And don't seem to do insta Kill.

  2. #62
    warl0rd13's Avatar Semisalis
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    Default Re: Nephy's Balance (Gasp!!!) Thread

    I could be wrong, I can't play the game at the moment and I'm not certain about it's current mechanics, but I think I distantly remember seeing Darknuts survive Twili Sol Nurses grenades, but flamethrowers always are instant kill.

    Something to keep in mind is that it's possible that Neph changed how magic works, I wanna say that magic is supposed to be instant kill in general, but that's not how it worked before as I clearly remember seeing my Aquamancers barely kill anyone.
    Stabber, Ikanan teen.
    Silias "Twitch Tethers, Ordonian ranger

  3. #63

    Default Re: Nephy's Balance (Gasp!!!) Thread

    Quote Originally Posted by JoonasTo View Post
    This is what Hylians look like after the first pass. The ironclads have issues, they only have the sword as an offhand and they only have a short spear. What is up with that? Why no halberds? Anyway, that makes them pretty bad so I buffed their armour more than I originally wanted to but they still kinda suck. And they will keep on sucking if they don't get a proper weapon.

    All unit upkeep is 1/3rd of the unit cost. Mounted unit is simply double the cost of the footed version. Equipment(mainly armour) and training is factored into cost and training time is dependent on training level of the unit+1 more turn for horses.
    You know. I may like this version your making probably better than the current Version of unit stats. Let we try it out when it's test able.

    O and about this.
    Quote Originally Posted by VictorAYorke View Post
    My thoughts on mages are to have a few rough groups, based on their attack type and ultimate tactical use:
    ==Direct-Fire (Zora Mages, Wizzrobe Electromancers etc), magic units with little/no arcing to their projectiles and are incapable of overhead attacks., but their shots pass through multiple enemies. Best used to soften up the enemy lines before the main forces meet.
    ==Massed Damage (Twili Sorceresses, Wizzrobe Pyromancers, Gerudo Wind Witches etc), magic units who can fire directly or indirectly and who are there to rack up as many enemy casualties as possible. Short range to counter their offensive potential. Put these guys on a wall or behind elite heavy inf, and you may have broken the game.
    ==Light Artillery (half the Fairy roster), long-range high-damage units with a modest AoE effect. Best used to counter enemy artillery, snipe at generals, cause morale damage or to harass a cautious enemy.
    ==Suppression (Wizzrobe Aquamancers, possibly also Geomancers, I suspect Zora Floodmasters should act as these too), magic units with range and a wide AoE attack, but little damage. They don't really cause casualties, but they can knock an entire army on their backsides. Best used to disrupt charges, limit enemy manoeuvrability and soften up an infantry group for a friendly charge.

    These are just my headcanon based on the old unit stats, although I really want to see suppression-based mages make an appearance (just think of the tactics they open up!)

    By all means do whatever you will with mages, but I strongly advise you make them into very niche units, using missile attacks that would make no sense on a non-magic unit but that open up a load of tactics for their faction. (also that add flavor, but yeah)
    Can you take these things in to account when making the stats for mages. I would say treat it similar to how you are doing units now. Like the Gear/armer/weapons/training etc etc. So what ever you would factor in for the different types of magic and how they are used etc etc.

  4. #64

    Default Re: Nephy's Balance (Gasp!!!) Thread

    Quote Originally Posted by warl0rd13 View Post
    I could be wrong, I can't play the game at the moment and I'm not certain about it's current mechanics, but I think I distantly remember seeing Darknuts survive Twili Sol Nurses grenades, but flamethrowers always are instant kill.

    Something to keep in mind is that it's possible that Neph changed how magic works, I wanna say that magic is supposed to be instant kill in general, but that's not how it worked before as I clearly remember seeing my Aquamancers barely kill anyone.
    I agree about the Aquamancers and flamethrowers. Not sure about Twili Sol Nurses grenades. I never used them against Darknuts before, for some reason.


    Edit:
    Wait.
    I remember Airomancers insta killing in both the old and new versions.
    What's with that? They aren't incendiary attacks last I know.

    Maybe their is a different factor to consider.
    Last edited by Eldren; January 16, 2016 at 07:44 PM.

  5. #65
    Civis
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    Default Re: Nephy's Balance (Gasp!!!) Thread

    I've finished with the Gerudo and running some final adjustment tests on them atm.

    Marauder

    Scimitar +2,5 att
    No offhand weapon/two handed bonus 1,0 att
    Well trained +2,0 att
    Total attack ~6

    No shield/offhand weapon + 0 shield
    poor armour +2 armour
    well trained +4 defense
    total defense 6

    Unit mass 1,1

    6-6 with combat bonus in desert, fast moving(1,2) and high stamina due to gerudo bonus/youth, excellent for hunting down fleeing enemies or doing flanked attacks
    2 turns to recruit, 300


    glaive grunt

    glaive 2,0, ap
    exceptional skill 2,5
    twohanded 1,0
    6

    poor armour 2
    exceptional skill 5
    no shield 0
    7

    6-7 spear, spear bonus 8, combat bonus in desert, fast moving(1,2), high stamina
    3, 400, free upkeep in town(guard)

    mass 1.0


    Dune archers

    missile att
    composite bow? 2,0, long range
    basic training 1,5
    4

    melee att
    basic training 1,5
    missile -2
    unarmed 0
    0~1

    clothes 1 armour
    basic training 3
    missile -2
    no shield 0
    2

    4-2, combat bonus in desert, fast moving(1,2) long range hide anywhere, low morale
    1, 200, always

    mass, 0.8


    Gerudadorf

    katar 2,0, ap
    elite 3,5
    6

    clothes 1
    elite 7
    offhand katar 1 shield
    9

    6-9 ap, combat bonus in desert, fast moving(1,4), hide anywhere, high morale, very high stamina
    3, 600, always

    mass 1.0


    Vagrudanon

    scimitar 2,5
    mounted -1
    veteran 3,0
    no offhand 1,0
    6

    good armour 4
    mounted -1
    veteran 6
    no shield 0
    9

    6-9, fast moving 1,4, very hardy, combat bonus desert, high morale
    4, 900, always

    mass 2


    dune runner

    missile att
    composiote bow 2,0 long range
    excellent training 2,5
    mounted -1
    4

    melee att
    excellent training 2,5
    mounted -1
    missile -2
    unarmed 0
    o ~1

    poor armour 2
    excellent training 5
    mounted -1
    no shield 0
    6

    4-6, fast moving 1,2, hardy, combat bonus desert,
    4, 700, always

    mass 2


    tomb guard

    kopesh 3,0
    veteran 3,0
    6

    mirror shield 9
    good armour 4
    veteran 6
    19

    6-19, fast moving 1,2, combat bonus desert, shield wall, high morale
    3, 750, always

    mass 1.2


    ice archers

    missile attack
    veteran 3,0
    shortbow 1,0
    ice arrow 6,0 ap, short range, launching
    10

    melee
    veteran 3,0
    missile -2
    unarmed 0
    1

    clothes 1
    veteran 6
    missile -2
    no shield 0
    5

    10-5, fast moving 1,2, combat bonus desert, ap, short range
    3, 550, always

    mass 0.8


    wind witches

    missile magic

    melee unarmed 0
    mage -3
    hero 4,0
    1

    clothes 1
    no shield 0
    hero 8
    mage -3
    small 1
    7

    magic - 7, combat bonus desert +2, mage, small, excellent morale
    3,

    mass 0.6(mage+small)

    iron knuckles

    two handed axe 3,5 ap
    two handed bonus 1,0
    huge 1,0 area, powerful charge
    veteran 3,0
    9

    full plate 10
    veteran 6
    no shield 0
    huge -1
    15

    9-15, ap, area, animated +1hp, no morale, very high stamina, power charge
    3, 1000, always
    If anyone is interested, I'll add the files here if you wish to test it. Just dump them into mods/Hyrule/data and remember to save a copy of the original files somewhere safe so you can return to the normal.


    EDIT: I'll probably have to up the costs for the wind witches, they are ridiculously good, even if they cannot shoot over allies.

    Oh and Gerudo army seems stronger on the field than on paper. They're actually really good late game because of the multitude of units they have. A couple tomb guardians + iron knuckle with a few glaive grunts make for a really potent front line, add sand snipers behind, ice archers and wind witches on the flanks protected by gerudadorfs(barrage of AP ammo followed by a surprise attack is really strong, even vs lategame high morale hylians). Everything protected by a vagrudanon + plus two dune runners to keep the flanks clean and enemy constantly flanked. Really, really good unit mix there. Excellent job Neph. It's a perfect faction with no useless units.

    Hylians lack lategame ranged units. Badly. Their infantry is top notch but brute force alone can't carry you to victory.
    I should probably employ some form of: "let's just sit behind our trebuchets and wait till they come to crossbow range to die"-method for them instead of proper combined arms.
    Attached Files Attached Files

  6. #66
    warl0rd13's Avatar Semisalis
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    Default Re: Nephy's Balance (Gasp!!!) Thread

    Looks pretty good, if there are any units you aren't quite sure what to do with let us know.

    Also here's what every faction was supposed to be like on paper, just for reference;

    KOH: Generally these guys are supposed to be the most like a Northern European faction from vanilla, they are supposed to have an answer to almost anything but not stand out too much in any area.

    Gerudo: Lords and masters of archers and skirmishers with some nice, but not incredible cav. Most infantry are good and fast, but lightly armored, with the exception of the Iron Knuckles, who are powerful but reallllly slow.

    Gorons: Elitist, but lacking in numbers and ranged, but their arty is really good. So Dorfs, basically.

    Zora: Ugh, I will defend the old stats of everyone EXCEPT these guys. They are supposed to have the best morale and be mage focused, but with good enough cav and infantry to back them up.

    Kokiri: Swarms and skirm, unprofessional but good at hiding and with the energy of youth, led by very powerful Trees.

    Ghoma: Swarming with an good roster of cav, I also think they are supposed to have really good morale unless their general dies, hive mind and all that.

    Ordona: BEST CAV. Some also brave infantry and archers, but ultimately they are a nation of farmers more accustomed to a day in the fields harvesting and ranching rather than warfare.

    Lanaryu: VIVA LA REVOLUTION! An army of volunteers and hired soldiers, they are supposed to be quick learners who gain experience faster, but I don't know if that's possible. Most of them prefer their civie clothing and are not well armored, but the more elite troops wear Coramold, which while not as though as steel is a lot lighter.

    Deku: Almost every Scrub can shoot seeds, they don't do the most damage but have enough numbers to make sure it hurts, they can hide very well but are fragile and have the worst morale in game.

    Stalfos: Undead, they will never rout, have nice numbers but they are ultimately reanimated corpses and can be dispatched quite easily, with the exception being the elites.

    Moblins: Orcs and Goblins, best at charging but unorganized.

    Sheikah: Ninjas, can hide anywhere, really low numbers but great at fighting and fast, they can also bring in some Soldiers of Aghanim to play front line.

    Darknuts: The best melee fighters and the most heavily armored, so heavily armored that all but their Initiates cannot run, they have low numbers and their answer to enemy missile and cav is their Fokka Knights, lower in numbers than other factions but move almost as fast as cav, their heavily armed but low in number Mazura, and any mercs they take with them.

    Lizalfos: These guys believe fighting is a way to show respect, and they have a lot of respect for the people around them, move very quickly, most prefer their natural scales over armor, while it's definitely better than the flesh of most and probably even better than leather armor it's still not steel. Being cold blooded they are not fond of colder areas.

    Labrynna: Their pride is in their high tier units, their other units are mostly there to fill in the gaps and play cannon fodder. Generally suck at melee.

    Fairies: They have two extremes; insanely weak, very numerous and cheap or expensive and power but lacking in numbers. Are fans of lazars.

    Ikana: The most experienced guys around, having been fighting for thousands of years and rising again if they fall, but expensive and difficult to replace, they are undead and don't care about any terrain they are on or what weather it is but are also distrustful of each other.

    FOT: Aliens, they frighten their enemies with their very appearance, but they are not used to Hyrules strange environment and tire more easily, the only exception being the Repentents. They also glow in the dark so it takes some effort to hide them, excepting the Bonemold Monks, who are descended from Sheikah and have somehow found a way around this.

    Wizzrobe: Pretty obvious, squishy wizards with only two melee units, one of whom sucks and is really only a meatshield and the other has bath robes for protection. Their bane is cavalry.

    River Zora: The raiders and barbarians, with all the benefits and downsides, also not a fan of the cold.
    Stabber, Ikanan teen.
    Silias "Twitch Tethers, Ordonian ranger

  7. #67

    Default Re: Nephy's Balance (Gasp!!!) Thread

    @Warlord
    Zora were actually more balanced than you'd think, with the exception of the late addition of Domain Supremes and Floodmasters. High-morale but unexceptional melee infantry fight in close formation to pin the enemy, while powerful but ultimately vulnerable mages fire into the crowd. Lightweight Octorok cavalry guard the wings.

    Zora units have middling attack, slightly below par defence (including their ranged, guess what that means for enemy cav) and the aforementioned morale.
    Notably they have no light melee infantry whatsoever - only one unshielded spear unit (Infantry), one basic shock infantry unit (Blademasters), one advanced shock infantry unit (Shock Troopers), and whatever use you find for Domain Supremes (Neph had them as advanced shock infantry +1, which i'm not sure was necessary).
    Historically their mages have been one long-range, piercing gunpowder style unit (Mages) and one midrange, fire arrow style unit (Sapphire Wardens). Floodmasters are much vilified for being OP, but they also do the jobs of both of these units at least as well as they do it themselves. Perhaps a conceptual rethink is required more than a rebalance?
    There's one main cavalry unit worth paying close attention to for compaign purposes - Octorok Riders I remember being good in a charge but lacking the staying power of even other light cav, best suited to disrupting skirmishers or hammering at a target the infantry have pinned. BigOctos I confess I never really found a use for.

    In other news, I have two requests for the Lizalfos. First, please differentiate Finders and River-runners. Even in the old balance they were very nearly the same stats dropped onto adjacent slots in their tech tree. Second, Bird-Catchers have always been pretty low-damage and short range for their status as the faction's sole mass ranged unit. Is there anything you can do with them? The flavour text and models both suggest bladed bows to help them out in melee, but the other ranged unit (Iguanalfos, small squad size and Volvagian-style AoE attack) is also a melee specialist. Any thoughts?

    A note for Ordona - in the old balance, Goat Lords were a force to be feared, and the glorious payoff for the Ordonian player for putting up with all those militia infantry for so long. I never spent much time as the Province, but fellow forumite Mattwensley does and he has long been a horror to play in custom battles. I respect whatever decision you come to, but I humbly ask, please don't nerf them...
    Taram Chalco - Elizabeth Westcliffe - Kesaris - Erika Homewood - Kalian Benton Galhansen

    --The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--

  8. #68
    UndyingNephalim's Avatar Primicerius
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    Default Re: Nephy's Balance (Gasp!!!) Thread

    Well, I'll look into all the stat changes people have made in a bit. I think I've just about settled on the attributes for all the Hylian and Gerudo units. I forgot to mention it when I made this thread for some reason, but I wanted each unit to be limited to just three attributes each (except for whatever attribute a faction get's overall, such as Zora units automatically being aquatic, Stalfos having no fear, etc)
    Spoiler Alert, click show to read: 


    1 Town Guard
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Garrison (Unit upkeep is free when stationed at city)
    - Police (Unit can maintain public order in stationed city)


    2 Recruit
    - Operator (Can operate siege engines)
    - Easily Trained (Unit is trained faster)
    - Numerous (Unit has a larger troop count)


    3 Mounted Recruit
    - Swift (Unit can move faster than other units of its type and size)
    - Easily Trained (Unit is trained faster)
    - Numerous (Unit has a larger troop count)


    4 Infantry
    - Brave (This unit shows exceptional courage in the face of danger)
    - Reserves (Unit can be replenished faster)
    - Numerous (Unit has a larger troop count)


    5 Crossbowmen
    - Armor Piercing (Attack ignores Heavy Armor)
    - Back Shield (Immune to arrow fire)
    - Reserves (Unit can be replenished faster)


    6 Castle Guard
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Tower Shield (Immune to arrow fire)
    - Shield Wall (Allows unit to form Shield Wall)


    7 Knight
    - Hylian Shield (Immune to arrow fire)
    - Heavy Armor (Resistant to all but Armor Piercing Attacks)
    - Brave (This unit shows exceptional courage in the face of danger)


    8 Flail Knight
    - Brave (This unit shows exceptional courage in the face of danger)
    - Wide Arc (Can attack multiple enemies at once)
    - Armor Piercing (Attack ignores Heavy Armor)


    9 Mounted Knight
    - Trample (Unit has chance to instantly kill enemy in charge attack)
    - Hylian Shield (Immune to arrow fire)
    - Heavy Armor (Resistant to all but Armor Piercing Attacks)


    10 Iron Clad
    - Inspire (Improves troop morale)
    - Secondary Polearm (Resistant to Cavalry)
    - Heavy Armor (Resistant to all but Armor Piercing Attacks)


    11 Trebuchet
    - Heavy Siege (Siege Weapon is more accurate and deals more damage to buildings, but much less accurate against moving targets)
    - Explosive (chance to instantly kill multiple enemies in attack)
    - Flame Attack (Ground continues to burn on impact, damaging nearby enemy morale)


    12 Repeater Crossbow
    - Rapid Fire (Unit can fire additional attacks before reloading)
    - Easily Trained (Unit is trained faster)
    - Armor Piercing (Attack ignores Heavy Armor)




    Gerudo


    1 Marauder
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)
    - Numerous (Unit has a larger troop count)


    2 Glaive Grunt
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Garrison (Unit upkeep is free when stationed at city)
    - Police (Unit can maintain public order in stationed city)


    3 Sand Snipers
    - Stealth (Can Hide Anywhere)
    - Long Range (Unit has double the range of other archers)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)


    4 Gerudadorf
    - Stealth (Can Hide Anywhere)
    - Armor Piercing (Attack ignores Heavy Armor)
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)


    5 Vagrudanon
    - Swift (Unit can move faster than other units of its type and size)
    - Trample (Unit has chance to instantly kill enemy in charge attack)
    - Numerous (Unit has a larger troop count)


    6 Dune Runners
    - Fire on the Move (Unit can attack while moving)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)
    - Camouflage (Unit can hide in trees and shrubbery)


    7 Tomb Guard
    - Mirror Shield (Immune to arrow fire)
    - Armor Piercing (Attack ignores Heavy Armor)
    - Shield Wall (Allows unit to form Shield Wall)


    8 Ice Archer
    - Armor Piercing (Attack ignores Heavy Armor)
    - Stagger (Enemy unit must recover when hit by ranged attack)
    - Exceptionally Trained (This unit has undergone years of training and responds to orders better, but takes longer to create)


    9 Wind Witches
    - Magic (Instant Kills to hit enemies)
    - Inspire (Improves troop morale)
    - Police (Unit can maintain public order in stationed city)


    10 Iron Knuckle
    - Wide Arc (Can attack multiple enemies at once)
    - Heavy Armor (Resistant to all but Armor Piercing Attacks)
    - No Fear (Unit cannot lose morale and retreat)


    11 Catapult
    - Heavy Siege (Siege Weapon is more accurate and deals more damage to buildings, but much less accurate against moving targets)
    - Extra ammo (This unit has a larger store of ammunition than others of its type)
    - Easily Trained (Unit is trained faster)


    12 Sandblaster
    - Magic (Instant Kills to hit enemies)
    - Explosive (chance to instantly kill multiple enemies in attack)
    - Imposing (Damages morale of non cavalry units)

    A few notes, I think there are several more attributes I'm adding

    - Police: Definitely going to include this in the game. This unit essentially gets its full unit count when dealing with settlement unrest.
    - Numerous: This unit has a slightly higher troop count from its template. I'm not sure what percentage, probably something not too crazy like a 10% increase? Can help some factions deal with Kokiri and Gohma's larger numbers.
    - Reserves: This unit can retrain and replenish losses faster.
    - Easily Trained: Unit will can be trained one turn faster then the train time of its template (which in itself is yet to be finalized)
    - Heavy Siege: This siege weapon is basically geared more towards taking down gates and is inaccurate against troops.
    - Extra ammo: Self explanatory, this unit has more ammo than its template.

    Additionally, I'm tweaking the Exceptionally Trained attribute to also make the unit take a turn longer to create than its template time.

  9. #69
    Civis
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    Default Re: Nephy's Balance (Gasp!!!) Thread

    Police for wind witches doesn't seem that good since their unit count is low. It helps but probably not worth it.

    Oh and AP + High shield makes for a pretty damn good unit. You can only bypass shield by flanking from the rear or the right and there is no shield breaking ability in game so the unit doesn't have a direct counter in the game either. Magic works, because magic is broken ofc Not a huge issue since tomb guardians are pretty limited in number but just something to note.

    Can you make reserves work without affecting training numbers? Because that would be cool as hell.

    I'd propose infantry and archers 2, cavalry and mages 3 turns for recruitment time. That way fast training still applies to everyone, cavalry and mages are more powerfull than inf/archers so it helps to balance that a bit.

  10. #70

    Default Re: Nephy's Balance (Gasp!!!) Thread

    Put a couple of hours into the Zora just recently, and I have these findings:

    --With no mid or long range missile units, the Dominion has to be pretty aggressive in tactical battles.
    --New model for Blademasters has a conventional sabre. Should we update the 'double-sided sword' out of their flavour text?

    --Ranged small Fairies (the green Wisps especially) have extremely high numbers and an only slightly modified missile (mage) template. They are currently fighting well above their pay grade, and are a lot scarier unchecked than Humanoid Manifests or even Korrigans.
    --That said, not sure if this is a common situation but Fairies desperately need some attainable anti-cavalry. I drew up a mobile reserve that never got bigger than two Octorok cav and one Blademasters, reinforced with a new Octo every couple turns to replace losses, and I now own Tarm Ruins.
    Taram Chalco - Elizabeth Westcliffe - Kesaris - Erika Homewood - Kalian Benton Galhansen

    --The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--

  11. #71
    Civis
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    Default Re: Nephy's Balance (Gasp!!!) Thread

    Spoiler for goron
    all goron snow penalty -2 and heat resistant -1

    Goron Guardians

    goron fists 1,5
    basic training 1,5
    3,0

    goron hide 2 s
    no offhand 1 s
    goron hide 3 armour
    basic training 3
    9

    3-9, roll, power charge,
    1, 300, free upkeep in town

    mass 25


    goron berzerker

    goron fists 1,5
    well trained 2,0
    berserker bonus 1,0
    5

    goron hide 2 s
    no offhand 1 s
    goron hide 3 a
    armour 2 a
    berzerker -2 d
    well trained 4 d
    10

    5-10, roll, power charge, berzerker
    2, 450

    mass 28

    goron bomb thrower

    melee att
    goron fists 1,5
    basic training 1,5
    missile -2
    1

    missile att
    bomb area

    basic training 3
    goron hide 3
    goron hide 3
    missile -2
    7

    bomb - 7, OP AS , life is,
    2, 650

    mass 20


    tribal monks

    whatever this is 3,0
    exceptional training 2,5
    two handed 1,0
    7

    goron hide 3
    goron hide 3
    exceptional 5
    11

    7-11, spear, spear bonus 8, high morale
    3, 500

    mass 23


    dodongo

    dodongo bite 5
    untrained 0,5
    6

    dodongo hide 6
    dodongo hide 3
    untrained 1
    10

    6-10, frightening, untrained, heat immune
    3, 1200


    miners

    pickaxe 2,0 ap
    poor training 1,0
    no offhand 1,0
    4

    goron hide 2s
    hat 1 a
    goron hide 3a
    poor training 2d
    8

    4-8, ap
    1, 350, free upkeep in town

    mass 25


    ruby guard

    warhammer 2,5 ap
    veteran 3,0
    6

    goron hide 2s
    goron hide 3 a
    armour 3a
    shield 4 s
    veteran 6 d
    18

    6-18, ap, high morale, shield wall
    3, 900

    mass 33


    sumo

    goron fists 1,5
    veteran 3,0
    large 1,0 area
    6

    goron hide 3 a
    goron hide 2 s
    offhand 1,0 s
    veteran 6,0
    12

    6-12, roll, power charge, high morale, no large - def, large goron +1hp
    3, 600

    mass 50


    rams

    goron fists 1,5
    large 1,0, area
    vet 3,0
    6

    goron hide 3a
    goron hide 2s
    armour 4
    vet 6
    offhand 1
    large -1
    15

    6-15, power charge, frightening, ram, trample, large goron +1hp
    3, 810

    mass 70


    fire warriors

    warhammer 2,5 ap
    no offhand 1,0
    large 1,0 area
    elite 3,5
    8

    goron hide 3a
    goron hide 2s
    elite 7d
    armour 6
    large -1
    17

    8-17, ap, area, high morale, large goron +1hp

    mass 75


    Had to grow fire warrior/sumo unit size to 20 due to playing on huge and improper unit scaling making it difficult to balance.
    Bomb throwers are just amazing, they wipe out half the hyrulean knights from the unit in one volley but can't hit if units are fighting in battle already. Got to love medieval 2 targeting...



    EDIT:
    Spoiler for zora
    all units have snow penalty -2, heat penalty 2, 100% morale, can swim

    halberdiers

    halberd 3,0 ap
    two-handed 1,0
    well trained 2,0
    6

    good armour 4
    gold armour -1
    well trained 4
    no shield 0
    7

    6-7, ap excellent morale, spear, spear bonus 8
    2, 450

    mass 1.1


    mages

    missile magic

    melee unarmed 0
    basic training 1,5
    mage -3
    0~1

    basic training 3
    mage -3
    armour 3
    gold armour -1
    2a 0~1d

    magic - 3, high morale, bp
    1, 500

    mass 0.9


    blademaster

    scimitar 2,5
    excellent training 2,5
    no offhand 1,0
    6

    good armour 4
    gold armour -1
    excellent training 5
    8

    6-8, excellent morale
    3, 450

    mass 1.2


    healers

    unarmed 0
    support -1
    veteran 3,0
    2

    poor armour 2
    gold armour -1
    veteran 6
    7

    2-7, chanting, superior morale
    3, 400

    mass 1.0


    bigocto rider

    halberd 3,0, ap
    mounted -1
    two-handed 1,0
    well trained 2,0
    6

    armour 3,0
    gold armour -1
    well trained 4
    mounted -1
    no shield
    5

    6-5, ap, excellent morale, scare mounts, bonus vs mounts
    3, 1300

    mass 10


    sapphire wardens

    missile magic

    melee
    mage -3
    veteran 3,0
    unarmed 0
    0~1

    poor armour 2
    gold armour -1
    veteran 6
    mage -3
    4

    mage - 4, superior morale, area
    3, 750

    mass 0.8


    Shock troopers

    scimitar 2,5
    veteran 3,0
    6

    good armour 4
    gold armour -1
    kite shield 7
    gold shield -1
    veteran 6
    15

    6-15, superior morale, shield wall
    3

    mass 1.3


    domain supremes

    scimitar 2,5
    elite 3,5
    6

    armour 3,0
    gold armour -1
    offhand 1 s
    elite 7
    10

    6-10, command, lock morale, slow(0.8)
    3, 600

    mass 1.4


    floodmasters

    missile magic

    melee
    unarmed 0
    excellent trainin 2,5
    mage -3
    0~1

    armour 3
    gold armour -1
    excellent training 6
    mage -3
    5

    mage - 5, excellent morale, area
    3, 100

    mass 0.9


    bicocto sparkpikes

    missile att
    short pike 5,5
    well trained 2,0
    mounted -1
    electric charge 6, area, ap
    13

    melee att
    short pike 1,5
    well trained 2,0
    mounted -1
    skirmish -1
    2

    armour 3
    gold armour -1
    well trained 4
    mounted -1
    skirmish -1
    4

    7-5, area, ap missile att, scare muonts, bonus vs mounts, excellent morale
    3, 1500

    mass 10



    mages, GAH. everything depends on their firing arcs/lines. You can waste a unit in one volley with pretty much any of them or miss pretty much all shots from a different position. Floodmasters SEEM to be the most consistent. Sapphire wardens the most fickle but what can you do?

    Also yeah, neph, the sparkpikes are very weird atm. Their charge is really good due to bigoctos but they have no fighting power. Their javelins sucks since their lethality is like .1 or something weird.
    Last edited by JoonasTo; January 18, 2016 at 08:39 AM.

  12. #72

    Default Re: Nephy's Balance (Gasp!!!) Thread

    @ Neph and JoonasTo.

    Do bicocto sparkpikes have fire on the move? Should they have a shooting circle?
    I haven't played with or against a bicocto sparkpikes. But from what JoonasTo said about them.
    They sound like they suffer the same fate as other hybrid units. Like the Cyclops Ku, Iguanalfos, Aeralfos, and Garo Ninja. Luckily some hybrid units have enough troops to make them worth it normily. Like the Outrunners and Bird Catchers. But all Spear throwing units seem to be UP compared to other ranged units. And could use a buff in some way. Although I need to test this more in the new version to see if it's still true.

  13. #73
    Civis
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    Default Re: Nephy's Balance (Gasp!!!) Thread

    Yeah, they fire on the move. Shooting circle isn't that usefull, it tires units out and spaces the shots out instead of volleys. Also messes with skirmishing sometimes.
    Better just stay grouped, fire volleys and only move when necessary, saves the unit from fatigue. Plus the octos can charge all missile units/mages shooting at them, their charge is pretty good.

    Spoiler for kokiri
    all units have forest bonus +1 snow penalty -1, 25% higher numbers, small and hide forest

    detachment

    deku stick ,5
    poor training 1,0
    small -1
    twohanded 1,0
    2

    clothes 1
    poor training 2
    small 1
    backpack 1 a
    5

    2-5, hide anywhere, light_spear
    1, 200

    mass 0.72


    minutemen

    short sword 1,0
    basic training 1,5
    small -1
    2

    clothes 1
    small 1
    basic training 3
    offhand 1 s
    6

    2-6, hide improved forest,
    1, 300, free upkeep in town

    mass 0.8


    slingshots

    missile
    slingshot 0,5, ap
    well trained 2,0
    small -1
    2

    melee
    1

    clothes 1
    well trained 4
    small 1
    missile -2
    4

    2-4, ap, hide improved forest
    2, 250

    mass 0.64


    wolfos riders

    knife 0,5
    teeth+claws 2,5
    well trained 2,0
    5

    well trained 4
    clothes 1
    mounted -1
    4

    5-4, frighten foot and mounted
    3, 800

    mass 5


    mudmen of faron

    short spear 1,0
    excellent training 2,5
    small -1
    two-handed 1
    4

    clothes 1
    excellent training 5
    small 1
    7

    4-7, spear, spear bonus 8,
    3, 450

    mass 0.72


    Grove Watchers

    axe 1,5 ap
    excellent training 2,5
    small -1
    3

    deku shield 2
    armour 4
    excellent training 5
    small 1
    12

    3-12, ap, hide improved fores
    3, 650

    mass 0.96


    emerald archers

    missile
    recurve bow 1,0 long range
    veteran 3,0
    flame arrow 6, incendiary
    small -1
    9

    melee 1

    armour 3
    veteran 6
    small 1
    missile -2
    8

    9-8, long range, hide improved forest, good morale
    3, 550

    mass 0.8


    korok warriors

    weird maul thingy 2,0, ap
    elite 3,5
    small -1
    two handed 1,0
    6

    armour 3
    elite 7
    small 1
    korok skin 1a
    korok skin 1s

    6-15, ap, command, good morale, command, hide improved forest, forest bonus +2
    3, 850

    mass 1.12


    deku trees

    missile
    slingshot 0,5 ap
    veteran 3,0
    small -1
    mounted -1
    height advantage 1
    3

    melee
    veteran 3,0
    deku tree 2,0
    5

    armour 1
    veteran 6
    small 1
    mounted -1
    height advantage 1
    8

    3-5-8, ap, elephant, hide improved forest, bonus against cav, frightening, high morale
    4, 2000

    mass 150



    Again, large variation in unit size makes them pretty tough case but I'm more or less confident with this.
    Had to boost the HP for deku trees upto 4 or they were like paper in any melee dying to anything really.

    Such a blast to play them though! You get wolfos, fire arrows, hiding, deku trees...So. Many. Morale. Debuffs.
    And since Kokiri aren't the toughest morale faction either a controlled break against or with them isn't that easy. It's a lot of fun though.
    Last edited by JoonasTo; January 18, 2016 at 04:01 PM.

  14. #74

    Default Re: Nephy's Balance (Gasp!!!) Thread

    So Neph. I don't know what you did. But since the Hot-fix The Cyclops Ku, Outrunners, and Iguanalfos. Have all been viable and use full.
    I also noticed that the Cyclops Ku, and Iguanalfos don't do insta kill with their ranged attack.
    Are they a magic attack or not?

    I also say it's quite satisfying to see all those Fireballs, Javs and Arrows Coming down on my enemy.
    When I use Cyclops Ku, Outrunners, Iguanalfos and Bird Catchers in a custom battle.

    On the other hand. Seeing so many of my units shots hitting the enemies front lines as if they where in a blizzard. And yet so few of them die. It's very disappointing.

    On top of that they where all Gerudo Marauders. If they were some kind of armored units it would make sense. And be more appealing
    For crying out loud. Am I shooting at Darknuts who have an illusion spell cast on them? Stooped Aghanim.

    On the other hand. It is nice to see Jav throwing units and fire ball spitters, not taking turns to see who can peg the enemy. As if they were on a fire range.
    This was the case in the old version.

  15. #75

    Default Re: Nephy's Balance (Gasp!!!) Thread

    So I have a bone to pick with some of the units.

    I have found at this time, that there are at least 3 units that used to be ranged units.
    1) Dodongos
    2) Conjures
    3) Battle Chariots

    Now beside me wanting them to be ranged again. What I have against them is that HTW Whether in game or in Code files. Says they are still ranged units.
    This has been the case for the Dodongos for many years now. While the Conjures and Battle Chariots are a new change that is only in HTW 4.0.

    Besides those 3. I haven't tried out all the units in game to see their changes yet.

    --
    Here Neph. May many more problems be Ironed out.

  16. #76
    UndyingNephalim's Avatar Primicerius
    Patrician Artifex

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    3,967

    Default Re: Nephy's Balance (Gasp!!!) Thread

    Quote Originally Posted by JoonasTo View Post
    Can you make reserves work without affecting training numbers? Because that would be cool as hell.
    I'm still trying to figure out how replenishing unit numbers is handled. It seems inconsistent at the moment. This attribute might end up being scrapped if I cant find a way to control it outside of general's traits.

    Quote Originally Posted by JoonasTo View Post
    Police for wind witches doesn't seem that good since their unit count is low. It helps but probably not worth it.
    I'd like to give them something other than police, maybe exceptionally trained? Exceptionally trained might actually help stop the AI from spamming some of the more OP mage units like Floodmasters. I ended up giving them police and inspire because I couldn't really think of something else fitting for them.

    Quote Originally Posted by VictorAYorke View Post
    --New model for Blademasters has a conventional sabre. Should we update the 'double-sided sword' out of their flavour text?
    Yeah that should be removed from the text.

    Quote Originally Posted by VictorAYorke View Post
    --Ranged small Fairies (the green Wisps especially) have extremely high numbers and an only slightly modified missile (mage) template. They are currently fighting well above their pay grade, and are a lot scarier unchecked than Humanoid Manifests or even Korrigans.
    --That said, not sure if this is a common situation but Fairies desperately need some attainable anti-cavalry. I drew up a mobile reserve that never got bigger than two Octorok cav and one Blademasters, reinforced with a new Octo every couple turns to replace losses, and I now own Tarm Ruins.
    The Fairy roster is pretty much getting nuked and redone from scratch when I get around to them (the Green Fairies will disappear as a unit), so I've only done some basic and rudimentary stuff with them.

    Quote Originally Posted by JoonasTo View Post
    Got to love medieval 2 targeting..
    It's both a blessing and a curse. A blessing because it's honestly one of the most realistic combat engines in an RTS ever, there are so many variables and things taken into account to determine what exactly a unit does, how it deals damage, and how damage is dealt. It's a curse because almost all of it seems to have some element of randomness to it. Randomness is a kiss of death for balance in any game. See: Super Smash Bros.

    Quote Originally Posted by JoonasTo View Post
    Sapphire wardens the most fickle but what can you do
    Sapphire Wardens probably are more useful in the long term to damage morale than immediately frying off enemy units. Since thier blue fire creates a morale draining aura around the impact zone, if they launch fire at an enemy engaged in melee they are more likely to break and run than not.

    Quote Originally Posted by JoonasTo View Post
    Also yeah, neph, the sparkpikes are very weird atm. Their charge is really good due to bigoctos but they have no fighting power. Their javelins sucks since their lethality is like .1 or something weird.
    Hmmm, sparkpikes should fry whatever unit they hit. I might have accidentally given them a normal javelin.

    Quote Originally Posted by Eldren View Post
    I also noticed that the Cyclops Ku, and Iguanalfos don't do insta kill with their ranged attack.
    They are not magic, but they are fire which should ignite an enemy they hit. Strange as I'm pretty sure both units actually use the default Fire Arrow projectile from Medieval 2.

  17. #77

    Default Re: Nephy's Balance (Gasp!!!) Thread

    @JoonasTo I would like to offer some thoughts about your weight calculations, especially as I happen to own some relevant equipment (chainmail haubergeon, a couple of training swords, shield, spear, a helmet, gauntlets, tabard, segments of lamellar armour that sort of stuff) and as I also take great interest in medieval martial arts. First off and as my most important point; physical weight is a suboptimal evaluation tool of unit weight, and there are some major reasons for that.

    Armour has little significance in melee and charge if the bearer doesn't know how to use it properly. A skilled fighter will benefit from the same amount of armour greatly more than unskilled one, and the effective amount of protection will be the same for the more skilled warrior even with much less actual armour. Additionally small frame is somewhat of a virtue with armour, as the weight decreases. As the armour also makes running somewhat more cumbersome (Yet not at all slower, unless in full sprint which you won't do on medieval battlefield), the momentum bonus from the weight is largely negated.
    However, the amount of protection that armour provides translates very poorly to weight. Great example is that plate armour offers vastly superior protection than chainmail, yet is significantly lighter. Likewise, a gambesone or leather armour, while still light armour, still weighs several kgs.

    Now, I would like to provide some simple examples of what elements of my armour and historical armour weigh, as this is usually misunderstood. My current set as a teutonic order heavy spearman consists of chainmail 16kg (Extremely heavy, made using some VERY unhistorical techniques, especially as it is a haubergeon), shield 4kg (extremely light due to full-metal construction), helmet 3kg (Greathelm), spear 4kg, sword 1kg, gauntlets 1kg plus some other needed materials. The combined weight of protective equipment is thus 24kgs, extremely heavy and as heavy as it ever gets. Also, combat weight is a ludicrous 29kgs
    More sensible and yet very effective armour would have protective weight of (7kg maille +6kg shield +2kg kettlehelm)= 15 kgs protective weight and around 18kg combat weight. For the record, modern armies have their soldiers carry around 25kg materials, so actually medieval troopers had less equipment of them.

    The germans, as one would suspect with their expertise in engineering, were quite the masters in armour crafting. A man-at-arms with german-gothic or maximilian full plate with a greatsword could have a combat weight of only some 12kgs and be among the lightest while having also the best armour of all the soldiers on the battlefield, therefore being able to move around very quickly and endure quite long engagements.

    Weights for some common weapons: war dagger 0,5kg, arming sword around 0,9kg, longsword usually 1,2-1,5kg, greatsword 2-3kg and finally spears 3-7kg.

    There's the critique and number dropping. Now, to suggestions. When giving weight to humanoid soldiers, the most important thing is to check if they are line infantry (IE frontline brawlers, not light infantry) and check whether they have any practical armour. Then check what kind of training they have, which is the most important singe characteristic. For example mob of moblins and Ordona lumberjacks both have some armour and are line infantry. Lumberjacks, however, are very green as soldiers and can't exploit the benefits as well as the moblins can, who despite not being that clever have much more experience in fighting. Therefore they should have greater unit weight. And again, Hylian heavy infantry is mostly professional and thus can effectively abuse their already good armour, which should give them higher weight than that of the moblins, despite them being physically somewhat bigger.

    So. A bit of a textwall of impeding doom, but I hope it will offer some ideas and most importantly be educative and perhaps even interesting.

  18. #78
    UndyingNephalim's Avatar Primicerius
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    Default Re: Nephy's Balance (Gasp!!!) Thread

    Some more finalized attributes for the Gorons, Zora, Kokiri, Gohma, Lanayru Province, and Wizzrobe:

    Spoiler Alert, click show to read: 

    Gorons

    1 Guardian
    - Roll (can move fast, knocks down enemies during charge)
    - Numerous (Unit has a larger troop count)
    - Easily Trained (Unit is trained faster)

    2 Berserker
    - Roll (can move fast, knocks down enemies during charge)
    - Rage (damage morale, but can lose control)
    - Impetuous (Strong morale, may charge enemies without orders)

    3 Bombthrower
    - Explosive (chance to instantly kill multiple enemies in attack)
    - Flame Attack (Ground continues to burn on impact, damaging nearbye enemy morale)
    - Extra Ammo

    4 Tribal Monk
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)

    5 Dodongo
    - Numerous (Unit has a larger troop count)
    - Easily Trained (Unit is trained faster)
    - Beast (Damages morale of all non-beast units)

    6 Goron Miners
    - Armor Piercing (Attack ignores enemy armor)
    - Operator (Can operate siege engines)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)

    9 Ruby Guards
    - Ruby Shield (Immune to arrow fire)
    - Shield Wall (Allows unit to form Shield Wall)
    - Brave (This unit shows exceptional courage in the face of danger)

    7 Sumos
    - Roll (can move fast, knocks down enemies during charge)
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)

    8 Rams
    - Power Charge
    - Frighten Foot
    - Trample

    10 Fire Warriors
    - Heavy Armor (Resistant to all but Armor Piercing Attacks)
    - Wide Arc (Can attack multiple enemies at once)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)

    11 Powder Keg Launcher
    - Explosive (chance to instantly kill multiple enemies in attack)
    - Flame Attack (Ground continues to burn on impact, damaging nearby enemy morale)
    - Heavy Siege (Siege Weapon is more accurate and deals more damage to buildings, but much less accurate against moving targets)


    12 Flamecannon
    - Flame Attack (Ground continues to burn on impact, damaging nearbye enemy morale)
    - Heavy Siege (Siege Weapon is more accurate and deals more damage to buildings, but much less accurate against moving targets)
    - Extra Ammo

    Zora

    1 Halberdiers
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Armor Piercing (Attack ignores enemy armor)
    - Brave (This unit shows exceptional courage in the face of danger)
    X - Aquatic

    2 Mage
    - Magic (Instant Kills to enemies with no magic protection)
    - Body Piercing (Attack passes through multiple enemies, reducing damage with each enemy)
    - Exceptionally Trained (This unit has undergone years of training and responds to orders better, but takes longer to create)
    X - Aquatic

    3 Blademaster
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)
    - Brave (This unit shows exceptional courage in the face of danger)
    - Numerous
    X - Aquatic

    4 Healer
    - Support: Heal (Keeps troops alive longer, improves morale)
    - Reserves (Unit can be replenished faster)
    - Easily Trained (Unit is trained faster)
    X - Aquatic

    5 Octorider
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Beast (Damages morale of all non-beast units)
    - Power Charge
    X - Aquatic

    6 Sapphire Warden
    - Magic (Instant Kills to enemies with no magic protection)
    - Flame Attack (Ground continues to burn on impact, damaging nearbye enemy morale)
    - Numerous
    X - Aquatic

    7 Shock Trooper
    - Zora Shield (Immune to arrow fire)
    - Shield Wall (Allows unit to form Shield Wall)
    - Brave (This unit shows exceptional courage in the face of danger)
    X - Aquatic

    8 Bigocto Sparkshots
    - Magic (Instant Kills to enemies with no magic protection)
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Beast (Damages morale of all non-beast units)
    X - Aquatic

    9 Domain Supreme
    - Inspire (Improves troop morale)
    - Brave (This unit shows exceptional courage in the face of danger)
    - Exceptionally Trained (This unit has undergone years of training and responds to orders better, but takes longer to create)
    X - Aquatic

    10 Floodmaster
    - Wide Arc (Can attack multiple enemies at once)
    - Magic (Instant Kills to enemies with no magic protection)
    - Exceptionally Trained (This unit has undergone years of training and responds to orders better, but takes longer to create)
    X - Aquatic

    11 Mage Cannon
    - Magic (Instant Kills to enemies with no magic protection)
    - Heavy Siege
    - Exceptionally Trained (This unit has undergone years of training and responds to orders better, but takes longer to create)
    X - Aquatic

    12 Siegeocto
    - Magic (Instant Kills to enemies with no magic protection)
    - Beast (Damages morale of all non-beast units)
    - Trample (Unit has chance to instantly kill enemy in charge attack)
    X - Aquatic

    Kokiri

    1 Detachment
    - Stealth (Can Hide Anywhere)
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)
    - Easily Trained (Unit is trained faster)
    X - Numerous

    2 Minutemen
    - Garrison (Unit upkeep is free when stationed at city)
    - Camoflauge (Unit can hide in trees and shrubbery)
    - Operator (Can operate siege engines)
    X - Numerous

    3 Slingshots
    - Garrison (Unit upkeep is free when stationed at city)
    - Camoflauge (Unit can hide in trees and shrubbery)
    - Stagger (Enemy unit must recover when hit by ranged attack)
    X - Numerous

    4 Mudmen of Faron
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Impetuous (Strong morale, may charge enemies without orders)
    - Easily Trained (Unit is trained faster)
    X - Numerous

    5 Wolfos Riders
    - Beast (Damages morale of all non-beast units)
    - Brave (This unit shows exceptional courage in the face of danger)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)
    X - Numerous

    6 Grove Watchers
    - Armor Piercing (Attack ignores enemy armor)
    - Deku Shield (Immune to arrow fire)
    - Camoflauge (Unit can hide in trees and shrubbery)
    X - Numerous

    7 Emerald Archers
    - Long Range (Unit has double the range of other archers)
    - Melee Weaponry (Unit is also proficient in melee)
    - Camoflauge (Unit can hide in trees and shrubbery)
    X - Numerous

    8 Korok Council
    - Inspire (Improves troop morale)
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Camoflauge (Unit can hide in trees and shrubbery)
    X - Numerous

    9 Deku Trees
    - Stagger
    - Beast (Damages morale of all non-beast units)
    - Wide Arc (Can attack multiple enemies at once)
    X - Numerous

    10 Shrine of Courage
    - Inspire (Improves troop morale)
    - Police
    - Easily Trained (Unit is trained faster)
    X - Numerous

    11 Bouldershot
    - Extra Ammo
    - Heavy Siege
    - Easily Trained (Unit is trained faster)
    X - Numerous

    12 Mudmen Mantlet
    - Mantlet Shield (Immune to arrow fire)
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Impetuous (Strong morale, may charge enemies without orders)
    X - Numerous


    Gohma


    1 Gohma Larvae
    - Garrison (Unit upkeep is free when stationed at city)
    - Recruit Anywhere (Can be trained slower in any settlment without required building)
    - Easily Trained (Unit is trained faster)
    X - Numerous

    2 Pack of Queens
    - Support: Hive Mind (Keeps troops alive longer, improves morale)
    - Garrison (Unit upkeep is free when stationed at city)
    - Recruit Anywhere (Can be trained slower in any settlment without required building)
    X - Numerous

    3 Royal Larvae
    - Stealth (Can Hide Anywhere)
    - Nimble
    -
    X - Numerous

    4 Pincergohma
    - Heavy Armor (Resistant to all but Armor Peircing Attacks)
    - Armor Piercing (Attack ignores enemy armor)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)
    X - Numerous

    5 Gohma Long Legs
    - Swift (Unit can move faster than other units of its type and size)
    - Beast (Damages morale of all non-beast units)
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    X - Numerous

    6 Shield Gohma
    - Claw Shield (Immune to arrow fire)
    - Shield Wall (Allows unit to form Shield Wall)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)
    X - Numerous

    7 Hive Keepers
    - Beast (Damages morale of all non-beast units)
    - Fire on the Move (Unit can attack while moving)
    -
    X - Numerous

    8 Shroud Walker
    - Support: Gohma Shroud (Conceals nearby units, damages enemy morale)
    - Trample (Unit has chance to instantly kill enemy in charge attack)
    - Wide Arc (Can attack multiple enemies at once)
    X - Numerous

    9 Tank Gohma
    - Trample (Unit has chance to instantly kill enemy in charge attack)
    - Beast (Damages morale of all non-beast units)
    - Wide Arc (Can attack multiple enemies at once)
    X - Numerous

    10 Acid Sprayer
    - Wide Arc (Can attack multiple enemies at once)
    - Armor Piercing (Attack ignores enemy armor)
    - Beast (Damages morale of all non-beast units)
    X - Numerous

    11 Armogohma
    - Flame Attack (Ground continues to burn on impact, damaging nearby enemy morale)
    - Beast (Damages morale of all non-beast units)
    - Exceptionally Trained
    X - Numerous

    12 Acid Batch
    - Heavy Siege
    - Wide Arc (Can attack multiple enemies at once)
    - Armor Piercing (Attack ignores enemy armor)
    X - Numerous



    Lanayru Province

    1 Conscripts
    - Garrison (Unit upkeep is free when stationed at city)
    - Brave (This unit shows exceptional courage in the face of danger)
    - Recruit Anywhere (Can be trained slower in any settlement without required building)

    2 Shore Sentries
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Recruit Anywhere (Can be trained slower in any settlement without required building)
    - Stealth

    3 Coral Lancers
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Police
    - Easily Trained (Unit is trained faster)

    4 Coral Archers
    - Armor Piercing (Attack ignores enemy armor)
    - Extra Ammo
    - Easily Trained (Unit is trained faster)

    5 Ocean Guards
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - Coral Shield (Immune to arrow fire)
    - Shield Wall (Allows unit to form Shield Wall)

    6 Aquamarines
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)
    - Armor Piercing (Attack ignores enemy armor)
    - Brave

    7 Coast Riders
    - Swift (Unit can move faster than other units of its type and size)
    - Hardy (Unit tires more slowly regardless of environmental and combat conditions)
    - Police

    8 Arurodas
    - Beast (Damages morale of all non-beast units)
    - Burrow (Unit is invisible when running)
    - Wide Arc (Can attack multiple enemies at once)

    9 Guardian Maidens
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)
    - Inspire (Improves troop morale)
    - Exceptionally Trained

    10 Battlecrabs
    - Beast (Damages morale of all non-beast units)
    - Melee Weaponry (Archer becomes Infantry when in Melee)
    - Fire on the Move (Unit can attack while moving)

    11 Coralmold Ballista
    - Armor Piercing (Attack ignores Heavy Armor)
    - Body Piercing (Attack passes through multiple enemies, reducing damage with each enemy)
    - Heavy Siege

    12 Coralmold Flinger
    - Wide Arc (Can attack multiple enemies at once)
    - Stagger (Enemy unit must recover when hit by ranged attack)
    - Easily Trained (Unit is trained faster)



    Wizzrobe

    1 Acolytes
    - Garrison (Unit upkeep is free when stationed at city)
    - Skirmisher (Infantry can make one ranged attack before charging)
    - Easily Trained

    2 Pyromancer
    - Magic (Instant Kills to enemies with no magic protection)
    - Flame Attack (Ground continues to burn on impact, damaging nearbye enemy morale)
    - Extra Ammo

    3 Aquamancer
    - Stagger (Enemy unit must recover when hit by ranged attack)
    - Wide Arc (Can attack multiple enemies at once)
    - Aquatic

    4 Electromancer
    - Magic (Instant Kills to enemies with no magic protection)
    - Body Piercing (Attack passes through multiple enemies, reducing damage with each enemy)
    - Flame Attack (Ground continues to burn on impact, damaging nearby enemy morale)

    5 Geomancer
    - Wide Arc (Can attack multiple enemies at once)
    - Explosive
    - Camouflage

    6 Aeromancer
    - Stagger (Enemy unit must recover when hit by ranged attack)
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)
    - Long Range

    7 Hylian Wizard
    - Magic (Instant Kills to enemies with no magic protection)
    - Body Piercing (Attack passes through multiple enemies, reducing damage with each enemy)
    - Melee Weaponry (Archer becomes Infantry when in Melee)

    8 Illusionist
    - Nimble Footing (Unit has 25% increased chance to Parry melee attacks)
    - Swift
    - Exceptionally Trained

    9 Conjurer
    - Beast (Damages morale of all non-beast units)
    - Long Reach (Bonus Damage against all Cavalry, immune to charges)
    - No Fear (Unit cannot lose morale and retreat)

    10 Death Wizards
    - Magic (Instant Kills to enemies with no magic protection)
    - Wide Arc (Can attack multiple enemies at once)
    - Imposing

    11 Earth Reaper
    - Heavy Siege
    - Explosive
    - Exceptionally Trained

    12 Crystal Golem
    - No Fear (Unit cannot lose morale and retreat)
    - Beast (Damages morale of all non-beast units)
    - Exceptionally Trained


    Another attribute addition:
    - Recruit Anywhere: Can be trained slower in any settlement without required building

  19. #79

    Default Re: Nephy's Balance (Gasp!!!) Thread

    I like what you have done so far Neph. It looks good on paper. But I would have to test it. To see if there is any thing wrong or if there is some thing I don't like about it.

    Now about other Feed back.
    Agitha is still labeled as a ranged unit.

    And there are several artillery units for different factions. That have their fire shot or common shot with Green Fire.....
    It makes sense for the Stalfos. Not sure about the other races.

  20. #80

    Default Re: Nephy's Balance (Gasp!!!) Thread

    Would it not make sense, in the free form at least, for Agithas bodyguard to be Hive Keepers? That way it's like Historia and she doesn't become that weird exorcist looking child , also what happened to the emerald Gohma unit? Viroid gohma I think it was called
    Sign the petition to remove the hardcoded limits from M2TW
    https://www.change.org/p/creative-as...t_created=true

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