Tasunke

Tasunke

Joined Member # 3846508
78 Posts 3,839 Replies 852 Reputation

I really haven't experienced any form of kiting imho. Units are fast enough that I can't just run around them ... and if its 1 vs 1 then kiting should be allowed. Anyways, what I have learned from the new Tactical maps, is that Kiting was never a problem. You just move your units across the board until the kiters are stopped. (and if you can't do that, you've probably legitimately "lost") I like the idea of a charge which lowers your mele

218 Replies 399,260 Views

I think you should have the option of 2 weapon sets. So you can either make it your favorite two melee weapons, or your favorite melee and favorite ranged weapon. (or magical staff vs favorite melee) ->This makes it still a choice, but slightly more varied. Do you play with 2 melee weapons, or do you pick a ranged alternative? Personally I think it'd make the process of 'trying new weapons out' go a lot faster, so that you will mor

17 Replies 5,468 Views

I don't think encumbrance should affect damage or movement (unless maybe -1 movement at full encumbrance). Instead I think encumbrance should affect Initiative, Dodge, and Accuracy (a reduction to all 3) -> should not affect dodge vs ranged I think ... just dodge vs melee Therefore you can have a lithe swordsmaster with low defense and high Accuracy/Dodge ... and then you have the high defense Man-At-Arms with (slower) translating as mostly lower

23 Replies 77,341 Views

[quote who="Lord Reliant" reply="12" id="3092307"]To be a good at spell casting, I shouldn't need to focus my caster on getting high initiative! That's not an intuitive game mechanic. [/quote] This

28 Replies 11,299 Views

Maybe counter spells should be specific to the spell that they counter ... and they could be enchantments. So you could have an anti-blizzard and anti-fireball counter-spell enchantments on one Champion ... for the upkeep cost of 2 mana per turn. What it does is when the enemy casts fireball, it cancels it. Therefore you also lose the enchantment. So he casts Fireball, it cancels, then if you want you can cast "Fireball counter" AGAIN so that you re-buff yourse

12 Replies 9,466 Views
Reply to New Mage Troops in FE Beta

Yes ... having magic attack vs spell resist vs dodge would be nice. (although I still think assassins/acrobats should be able to dodge AOE spell effects ... maybe a static 50%)

31 Replies 9,882 Views

Yes I think we should be able to pick a number of difficulty paramters primarily 1= AI Intelligence levels 2= AI Economic bonuses 3= AI unit buffs/ unit bonuses Personally I don't believe in #3, but as it seems to be a common factor in difficulty, it should probably still be in. I'd definitely like #1 and #2 however.

2 Replies 1,857 Views
Reply to New Mage Troops in FE Beta

It is an interesting question. Shields shouldn't really be able to block magical attacks though, so one would think that ranged magical attacks might not focus on accuracy. No perfect answer I suppose.

31 Replies 9,882 Views

Interesting that you would say a movement penalty is preferable to initiative penalty. I guess its an archer thing :p

23 Replies 77,341 Views

The description for rediculous makes you think that the 'best AI' is saved for the rediculous difficulty level. Personally I'd like to see this best AI on Challenging. I thought this was already true? Could someone say why the description is wrong? And if its not, thats another problem entirely :/

2 Replies 1,857 Views

Hmm. Its usually better to kill the archers first ... guess it depends on unit composition though. If I were fighting you, I'd likely web your ranged units first ;) Edit: yea, webbed only works vs melee. However, killing archers is certainly a priority :)

4 Replies 4,252 Views
Reply to New Mage Troops in FE Beta

Intelligence should make mages stronger. Equipping robes/ alternatives to armor should increase intelligence :)

31 Replies 9,882 Views

No. I meant I like that as the current mechanic :p It was a compliment to the Devs ;) --> I think that this could be expanded upon somewhat, for further vertical development opportunity. Just not sure, other than national buildings, how to best implement it. ;)

46 Replies 93,533 Views

yes true. mounted attack bonus should only be for melee :) I know I don't have a perfect answer for things like plate armor ... but maybe an advanced encumbrance system would be better. For Archers ... I think you could either choose to give them dex bonuses (for more powerful ranged attacks) or strength bonuses (for equipping heavier armor). Currently you'd only want Accuracy and Strength (if encumbrance is an issue) while ignorin

23 Replies 77,341 Views

maybe cuirasses shouldn't decrease init then? (only encumbrance) but having plate on your arms and legs (vambrance, gloves, boots) should perhaps cause certain penalties. For instance, Vambrances/Gloves and Pauldrons should likely decrease Dexterity, and possibly accuracy. While (plate) boots should likely decrease initiative and dodge. -> meanwhile 'champion' boots do the opposite, which is fine. But regular boots should probably decrease dodge.

23 Replies 77,341 Views