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Maybe if the ranged weapon wasn't so bugged on terrain and limited due to health, or a 3 time use.. I could probably vy for just Skarnsik.. At the same time: cost increase should also be in play being more expensive if the buff were received. The sieges themselves lend to how overall bad they are. I just cant really escape damage in these instances, or worried if the Ranged weapon will work at all in certain parts of a map... The siege maps are plagued with the ranged weapon not functioning in many areas of terrain like they should.
Likewise, Ironbreakers could easily do the same, if not better than to Fanatics, over all. One good explosive toss and night goblins will be utterly destroyed by it and most likely send Night Goblins routing. Night Goblins have to get into an ideal position for it to be effective; a great approach without too much collateral is the trick too.
But no matter the numbers at least Ironbreakers can still use their ammunition, that isn't constrained by a health % penalty, except that the less entities of IronBreakers there are = less damage potential, compared to NightGoblins who probably will not be able to, due being battered by any type of ranged fire, or only able to get 1... Then you find out it wont work on certain terrain and is rendered ineffective because of the bugged terrain.
You need to be below 25% hp for that. Surely you can get it of atleast once per battle. Night Goblins have stalk. They shouldn't be drawing enemy fire on the approach.
Yes, they should have a health% because unlike every other ranged special attack, for fanatics they are the ranged special attck.
Secondly, why are you complaining they can't fight ironbreakers? They cost almost three times as much, and night goblins are really weak against heavy armor. (Skarsnik's blueberries, less so, but still - get black orcs, trolls or skulkers or other units with high AP values if you want to fight dwarves, especially the 100+ armor ones.).
Thirdly, this is the tabletop warhammer description of the fanatics:
They're not a dead serious unit you can expect consistent results from. If they're sometimes wrecking your own troops instead, they're working as intended. It's a feature, not a bug. (With that said, they did get improved.).
Fourthly, they are marked as expendable. That should probably be a hint that they're not your highest value heavy hitters. I get the impression you want them to be something they're not. Which is okay, there's mods for that, but it's probably going to be difficult to get traction for a general argument that they should stand up to top tier troops one on one. (Unless they're in skarsnik's army.).
The whole 'walls detect stalking units at huge range' thing needs to go from sieges. Sure, it became a bit of a meme using stalk units to capture the VP quickly, but stalk's supposed to be effective in such situations. CA needs to make a more convincing solution to that.
I've had it with the player being given so many overpowered tools...while CA dumbs the AI down and denies it the use of such tools. No more. Eff that hand-holding and insulting mollycoddling.
I wasn't complaining about IronBreakers. I mentioned in my OP about Dwarfs in general not Ironbreakers. Ye mentioned them, not me, what Ye mentioned had 0 to do with my mention of Dwarfs from my OP.
Your third mention about them doing things inconsistently is something I understand, I know about the lore, but it also doesn't say that Night Goblins CANNOT use their ranged attack being at 25% health, or being obstructed by nothing and do nothing.
If you read my OP I stated they aren't functioning as "intended"(bugged most likely) like spinning in place; does nothing, at certain terrain(or not appearing at all doing 0 damage) in sieges, and very few areas in open battle fields. There's a few in Dark Elf maps, and there's another 'open field'-map where only one choke point exists at the middle of the map where they don't work as intended there either; Where the choke point dips down toward the narrow passage, like Siege map areas they either don't appear at all, in some instances, or they spin in place because of some weird terrain obstruction that isn't visible.
So even while the "Special-Ranged Weapon" can appear spinning place smack-dab inside the enemy line, by a non-visible obstruction: It does 0 damage, it did nothing and disappeared sometimes in less than a second.
Why shouldn't they be more than expendable? They are at Level 4 infantry building, their highest tier of infantry, besides Black Orcs? Skulkers are at Tier 2 and overperform vs. Fanatics, that is looney.
No, im asking for HP increase, and to do away with the arbitrary health % that disallows use of the Special Ranged weapon(please find that in the lore for me), added to fixing some buggy areas where they don't work at all.
Good thing that's not what I'm asking for then. I'm asking for a solution that doesn't magically give walls vision, because that was a stupid, low-effort solution.
Why are you so hung up on the HP to use the ability? Most units can't use abilities like that when they lose morale. Fanatics has 100 leadership, so it's HP based instead.
Fanatics massacre skulkers in combat. Absolutely massacre them. The difference is, skulkers have better AP, but fanatics are way better at fighting, and have poison. Not sure how that makes skulkers 'overperform' vs fanatics.
Why are fanatics expendable yet are from a tier 4 building? Because, despite being tier 4, they cost the same as a tier 1-2 unit, but perform way better than one. Cost effectiveness has value. If what you want is a heavy fighter, recruit black orcs instead. It's from the same building, even.
I asked for a solution that doesn't make walls magically all-seeing. That, as a requirement, doesn't imply a player exclusive tool to cheat for an easy victory. Take your soap box out of my face.