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How soon we forget the Black Orcs with TWO great weapons.
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# ? Oct 4, 2017 04:28 |
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# ? May 8, 2024 00:03 |
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I reckon VC would kill it in 2 as long as lords had the level 40 cap. loving level 40 Vlad and Isabella.
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# ? Oct 4, 2017 04:34 |
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JBP posted:I reckon VC would kill it in 2 as long as lords had the level 40 cap. loving level 40 Vlad and Isabella. to be honest Empire and Vampire Counts will probably still be top-tier regardless, simply because none of the Warhammer 2 races impede on their strengths
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# ? Oct 4, 2017 04:40 |
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unwantedplatypus posted:to be honest Empire and Vampire Counts will probably still be top-tier regardless, simply because none of the Warhammer 2 races impede on their strengths
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# ? Oct 4, 2017 04:42 |
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Yo, this might be a controversial opinion but I've been playing this game all afternoon and it's pretty fun.
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# ? Oct 4, 2017 04:44 |
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Ra Ra Rasputin posted:I do wonder how the old world races as-is would stack up against the 4 new races, absurd campaign bonuses aside, what would dwarves begin to do against a skaven army that out-sieges them and drowns them in rats? Only the warp lightning cannon has comparable range to Dwarf artillery and lol at using its bonus vs large against Dwarfs. I don't think it'll be as bad as people assume. I tested the bonus range skill on Skaven engineers and it either works or the visual cue no longer increases. Artillery is definitely able to hit things at maximum range which wasn't possible with the Dwarf engineer's equivalent. Having the +range bugs ironed out will make Dwarfs a lot better in single player. Adjusting the red skill tree to be less garbage will also be really nice. I'm excited to play Dwarfs in a week or two.
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# ? Oct 4, 2017 04:47 |
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Yeah, honestly the only race that's really going to struggle with the new poo poo is Dwarves and they already had issues with basically everyone else anyways. Dwarves really suck. Empire/VC/Brettonia especially are still probably top tier. Buffed magic means excellent things for them.
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# ? Oct 4, 2017 04:56 |
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Gonkish posted:
How the hell can you get such beautiful lightning? My game is all on Ultra but still feels very jacked up.
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# ? Oct 4, 2017 04:57 |
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Zore posted:Yeah, honestly the only race that's really going to struggle with the new poo poo is Dwarves and they already had issues with basically everyone else anyways. Dwarves really suck. Was magic actually buffed across the board other than campaign effects and the ability to retarget AOEs? I've been hearing that a lot of stuff is unchanged, it was just used less
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# ? Oct 4, 2017 05:03 |
Gonkish posted:
hello new desktop
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# ? Oct 4, 2017 05:06 |
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StashAugustine posted:Was magic actually buffed across the board other than campaign effects and the ability to retarget AOEs? I've been hearing that a lot of stuff is unchanged, it was just used less Wind of death without having to position the caster to direct it across the battle line. Think about it.
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# ? Oct 4, 2017 05:12 |
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partyelite put up a pretty great video of some unusual tactics the skaven can pull off
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# ? Oct 4, 2017 06:03 |
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StashAugustine posted:Was magic actually buffed across the board other than campaign effects and the ability to retarget AOEs? I've been hearing that a lot of stuff is unchanged, it was just used less Being able to retarget AOEs is absolutely huge. Also a bunch of magic was buffed to ridiculousness in the last patch of TWW1. There's a weird meme in this thread that magic is bad, but even in game 1 it was really good and this has made it even better.
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# ? Oct 4, 2017 06:06 |
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My wishlist for the original factions in Mortal Empires: Dwarves: Revamped grudge system that applies WH2s tiered trait mechanic. Resolving grudges will now give that Lord or hero a corresponding unique trait (that can be improved). So for example, resolving a revolt grudge gives that Lord bonuses vs 'rebel' stacks. And resolving enough grudges will give a global reduction to the increase in grudge severity over time, important because Skaven and Greenskin based grudges increase in severity faster than from other races. Thorgrim, Ungrim, and Belegar all get anti Skaven skills, but they each offer unique bonuses so having multiple legendary lords in a fight gives Stacking benefits. Belegar himself gets a choice between anti greenskin or anti Skaven skills letting him be much more specialized against them than the other lords. Belegar also gets unique skills that unlock if you control Karak 8 peaks (Skarsnik and Queek get similar counterparts). Each Lord also gets research time reduction on specific late game techs that normally take forever to unlock. Dwarves are more limited in suitable climates but in the flip side get 'Ancient Karak' as a special climate that gives bonuses to controlling it. These include Black Crag, Karak 8 Peaks, Kraka Drak, and a few others. Empire: Balthasar Gelt gets a revamped magic tree giving access to 3 tiers of each spell. He also gets a capstone skill which lets any wizard in his army cast spells at 1 tier higher than they currently unlocked. Gelt and Volkmar get bonus effects when assigned their particular office. Integrate the Legitimacy mod system into the stock game, encouraging you to play politics as Empire and giving you the ability to return territories to their original owners in exchange for loyalty- great for when you get overextended. Boris Toddbringer available as Middenheim subfaction who uses the same legitimacy system to try to position himself as Emperor. Karl Franz can still be recruited but some of his skills are in Boris' skillset with some variation. Vampire Counts: Climate suitability is based on Vampiric corruption, so uninhabitable areas don't give as severe malus if you get your corruption up. Capturing Altdorf and killing Franz lets Mannered insert himself as the new Emperor, getting a bastardized version of the Empire offices ad a reward. Can start as Red Duke in Mousillon which has more building slots as a minor settlement (since he doesn't start in a capital) and neighbors that are vulnerable. Overall him and other Vampire count factions can now confederate more easily. Greenskins: Grimgor now gets a % of the exp that all waagh factions generate. Azhag gets Death magic by default, Azhag's crown of sorcery is easier to get and once obtained allows you to put a third skill point in death magic spells. Wurzzag gets 3 tiers of his spells and can very easily get military alliances with savage orc hordes. Wurzzag can function as a horde if he loses all settlements allowing him to relocate and settle elsewhere. He gets access to a few basic buildings and once he occupied a settlement he becomes normal again. combined with horde allies you can basically settle anywhere you want! He also gets bonus winds is magic based on his fightiness level. Greenskins get more favorable climates making it easier to spread or resettle. Virtually every race will have to deal with them in some corner of their empire. Their garrison building gets bonus reinforcement range for armies that have at least 75% fightiness, making offense the best form of defense. Each legendary Lord gets a waagh configuration unique to that lords theme. Further research and skills can improve the starting veterancy and quality of the units further.
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# ? Oct 4, 2017 06:10 |
juggalo baby coffin posted:partyelite put up a pretty great video of some unusual tactics the skaven can pull off "If at first you don't succeed, apply more Skaven"
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# ? Oct 4, 2017 06:24 |
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so after a few battles as the delves do i ever get to actually use this murderous prowess thing it didn't even come close to going off in a 2K Delf vs 2K Skaven fight
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# ? Oct 4, 2017 07:10 |
I usually have it trigger shortly before the battle is over. (You may relate cause and effect here. ) You need a lot of kills (or deaths) for it to trigger. In multiplayer 2vs2 and Free for All it triggers really quickly.
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# ? Oct 4, 2017 07:48 |
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People are talking about how hosed the Dwarves are gonna be during Mortal Empires. While I forsee them having a relatively harder start (getting a steady progression like Empire, with more and more threats encroaching on them each update) as long as the AI is as derpy as it currently is I'm not too worried. The way I see it is this: As Dwarves, you have Irondrakes, Gyrocopters, and rock hard infantry to grind through the hordes of Thaggorakki. Skaven are pretty lovely at dealing with flyers, and at this point have very few ranged armor piercing options. They'll have to use Warp Lightning Cannons as AA guns against squadrons of Gyrocopters basically. Warriors will out-tank even upgraded Clanrats and Longbeards will wear them down even further. The AI's penchant for bunching up units as it approaches makes demolition charges and artillery devastating against them. Your missile units are also stronger and longer ranged and all shielded, so even up against Skaven Skirmishers you'll come out ahead. As Skaven, you'll have a ton of initiative, since you can use Menace Below against Dwarf artillery and ranged. Human intelligence will trump the AI by combining units together as the Horned Rat ordained; using Slaves/Clanrats to lock Dwarf units down and Stormvermin/Censer Bearers/Artillery to batter them down. Almost every Dwarf unit is tightly clumped making them easy targets for Warp lightning, Warp Bombs, and other AoE attacks. Skaven can throw all the Dwarf tricks back at them, with the added benefit of not only having the same strong economy but having considerably cheaper T1 infantry to set up their combos. So unlike Greenskins you aren't going to be hurting for armor piercing or AoE ranged units, and unlike dealing with lizardmen Dwarves don't have poison or dinosaurs. Given the limitations of the AI, I could see Mortal Empires being a lot of fun for either side, which is great honestly.
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# ? Oct 4, 2017 08:19 |
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juggalo baby coffin posted:partyelite put up a pretty great video of some unusual tactics the skaven can pull off never thought of doing that while playing them.
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# ? Oct 4, 2017 08:29 |
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Panfilo posted:Balthasar Gelt gets a revamped magic tree giving access to 3 tiers of each spell. He also gets a capstone skill which lets any wizard in his army cast spells at 1 tier higher than they currently unlocked. Think you misunderstood how the new magic tree works in 2. (or I did and am being stupid as I have not played a caster LL yet.) I belive the generic lords have 3 tiers for their spells while the Legendary Ones have 2, But the the 2 points you put in fully upgrade the spell while generic lords require the 3 points to fully upgrade it. Or did I misread how it works and Legendary Lords get an extra upgrade on their spells.
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# ? Oct 4, 2017 09:01 |
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I believe Legendary Lords get the first two steps of a spell upgrade combined into one step, as a way to make mage lords better than normal magicians.
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# ? Oct 4, 2017 09:38 |
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My heart wants to be good at Skaven. My head tells me I'm far, far better at Dark Elves.
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# ? Oct 4, 2017 09:39 |
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The whole models having HP continues to gently caress with me, even after playing a fair bit of WH1. I'm still way too used to pre Rome 2 where you smash a guy with a big gently caress off horse and they go down straight away.
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# ? Oct 4, 2017 09:40 |
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Like I thought repeater bolt-throwers were utter trash then I remembered to check the target's HP and not the bolt-thrower's killcount.
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# ? Oct 4, 2017 09:47 |
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I can't see any way to stop the high elves winning this campaign I'm doing as skaven. I had a slow start due to learning but I've completely crushed the south as Skrolk now and overtaken everyone. I guess high elves just sit on that island unopposed the whole game?
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# ? Oct 4, 2017 09:51 |
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let them finish the last ritual, you then get 5 turns to fight their army with 2 allied armies, you can't lose unless you are really really really bad also I really like murderous prowess since it gives me a reason to push real hard when it happens it is a shame it can only happen once because :skaven:
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# ? Oct 4, 2017 10:07 |
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I think the thread will enjoy this little story. Started a legendary campaign as Skaven and had just made a full stack (not sure what turn. 10ish?) saw a half stack of the lizards kinda poking around my northern border and I decided to go for it. Successful ambush. They were all dinos. 3 Carnosaurs and a mix of the other types. Aside from the lord leading them there was not a single other type of unit. They tore me to pieces and I was doing zero damage. I managed to hold them back slightly with the flamethrower unit breaking their moral for awhile but it was just a horrible massacre. Felt like Mathew Broderick in that horrible Godzilla movie 'At least we fed him'. Darkhold fucked around with this message at 10:11 on Oct 4, 2017 |
# ? Oct 4, 2017 10:08 |
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Third World Reggin posted:let them finish the last ritual, you then get 5 turns to fight their army with 2 allied armies, you can't lose unless you are really really really bad Wait do I have to go there or do I just hit the 500 dollar teleporter and do a battle? Seems like a stupid thing after 150 turns of game
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# ? Oct 4, 2017 10:13 |
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just teleport, like every other quest battle in this game and the other game they give you a chance to get back at the guy who beat you so you can win, since some people can't keep up with the AI
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# ? Oct 4, 2017 10:15 |
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I'm sure I'd easily be side by side with high elves if I was actually doing the missions rather than being obsessed with perpetrating war crimes against less important enemies/settlements.
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# ? Oct 4, 2017 10:21 |
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I wouldn't mind if in the after-battle display that shows kills it showed damage dealt too, it's easy to think a unit is impressive when it kills 400 trash units, meanwhile the real heavy lifters were focusing on a single monster or lord the entire fight and got maybe 3 kills between them.
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# ? Oct 4, 2017 10:41 |
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What exactly triggers murderous prowess? A number? A proportion? Kills, or health?
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# ? Oct 4, 2017 10:45 |
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# of kills. If you hover over the Murderous Prowess bar in battle it will tell you how many enemies you need to kill for it to proc. It scales depending on the size of the enemy army. Also I just had the craziest battle as Mazdamundi vs Skrolk. blindwoozie fucked around with this message at 10:57 on Oct 4, 2017 |
# ? Oct 4, 2017 10:49 |
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Ravenfood posted:Is that one of the options for the middle one? So far I've picked one each and was kind of underwhelmed in general. I'd love to see a master list of the possible options though. Its a neat bonus and I'll always take a Name of Power, but I waffle on the best way to build lords still. All I know is I'd love shades with that kind of range, goddamn. Do you have/know how to use pack file manager? You can just open that up and see what everything does. It has the prefix ar_ so I think that means it's an aristocratic name of power. I made myself a little mod that prevents the lockouts for all the skill trees and hilarious how strong I've gotten some of my dark elf lords. There's also a save editor if you want to play around with/cheat some poo poo just to try out different possible combinations of stuff. https://sourceforge.net/projects/saveparser/
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# ? Oct 4, 2017 11:07 |
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Is there any decent way to deal with random factions across the ocean just declaring war and suddenly dropping full stacks on your shore? I hate all the water in this map, and the diplomacy debuffs from the ritual.
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# ? Oct 4, 2017 11:13 |
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hot date tonight! posted:Is there any decent way to deal with random factions across the ocean just declaring war and suddenly dropping full stacks on your shore? Most of the time you can just ignore them. Failing that just have an army stationed at a place where you can respond reasonably quickly to anything along your coastline and shut them down as soon as they land. If you're set on doing the rituals the best strategy isn't to expand it's to have the smallest possible amount of land to defend and focus on having one or two really strong armies. Let the AI do all the rituals it wants and just take your time. There's actually no rush to complete them. What I did with Teclis for example was only take those initial two provinces and made most of my money from trading with the other high elves. I made war on the skaven that took the mountains just on my borders and each turn I'd attack them and make bunch of extra money from battle loot/sacking. Any time I did a ritual the stacks of chaos and skaven would spawn somewhere they'd have to come through a bottleneck to get at my cities so I'd park an army there and pick them off one by one as they came through.
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# ? Oct 4, 2017 11:25 |
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Heavens seem to have been buffed to an acceptable standard now, good on CA. Still, it's going head to head with Beasts, which was a top-tier magic school in WH1. What's your preferred school for Lizardmen Skink Priests?
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# ? Oct 4, 2017 11:38 |
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hot date tonight! posted:Is there any decent way to deal with random factions across the ocean just declaring war and suddenly dropping full stacks on your shore? Build walls in literally every settlement you own. Even if they do attack right away you should be able to fend off anything less than 2 full stacks. And if they don't attack right away it gives your army like 6+ turns to get there and reinforce.
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# ? Oct 4, 2017 11:47 |
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Anyone know whether bonuses to chariots and dragons etc apply to mounts?
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# ? Oct 4, 2017 11:54 |
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# ? May 8, 2024 00:03 |
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Wafflecopper posted:Anyone know whether bonuses to chariots and dragons etc apply to mounts? They do not.
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# ? Oct 4, 2017 12:02 |