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Zgłoś problem z tłumaczeniem
and NO faction donot have to be balance because some people like a challenge, it would be boring if every faction was equal. Crooked Moon legendary was one of my best experiences in totalwar not because it was easy but because it was hard.
Winning battles was no problem honestly, either rush ogre rats to function like cav or the siege building to spam their artillery which may be the best in the entire game and you'll be fine, if you need some extra muscle raise a 2nd support army with 19 skaven slaves just to overwhelm the enemy and put fear into their hearts, even dwarves ended up fleeting when the horde gets just too big.
Late game lightning cannon spam was king, doomweels aren pretty good as well but most armies were dying to 100% ambush chance on attack before they even touched my frontlines, half my armies were lightning cannons, honestly it's OP, that kind of army can take down chaos 60 vs 20 without major issues if positioning is good enough, even HE dragon stacks are no problem for cannons.
Honestly I've only managed to make armies this OP with wood elves, and skaven might still be stronger.
the challenge comes in the position, the economy and the factions in the starting area. the roster itself has to be balanced (which is fairly balanced) but there are some things just completely out of whack.
i have not seen such a huge difference in unit performance between my own vs AI units of the same type as i have seen with skaven.
if i see my own non-buffed clanrat unit go against a difficulty buffed clanrat unit go 1v1, i do expect mine to loose if not supported. what i don't expect to see (which i haven't experienced with any other faction) is a difference in performance by over 40%.
that easely lead to the AI's clanrats overperforming heavely and in a few circumstances they would even beat plague monks.
that would essentially be the same as having a chaos maurader win against a chaos warrior in a 1v1..
there's like what. 3 small playerled tournaments with no price pool and about a hand full of streamers and a hand full youtubers playing competitively.
He doesn’t say what level. That would be the first step is to drop one unless it would be to easy and I doubt anyone would play that other than as a tutorial.
And some very tasty skyre units. Would love me some jezzails.
*You can kill the DE by turn 3-4
*You should make peace with Clan Eshin ASAP
*Use the treasures on the sea(not the skulls!) for some nice battle buffs
*Get Oxyl to T3 and build Enginering for Plague Claw Catapults.
*After battles take the food and build it up.
I get your point generally with Skaven you do need to get to T3 before you can fully develop your armies, but I think part of the problem is the assassins chain its really redundant because artillery is so accessible, I would say Plague claws could be moved to T4 and put in the Plagues chain. Now that artillery is harder to get CA would have to room to play around T2-T4 and should really try to make some incentive to use skirmishers it could be lowering the upkeep and trying to make some more synergy with other chains. This would help aswell when they introduce new units especially around T3. I have a feeling that with all these potential Skryre unit additions things might get worse for Skaven in terms of different play-styles they really should then decouple the stormvermin from the Engineering chain to lessen its appeal.
i've tried a few things now.
if you rush arty, the blessed dread will attack you early on, but hoeth and the lixards leave you alone.
if you mass clanrats and slaves early on, you will get a trade partner with the blessed dread and hoeth and the lizards will be dragged in.
the only thing in common between the 2 routes i've experienced is that an unseen lizard clan always goes to war with you.
they really just need to buff them.
skaven slingers (be they clanrats, slaves or some of the better ones) are generally the worst skirmishers you could ever field.
they all have the following things in common:
very low missile damage
very low accuracy
lowish ammo count
mediocre range
barely any special attributes
mediocre rate of fire
if their artillery wasn't as good as it is, skaven would be *the worst* ranged faction in the game, bar vampire counts (and only because vamps doesn't have ranged units).
gutter runners are also pretty bad considering they aren't all that fast and have terrible range, so you can't effectively use them in hit and run tactics. despite the fact that they can fire on the move.
if you rush arty, the blessed dread will attack you early on, but hoeth and the lixards leave you alone.
if you mass clanrats and slaves early on, you will get a trade partner with the blessed dread and hoeth and the lizards will be dragged in.
the only thing in common between the 2 routes i've experienced is that an unseen lizard clan always goes to war with you."
---------
Chance -is- a factor in TWW2, your neighbours don´t really care wehter you rush A or amass B, they -do- care about the estimated strength of your armies, how much they like/hate you, how well fortified your cities are and where your amies are compared to theirs.
Afraid I don´t know how strong the AI considers different units.
But one thing I´ve definitely learnt is that if the AI dislike you and see an opportunity to take a city they will war you.
The best friend you can have in warhammer diplomacy is walled cities.
I've frequently been using armies of only gutter runners much like some people like to spam Lothern Seaguard or something. They work very well.
Don't ever use slave slingers. You can even skip slingers completely. They are not bad. It's just that there are betters options.
Gutter runners, especially the poison variants, can kite almost any enemy units for days given their high speed and the poison. They are also pretty competent in melee (by skaven standards) so they can always swoop in to kill some archers and then just keep bombarding the back of the enemy frontline without any risks of retaliation (since they can't be catched if the enemy turns back in an attempt to stop them).
Just get 10-12 clanrats. Some gutter runners and a bit of artillery (which you should get asap) and you're on already. Plagueclaw catapults are freaking killing machine - as long you protect them. just keep firing at the enemy, it doesn't matter if you hit your own units. They will rout and come back eventually anyway. That's all you need. End-game units are nice and all but you don't really need them ultimately.
Later on, you have even better tools : plague monks to shred through mid-tier enemy infantry. Death globe globadiers who will melt ANY infantry in the game within SECONDS (no, really, I'm not exaggerating), Doom Wheels who can destroy infantry, ranged units and lords all the same, death runner who can take on the most armored enemy and came out on top.
if you can get passed the early game, the skavens are a blast.