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I came here basically to say this: The stat card, combined with the fact that that the unit enjoys buffs from multiple unit lines, means the Lansquenets seem a little too good. And I agree that the way to fix this should be to make them more expensive. I would make them even more expensive than Exothermic_Dude suggests.
i don't agree, the unit is strong for what it is but its not over powered. its firepower while fast is actually lower then a hand gunner by a point, and it burns through ammo faster which is both good and bad. because they are using a great sword and not halberd/sword and shield they are actually rather fragile, they can hold their own for a few minutes till help can arrive but they will take losses. i have experiences quite a few times when they got caught out and devastated by a mid tier unit. i should note i have only had a max of 6 in an army at any given time. i would maybe offer a few possible suggestions:
1. great swords (especially the ones used by the empire) are actually designed to also be used as short pikes (that is what the second handle is for). so i would give them a pike formation that increases their defence but makes it so they cant move. this will make them more defensive in nature which should discourage any charges. you could also increase range by 10 in this formation again making them more of a fixed piece
2. i would reduce the charge bonus to like 4. if you think of them as a defensive unit that can hold the line when necessary then they dont need to charge. (also the weight of a gun and sword would be felt in a charge)
3. i would also add 3-5 hand grenades they can throw at the enemy charging them after they get close enough. this is a little strong but it would be in line with a defensive unit. the guns are to kill the enemy at range, while the grenades soften the enemies before they are FORCED into melee which they are OK at so in theory the grenades help even the odds.
4. i believe a good price would be 1250 up front and 302 per turn.
5. i would increase ammunition by 5
6. i would make them unbreakable. this is a nurf, great skill for units that can take a beating bad for a unit that you want to preserve for the next battle.
now for the imperial guardsmen: in general this unit just a needs a little more staying power
1. increase armour to 115. i suspect you are using great-swords armour as a comparison but if you look at the models they are in varying degrees of full and half plate. i would look at the cavalry for elite armour units as cavalry will usually have the best armour (usually the rich people who can afford armour are lazy and prefer to ride a horse)
2. i think the skill 'rowdy' would be a nice add to this unit as well
for the inquisitors:
1. increase armor to 110
2. add sunder armor
3. change or add fire damage (fire is the weapon of the inquisition)
all in all great mod, decently balanced as is. would love to see a gryphon rider unit. keep up the good work.
However let‘s come to your suggestions:
For the lansquenets:
1. Yes, but it wouldn‘t fit into the game, because all greatswords are against inf (please correct me, if I‘m wrong) and I think u don‘t need a square formation skill, that would be to strong. That typ of formation was also more of a thing later with lineinfantery.
2.well, yes and no. Yes they have a gun, but they are also less armored.
3.-6. Well I think that would turn them into a old system tier 5 unit, but I want them to stay at tier 4, to soften up the recruiting process and that you have less overpowered armies. There is also no real tier 5 range inf unit in the game and other factions would deserve it more.
For the imp guardsmen:
1.I‘m actually inspired by the armor of elven units (phoenix guard)
2. This one sounds good, I think I will implement it somehow.
For the inq troops:
1.Would be to much, I think. I will test it
2.Yes, sounds good
3.Yes but I like the idea more, that Volkmar gives them fire attacks, for his armie only.
The magic attack is also good against daemons.