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:raise the skull goblet:
Ofc still plenty of people that get bewildered that they just cant spam archers but actually need to make an attempt to protect them otherwise they get run over and butchered apparently failing to kill armored and shield cavalry with basic archers before getting mowed into the ground.
first i tried using the units, was soo happy karl franz starts with a mortar, and got his crossbow replaced with a 2nd handgunners, noticed that ranged firepower is not decent as before, switched to Markus Wulfhart, still felt the same thing, then went back to WH2, felt things are better , decided to compare, noticed missile strength is different, which its because ROF is reduced.
yes to some factions, as most said , the vermins , they did have a large arsenal of ranged firepower, poison mortar, long range rifles, machine guns with suppression and good damage.
Ranged units need to be nerfed further still.
If you want shooty Warhammer, play a 40k game.
make me a 40k total war then please.
but it seems you are totally fine with WH2, but suddenly hate on ranged.
just to let you know even in 40K melee is used heavily.
Please don't just parrot Legend's talking points.
Melee was always viable in VH, my armies in that game are reliably at least half melee, because I find it more fun than ranged spam. My last Imrik campaign I used no range units beyond the very early game, I focused on white lions, swordmasters and dragon princes for the sake of it.
Yes, ranged units are too strong, but against the AI you could always do just about anything even in VH.
Wholeheartedly agree!
That's the usual apologist nonsense.
It's irrelevant whether melee was "viabl" in WH2, it was clearly inferior to just shooting the enemy and therefore no reason existed to not go ranged-heavy for the factions that could do so. The AI was also terrible at dealing with the ranged meta, so melee was only "viable" in the sense that the AI let you get away with it. MP showed the truth where ranged units where the centerpieces and MvPs of nearly all matches and controlled the entire flow of it. Melee was reduced to just providing mobile fences and that even was only because MP has unit caps.
so rather than making a game that everyone can enjoy,melee, ranged with tactical gameplay, which strategy is important , we going somewhere else.
we are going to settle grudges or play the dwarfs?
It may be irrelevant to the point you're making, but it wasn't irrelevant to the post I was quoting, so please don't @ me then call me out for "apologist nonsense" when you're leaving half the context out. I'm not even disagreeing with the larger point of ranged being too good FCS.
So, this is a threefold complex:
1: Reload time is displayed differently, which looks higher, but reflects reality more and is no actual change.
2: Reload time STACKING works differently and IS nerfed. This is like when you have 6 warlock engineers to give your Ratling Gunners 280 range and 1500+ damage.
3: An innate reload time reduction - which wasn't shown and not all units had - is removed/adjusted and shunted into level bonus. Exact effect vary depending on other factors, but for many units it is a (small) nerf.
Or in other words, it's complicated, it's mostly a UI change, and the main 'nerf' is to stacking bonuses, not to ranged overall.
So, yeah, Legend and cheeselords are the most affected, that's why he complains about it. That doesn't make it an universal big nerf.