Infiltrator

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  • in reply to: [Following] Naval Balance Discussion #127684

    Infiltrator
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    I think something needs to be drastically altered in Naval combat. Having to see giant floating units attack minature walkers standing in the middle of a pint-sized ship is quite immersion-breaking. When the small assassin-ships has an “assassin strike” that just makes it ram against other targets.. eh.. it’s just too ugly to look at.

    Naval combat needs to be based on a ship, between units. Sea units come out of the water and fight on the ship.

    As for the ships themselves, I am not sure, but the current iteration is definitely horrid.


    Infiltrator
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    Nerf shadow stalker? Are we playing the same game, because last time I checked, he’s got nothing on some of the T4s. Really low hp and the ability to absorb physical damage effectively.. by the time you’re facing shadow stalkers, you’ll have at least one elemental attack that will be able to cripple or kill them outright.

    in reply to: "select leader" option please #67298

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    The gap between heroes is non-existant – the next hero is already levelled up so typically they are on par with levels if you actually went and fought with your first hero (as you should otherwise you wasted your money).

    Either way, I feel your suggestions are not the solving the core of the problem. There’s going to be scenarios where you want to rearrange your troops too, and you can’t do it, the leader is always in the middle, followed by the strongest unit etc. This really has to be fixed and not tippy-toed around.

    I like using leaders as single army commanders too, but given how you can specialize them into either being combat casters/buffers/debuffers or army leaders leads me to believe devs do intend for us to use them together..

    in reply to: "select leader" option please #67291

    Infiltrator
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    No, I’m playing scenarios. I do obviously do it early on, and I have my leader as a single hero, but the 2nd hero often lacks the strength/army to do anything at first, so naturally I pick up the other one and assign him to bolster his ranks, and of course the problems arise when they keep switching leader positions because of a 10 xp difference. Very annoying.

    in reply to: Low health units just as strong as full health? #65286

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    I like that they kept the design choice, but it doesn’t make sense with the whole army look, because you lose units who keep their damage. At least before you had one guy and was “intuitive”.

    in reply to: Any info on elves? #41490

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    Rogue class seems to have many of traditional Dark Elven cultural values incorporated. Sinister magic, succubae (originally a Dark Elven unit), assasins, shadow stuff etc.

    Guess High Elven rogue with Purple and Black colors will be pretty close to what DE used to be. Only if he could grant Vampirism to his Calavry units…

    I get what you’re saying, but there’s still quite a bit missing. Succubae and a shadow stalker alone aren’t enough, I think the DE cavalry should be spider queens or nightmares, as for the rest, blade dancers have to be somewhere along the lines.. Their ranged unit would not be as good as the elven longbowman but it should have some curse/poison ability.

    in reply to: Any info on elves? #41310

    Infiltrator
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    Spider Queens are not currently a part of the High Elf lineup.

    One thing to remember here is that the Mending reunited the elven peoples, but the original elven race was closer to the light elves than the dark elves, with the dark elves being a result of deep psychological trauma (which, presumably, the Mending healed). Depending on which source you use, spider queens were either creatures or dark elves that were transformed as punishment for some real or imagined disloyalty – creatures are no longer part of racial lineups except as mounts, while if the spider queens were the result of a ritual, this ritual would represent such anathema to the light elves, if not the Mended former dark elves as well, that it would be abolished after the Mending. The modern High Elves do have more of a ruthless-when-they-feel-it-necessary streak to them, but culturally and mechanically they’re closer to light elves.

    To the point where I could see dark elves returning as a race sometime in the future, possibly as renegedes that hid from the Mending or as forces aligned to Meandor returning through the Shadow Gate, but I don’t think there’s room for the wood elves to return – they’d be effectively identical to the high elves currently.

    Regarding shades – that role seems to be open to all races now through the Rogue class, which has picked up a side focus on shadow magic. The Shade itself doesn’t reappear directly, but there is a class unit that can be regarded as the step before the Shade, and then you have the Shadow Stalker, which is the step afterwards.

    Anyway, the lineup is:<br>
    Irregular: Initiate (the robed elf women with daggers, uses lightning attacks)<br>
    Infantry: Swordsmen (has shields)<br>
    Archer: Longbowmen (have no range penalties to attacks)<br>
    Pikemen: Union Guard (pretty standard pikemen, apart from elven racial modifiers)<br>
    Support: Storm Sisters (the robed women with staves – have a lightning-based ranged attack and stunning touch attack)<br>
    Cavalry: Unicorn Riders (Phase)<br>
    Special: Gryphon Riders

    Plus the usual range of universal and class units.

    Hey thanks for the detailed explanation. I really hope to see dark elves soon, because by the way you described it, there’s pretty much nothing left of them after the “mending”. You’d think at least a blade dancer could theoretically be considered a healthy lifestyle, but nope.

    I’m thinking, perhaps if a necromancer class comes up, and you combine it with elves, it could have dark elf units as a combination?

    I’d still rather have a full-fledged DE race..

    in reply to: How will a purist like this game? #41155

    Infiltrator
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    Depends on what your definition of purist is like.

    It was generally understood that non-hero troops in AoW1, AoW2 and AoW:SM represented more than one individual, even if they were portrayed as such (one reason being tech limitations wrt animations), unless you were talking about big monsters like dragons and such.

    In the map exploration and party size respect, the game has not really changed at all beyond reducing maximum stack size from 8 to 6.

    Combat has changed somewhat, in that attacks always hit and defense reduces damage. Flyers can also be engaged by ground troops, so no more zephyr bird exploits against ground-bound armies. Otherwise it is very much like combat in AoW:SM.

    The battlefield size is slightly compressed, but moves cost 6 points apiece in combat, so it feels just as large as it used to. Sieges are a bit different.

    Your leader is more of a mix of AoW1 leader and a wizard from AoW2, and the change is all for the better.

    That’s the main differences.

    I like those changes when it comes to mechanics, except, for some reason troops look, and behave really odd in the group. The whole concept of them seems odd for me to look at, partly because I think the textures and polygons are really dated, but the stiff/mirrored animations are the real problem imho, it doesn’t look like a battlefield, those 2d sprites in SD SEEM more responsive and alive that what I’m seeing in the videos/shots shown.. but I haven’t played the game, maybe some of you who had can shed some light on this..

    in reply to: Giving away 5 + 3 copies of the game #40239

    Infiltrator
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    Thanks for this opportunity!

    http://steamcommunity.com/id/infiltrating

    in reply to: High Elves, don't make it Wood Elves 2.0 please! #585

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    I really hope so, would be awful if the new resulting race lost trace of either roots.

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