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Lords are rather underpowered, so no they should not. You are just stupidly underpowered, if you are playing Skarsnik, because he doesn't have the units that easily solves that kinda problem.
Or at least not until you can make giants.
Factions fighting Umgrim usually do not have good ranged, making him way more dangerous and problematic since it is really easy for him to stack resistances ontop of his top tier armor (which he shouldn't have at all, he is a ♥♥♥♥♥♥♥ slayer)
Yes, gobbo archers only have a baseline of 10 regular and 1 ap, which will do little on Ungrims 120 armor and 4k hp. But 1 unit is 90 gobbos attempting to hit.
No matter how many skulkers/trolls you send, almost all of them will be watching Ungrim slaughter them as maybe ~5 can attack Ungrim.
All thats left is a mathgame. Does 1 units of gobbo more dmg? Probably not.
How about 5 with the +4 ap dmg? 5x90 models shooting for 1 regular (-90% on avg from armor) and 5 ap dmg? With no doubt.
The engagement limit beeing that low is one reason why sending regular inf on infantry sized lords is nowhere near as effective as shooting them, even less so if it would be well suited ranged units.
Its very likely massive more effective if you'd mob him with a lord and 2 bosses than burying him under the corpses of your skulkers.
Also as sidenote, gobbos don't have poor accuracy for t1 archers. Their accuracy is great, but only at a shorter range than other t1 archers.
I think you are missing my points here. I never said that trolls mixed in with skulkers were terrible to begin with, just a questionable choice if you are unsure you will win before your army losses kick in, which sounds like the case in the situation OP described. I would then think it prudent to care which units will trade balance of power best against Ungrim, not which have the potential to kill him the fastest. Being in danger of losing the battle completely does not validate this approach, if anything, it does the opposite, since you are probably going to lose because of army losses, not because every single one of your units gets routed individually, and dealing damage to Ungrim does nothing to make him rout/lose faster until you actually kill him.
And you and the other guy were also talking about sending the trolls in on their own, not just to support the skulkers, which I plainly called a bad idea unless you have no concerns except for how long the battle will take.
And sure, we can definitely agree the OP is being clueless. And I would also say entitled and selfish, which are much worse qualities.
I can't say i ever had problems with any Lords, unless they have really overpowered (probably cheating) mechanics, like King Louen had and just trample over my melee units while fully surrounded, fly away, regenerate and do it again.
Usually just counter them with spells and somewhat upgraded melee units and they aren't even dangerous.
And sure, he may be able to beat spiders or giants 1v1 but that's not really how you fight him, is it? Three giants taking turns to whack Ungrim while he's buried in a swarm of gobbos should sort him out fairly easily.
Ungrim might be really good versus large but he's still just a fairly slow small single entity with a limited health pool. He can't ram his way through a crowd all that easily. Giants and spiders and whatnot are large entities with a large health pool that can engage and disengage through a blob without too much trouble.
They did change it just recently, didn't they? I think he was hitting like 5-6 entities at most, like many characters, but now he should be hitting up to 15 or so when his weapon strength is maxed out and buffed after the change? So he should now actually be a total beast at wiping out blobs.
Also, good point with the giants and arachnaroks from Spider, they have a better melee range than Ungrim, and if Ungrim is stuck in a blob, he might be completely unable to counterattack them while they can keep hitting him (tried as Ungrim, not pleasant to deal with).
In patch 6.0.2, Ungrim has a splash attack max of 4, no collision attack, doesn't do impact damage, and has no contact effect or mortis engine effect.
Essentially, he hits a few targets pretty hard but he has no real way of hitting a high number of targets.
Well, in update 6.0
Splash Attack Targets
To provide more consistency and shift the meta, splash attack values for all units have been recalibrated using a 100:1 ratio.
For every 100 weapon strength a unit has, they gain an additional splash attack target, rounded to the nearest whole number (but no less than 1).
For example, a unit with 500 weapon strength will have 5 splash attack targets, distributing damage evenly across them.
This change optimises splash attacks to ensure that units are operating at peak performance with a measure of gameplay consistency. For example, when you send a large monster into a line of infantry, the engagement will be a little more consistent.
I would assume this change affected all units, including characters, but not 100% sure.
But it is also possible Ungrim is bottlenecked by his AoE which might not practically allow him to hit more than a few enemies at a time.
There was an additional issue in that some units had animations that needed a higher splash attack number to work right, and with the new splash attack cap they'd constantly swing for 0 damage.
As of hotfix 2 for patch 6, those changes are reverted and Ungrim has a splash attack max of 4. Which isn't a problem if you're playing Dwarfs, mind you, as irondrakes can handle chaff plenty fast anyway. But it does mean that if he's on his own then he's somewhat slow to dig his way out of a big pile of gobbos.