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September 2nd, 2006, 12:24 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Dom3 MP is still Supercombatant based?
The only reason SCs got so much use in Dom2 is because people didnt make good use of stealth armies. Personally I loved playing against people that relied on SCs.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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September 2nd, 2006, 01:02 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
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Re: Dom3 MP is still Supercombatant based?
Quote:
Gandalf Parker said:
The only reason SCs got so much use in Dom2 is because people didnt make good use of stealth armies. Personally I loved playing against people that relied on SCs.
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Especially QM and Arch always abused stealth troops as well in Dom2 .
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September 2nd, 2006, 01:21 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: Dom3 MP is still Supercombatant based?
Quote:
Nerfix said:
I would have liked if Invulnerability would have for example nullified the effects of Quickness or lowered MR or such because many SC's are going to be poison immune anyway...
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There isn't such thing as immunity.
The unit may have 100% resistance - which will be lowererd by casting invulnerabilty.
Don't ask me how much, don't know off the top of my head. Expect 25-50% reduction.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 2nd, 2006, 01:29 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Dom3 MP is still Supercombatant based?
Invulnerability: Poison susceptibility +100
Iron skin: Shock susceptibility +75
Stone skin: Cold susceptibility +50
Bark skin: Fire susceptibility +25
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September 2nd, 2006, 05:48 PM
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Corporal
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Join Date: Jan 2004
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Dom3 MP is still Supercombatant based?
Quote:
Boron said:
And when i called back my god he was still horror marked, so he got killed again the turn i called him back .
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IS there any way to get rid of the marks ever?
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September 2nd, 2006, 06:48 PM
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Major
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Join Date: Sep 2003
Location: Budapest, Hungary
Posts: 1,221
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Dom3 MP is still Supercombatant based?
Actually I think that there wasnt a problem with SCs. Sure 1 SC can murderize a regular army easily, but even though this is a fantasy game, it is "realistic" if we can say that. Just imagine... a mighty demon with a flaming sword enters to your province, what is guarded by 15 human swordsmen. I guess that creature wouldnt have any problems killing everything what moves in seconds.
Anyways just 1 word: modding. It is possible to totally remove all SCs from the game if you want.
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Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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September 2nd, 2006, 07:12 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 529
Thanks: 0
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Re: Dom3 MP is still Supercombatant based?
Don't think I like the idea of quickness not helping mages anymore. I always thought that was a cool feature.
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September 2nd, 2006, 08:06 PM
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Sergeant
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Join Date: Aug 2005
Posts: 299
Thanks: 0
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Re: Dom3 MP is still Supercombatant based?
I agree with ioticus, and it's nice to have buffs that help spellcasters in way other than keeping them alive (path boost spells are cool too) but it was kind of overpowering. Not so much on say an initiate of the deep, since they fatigue themselves over 100 really quick that often its like 4 spells in 2 rounds as opposed to 4 spells in 4 rounds, but on like a water random sea king... you could go quickness, ice strike, ice strike, ice strike, ice strike, cast spells, and he would cast a LOT of spells before he passed out. Still, I have faith they'll be enough new stuff to more than make up for it.
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Qui tacet consentit
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September 2nd, 2006, 08:20 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
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Re: Dom3 MP is still Supercombatant based?
Hm Quickness would not be very useful now anymore anyways normally. Because Relief got changed a lot too.
Now Relief is a hard to cast battlefield wide spell that reduces your fatigue 10-20 points or so each battleround.
Relief is 5n to cast and needs 1 nature gem.
Imho this change was necessary though. Relief was just too uber and everybody tried to abuse it in Dom2 .
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September 2nd, 2006, 08:34 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 529
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Dom3 MP is still Supercombatant based?
I didn't think Quickness allowing mages to cast 2 spells per round was overpowered, because it was balanced by the fact that they gained a lot of fatigue. Now that Relief was hit with a huge nerf bat, allowing Quickness to help mages would be even less powerful, but still useful and cool, IMHO.
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