#ok, voting on the combat herroes to find some kind of agreement on how to manage them eh?
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these guys should clearly be avialble with age of exploration, maybe theys shoudlnt have this much of a crew speed they dont look this organized more like bandits, experinced bandits
i say e loer cre speed by 20 %, keep expdation strnegth
keep command cooldown and decrease repair speed bc clearly... i mean.. they look like pirates not mechanics, maybe make them come after you defeat brigands, pirates and stuff
@steady thicket
:D
@oblique cloud
@acoustic girder
Np im giving every captain every ability
Honesy the most balanced hero is the starter one that gives 4 free Hussars
In fact he could potentially do with a Xp buff because his second stage takes too long to reach
I haven't actually seen enough of his second stage to know how strong he is but his upgraded ability of 4 triplanes isn't that much more powerful than 4 Hussars because they still have nowhere to land.
Honestly I don't see any problem with the band of Brothers either, unless you're able to send fleets out on expeditions 24/7
Then band of brothers just becomes a delayed free money/tech button with the occasional chance of bringing back the plague...
And if plague can happen only once then it just becomes a delayed free tech/money button...
i think the worst thing about the brothers is the tech thing, and maybe the crew speed thing, and repair it doenst make any scence, i see them as not so diciplined fighters, so i suggest the repair speed is reduced, crew speed is reduced the command cooldown is kept and expediction strnegth is kept taunt is good burst of speed is good, but they get 4-6 pirates on board, why? well thats the ragged milita like crew
We need to keep bob
repair speed doesn't matter until lategame
lemme rephrase that
Repairs dont really matter until late game
repairspeed even less so
oh wow it took 1s instead of 2s for one of my guys to fully complete a repair
does not matter
especially when you factor in travel time
i honestly do not see anything wrong with this hero outside the Expedition strength potentially turning the "expedition" button into a free money/tech button
everything about them fits in with their theme
and those guys arent pirates, so they shouldn't have pirate crew
they're adventurers
I still think they must add Abit of Crew since they are many
this captain is fine how it is, i don't see any problems with it
what about the tech thingy?
the oath starts at 100 and you lose 1 each month
you gain 10 per victory with them and lose 7 if you research
you're going to have to be a pacifist researcher for a long while for them to get through that hundred
they've got reasonable but not especially powerful abilities for their maintenance, but there's definitely less useful ones
taunt is probably my favourite non-magical ability for any captain
so i guess they like just going on adventures and no wars?
no? the main way you keep them into the lategame is by stacking them with your main fleet
i don't see much use in the expedition strength or the repair speed but it makes sense that with 3 people they'd have a range of skills
i see
Ngl I feel like Combat heros should be very strong in terms of ship bonuses if they dont get magic
Because magic abilities are so much more impactful than the baseline ones
Even the non-magic combat abilities suck compared to magic...
Basically every magic ability directly damages a ship or building one way or another
Either crashing it into the ground or other ships, cloapsing the bottom of a building, summoning invincible balls of fire which just roam around the field and kill shit with direct damage, or striking them with lighting
Compared to the best non magic ability basically just being "appear behind an enemy fleet with one ship"
taunt affects all enemies right?
if so, i think taunt is better than flank/surprise attack
I mean sort of but that depends because taunt can end up doing nothing and you just lose a ship because everything targeted it XD
Maybe last stand?
Dunno
i mean, you can have the taunt ship be at long range, right?
or does it have a range that i don't know about
i've only seen enemy AI use it...
some of the neich mechanical abilities (I.E. the abilities that restore upto 40-50% tools, ammo, coal, as well as the one that repairs all destroyed modules to 25% are pretty ok in practice
i wish more of the abilities felt like those
I mean yeah but you still have the same problem especially once your in mid to late game and fleets have a lot of long ranged weapons anyways, you won't distract grapeshots or any weapon with a low base range because they will still target whatevers in their range so thats just like anti rocket really?
I mean its useful definitely
Just dunno if its that good consistently