Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
I disagree with most of what you say.
Faction is fine. Iron blaster or whatever needs it's accuracy nerfed, the ogres need to have their mass reduced until it resembles Trolls from WH2. Right now they are all dread saurians the way they move through units.
Maybe a slight nerf to melee defense for some units.
What is wrong with the Ogres is Skragg is boring, Greasus is boring. Skragg looks cool but does nothing. Greasus looks like disabled santa, but actually does well in duels....if he can catch things.
They need cooler legendary lords. It's the same problem the dark elves have in 2. Except the lords are cool, their bonuses aren't, and start positions suck.
But I personally don't care that much. Maybe make their spells do more dmg or cost less. There one other thing I agree on.
2. Camps could be done better but they are useful for boosting your economy and recruitment. Greasus can get 8 camps IIRC. Have 1 spare for meat replenishment and the rest will net you a 84% boost to money buildings. Costs and distance aren't that big of an issue IMO because you have that global recruitment reducing rite and big sacking bonuses. In my first Greasus campaign I was in the negative for dozens of turns but made enough cash with sacking that I could upgrade my camps and cities until I was in the green again.
3. It would be more noticeable if you could spend meat on more things. Right now you spend meat on one of the 4 maw rituals, pre battle feast and the army upkeep (which gets reduced by 5 thanks to a tech). If you run low on meat just put 1 camp and forget about the mechanic for dozens of turns.
4. That's a flaw for every race. Some of them are useful. For example the 25% bonus ambush chance (but ambush seems a little buggy lately, had a 95%ambush spoiled 7 times in a row). Nurgle has a particulary awful tech tree. +15 growth in certain terrain types is awful.
5. Red skills will probably be adjusted once the combined map hits. Compare 15% physical resistance many rank 7 infantry get to +8 leadership. It's a big difference. Greasus needs more attack range and better responsiveness. He gets stuck easily, is slow to react and often seems unable to reach enemies with his short attack range. On the rare occasions he gets into combat he can put decent work. Especially against large enemies. IDK about Skraag since I didn't play him yet.
6. It would be great if they reduced the costs a little. I think reducing the cost by 1-2 winds of magic on most spells will be enough.
7.IMO heroes are decent. Not lizardmen tier decent but powerful enough to pull their weight. My biggest beef is that there is no melee focused hero (ogre bruiser) with a mournfang/rhinox mount. Same for tyrants. Hope Ghark adds those as a high level option for lords and heroes (lets be honest ogres are missing some noticeable stuff and Ghark would be perfect for a monster focused DLC).
8. IDK but the minor settlements in my recent campaign ( with t1 or t2 garrison buildings) had the usual 1000 supplies. Haven't fought a defensive battle in a city with a higher tier garrison or camp battle.
9. I would argue that they have one of the better economies. It's just very reliant on camps and sacking so you will see the first effects in the mid game.
They could borrow that mechanic from the current Beastmen. Pay hefty sums of money for perma upgrades to your camps.