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Post by $-$lyfox-$ on Jun 10, 2010 14:01:59 GMT
Hexen has damn expensive units, with rather LOW health (generals/assassins). Wraiths are easily countered anyway. yeah true, i hate when they lower down and get raped
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Post by Captain Ventris on Jun 10, 2010 18:24:42 GMT
ZDoom Wars does not crash servers. ZDoom Wars crashes your client. Stop being retarded. You are not the center of the universe.
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Post by $-$lyfox-$ on Jun 21, 2010 20:55:14 GMT
My omegalo super camping spammrific unbeatable defense simple new strategy: call vote zdwars map 22. place all units except commandos on the ground. then the back fill with at least 14 zedeks. 1 korax on each side, and a heriasch where the switch is. the rest is simply spamming ettinz in the doorway while an army tries to come in. whne the player gets in he wont be able to make it out. not even mines and dessacrate the entire pwnege army. [my favorite plan of all time] [goes perfectly with my avatar]
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Post by Captain Ventris on Jun 21, 2010 23:52:01 GMT
Yeah, I'm tempted to tell Damage to remove a bulk of the platforms from the side rooms in System Reboot, and maybe get rid of the doors.
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Post by $-$lyfox-$ on Jun 22, 2010 0:47:08 GMT
Yeah, I'm tempted to tell Damage to remove a bulk of the platforms from the side rooms in System Reboot, and maybe get rid of the doors. go ahed, campers gotta make an improvise
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Post by archfile on Jul 26, 2010 13:12:33 GMT
A little spelling mistake: its Daedelon, not Daedolon.
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Post by Dancso on Jul 26, 2010 15:51:34 GMT
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Post by Minus- on Jul 26, 2010 20:12:48 GMT
haha shot down lol, and im going to try and rape sly on zdwars22 to show that his lil camping aint amazingly awesome as he may think. though i havent played zdwars for a long time, so i may need practice
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Savant
Meatshield
I am better than you
Posts: 30
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Post by Savant on Sept 3, 2010 2:32:10 GMT
Give Afrits the ability to hit ghosts and Centaur cost reduced to 8 mana
Hexen is a very costly faction but sometimes it feels as if that cost is too much for too little.
Afrits are not very tough, don't do alot of damage Their enchant ability usually goes un-noticed.
I know you are probably going to say something along the lines of "use serpents or throw ettins/centaurs into the enemys garrison to combat ghost units" well serpents cost alot of mana and if they are going toe to toe against another garrison you better have alot of mana
Ettins and centaurs are big this cant be denied sometimes you'll end up wasting more mana trying to get them into those crowded garrisons way up high than you will actually summoning them and even then they are usually defeated too fast before they can do any real damage
Giving Afrits the ability to hit ghosts helps Hexen in one of its many flaws and that is ranged ability to damage ghosts vs cost. Afrits can be used as a cheap anti-ghost squad much like a group of zombiemen to give that little extra push in a siege against a Heretic based flowing with ghost units, or Strife's shadow acolytes or another Hexens yetis.etc
Centaurs are pretty strong on their own, and when supported with a full charge they are even better but they feel weak when fighting against something like an army of clinks or even a full out firing squad from strife early game
Costing 8 mana would help early game and in siege situations (defense in this case I'm thinking)
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Post by evilspacetomato on Sept 3, 2010 4:17:07 GMT
For Afrits I think letting 1/3 projectiles hit ghosts would help without making them overpowered.
It would be cool if centaurs could be given the shield front only flag (if that is in skulltag), and a buff to health so that they can fight snipers better, but are less effective against swarms.
This may just be me, but the fighter leader just feels like he should be super effective up close but he is not. My solution to this would be give the mage explosive missiles, and make the fighter attack quickly in melee, and make his missiles less accurate at a distance and not explosive.
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Post by Minus- on Sept 3, 2010 10:26:52 GMT
This may just be me, but the fighter leader just feels like he should be super effective up close but he is not. Because he's a fighter...?
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Post by Thetis on Sept 3, 2010 20:09:54 GMT
I wouldn't give menelkir explosive missiles. I do think his shots should push monsters away upon impact so he doesn't get surrounded as easily. I also think traductus should dodge a bit more compared to zedek but dodge less than menelkir.
To savant, I agree that hexen has some troubles with ghost units from afar. I would recommend giving bishops ghost hitting capabilities while removing ghost hitting from wraiths since before wraiths could hit ghosts, I felt as though they were a bit more deadlier since the preformance in squads was more effective mostly due to the fact that their shots go through each other.
Centaurs I wouldn't change their price since I've seen centaurs to be effective at fightning other commonly used melee units (Clinks, Cyclopes).
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