vvpeev

vvpeev

Joined Member # 5007803
1 Posts 13 Replies 57 Reputation

I like the game very much and changes in tactical combat in LH also. Off course there is always room for improvement and some things are more a meter of personal preference. I have one such a complaint about the way ranged troops (bows, crossbows and magic staffs) work in combat so I decide to make this thread as a question (maybe this is just my personal preference and other players do not find this as a problem?) and eventually to propose a solution. I do not like mostly two things

0 Replies 4,656 Views

Burress, I think that "balance idea" behind restricting medium/heavy armor (chain/plate) for heroes in specific traits is to restrict use of armor between heor-paths (classes - mage, commander etc.) and not to balance it with units. So probably it is better to connect armor proficiencies directly to hero-paths. Something like: mages do not have access to armor past leather; commanders and assassins have leather and chain and warriors and defenders can have access to all types of armors. In th

35 Replies 124,980 Views

I`m against "wait" button. My reason is in most cases (at least - that was my experience with wait-function in tactical combat in HM&M series) that leads to "abuse" - I wait for other player (AI) units to be in range for a first strike. So I wait and AI waits and it will lead only to prolonged combat, but not to something useful (IMHO). I agree that because of initial unit placement sometimes you have to skip turns with some of your units that are stuck behind the front line. But

3 Replies 3,863 Views

Maybe there is a need for more (champions only) weapons that have fixed damage + per level damage (not only magical but mundane also)? Or a respective champion skill (only for combat oriented heroes) that give attack bonus per level instead of fixed value.

15 Replies 21,600 Views

Azunai_, maybe I`m not explain myself clearly (English isn`t my mother language so probably it is my fault). Yes, the battle system in Eador is very different and all that is simulated in FE/LH trough initiative (and I like that because it is more dynamic). I don`t like that much unlimited retaliations (limited trough stamina). Anyway, I mean something different: the weapons stats and their mechanic. This is something unrelated to the global frame of combat system (IGOYUGO, WEGO etc.). Attack

51 Replies 149,129 Views

I know that but this will give some usage to this ability in early game. It already is balanced with cooldown (so there is no transition of your melee troops to missile :) ) and mana-cost. And that way it will be balanced for later use (with units of 5-6 men). And for heroes it will be just a little more usable. All this is off course IMHO.

12 Replies 19,372 Views

The tactical combat in Eador (I played the older version, but I doubted there is much difference in that area) is very interesting until it starts to be repetitive (too many combats with relatively small number of types of units (of course the level of the units have huge impact on the combat). But the mechanics are very different. Maybe one thing is interesting and (in some perfect universe :) ) can be borrowed - the attack / counter attack stats combo. It can have interesting in simulating

51 Replies 149,129 Views

I agree with Anelyn - it is good that tactical spells are linked with your (global) mana-pool. That way the tactical spell-part of the game is direclty linked to the strategy part (if you wish to be able to use more spells (or spells with higher price), you should focus your empire (cities) to that goal). If you make combat spells linked only to cooldowns you would disconnect that part of the game from strategic part, which IMHO will not be good. The same is true IMHO (to some extent

26 Replies 32,814 Views

I like that racial spell abilities cost mana (but maybe - to compensate that should have reduced cooldown (maybe 3)), but mana cost - especially for soulspark - is too high in the early game. Maybe instead of fixed mana price they should have variable price. Maybe 3 mana per member of the unit ( I don`t know if it is possible), so for a unit of 3 (early game) soul spark will cost 9 mana (3 man * 3 mana) and for a company (6 man unit) - 18 mana. That way the cost will scale somewhat with the d

12 Replies 19,372 Views

I have it too, but it is relatively rare - maybe one battle in 12-15 and in that battle it only happens once or twice. It happens on magic-staff and bow troops.

7 Replies 8,965 Views

(off-topic) [quote=parrotmath]My biggest difficulty in modding this game is drawing the darn icons.[/quote] I can help you in drawing icons (or other similar tasks, involving drawing) if you need help, offcourse. (/off-topic)

238 Replies 1,047,776 Views

I`m played a little more an now I tend to agree that spears are very good - I`m using them much more than axe or mace troops. Maybe, like was already proposed in this thread, will be better if percentage remove of defense to be replaced with fixed (2-4 points for first type of spears to 10-12 for late-game spears). Or maybe remove it completely from spears (only for troops - heroes spears are good as they are) and add in back as activated ability that ignore 50% of defense but have a cooldown

56 Replies 141,975 Views

I have relatively limited experience with FE:LH (brought it very recently and played it something like 7-8 hours) but I like the spears special - impale - like a tactical mechanic (this is a game - not a simulation so for combat abilities IMHO it is best to be fun and interesting - and balanced within a tactical combat system). Maybe the ignore % of enemy defense should be lowered to 20-30% or maybe go out completely to mace-weapons class and instead spear-class to have anti-cavalry/anti-char

56 Replies 141,975 Views

Yes, this happens to me too - I was playing Magnar and the first hero I get was a trog-warrior. I try berserk but the first thing he do was to cast a spell. So I never used it again for the hole game. Later in the course of the game I was in war against AI-controled trogs and in several battles they use berserk on their units only to run away from my units. Anyway, I think that this type of ability isn`t very interesting - to loose control of your units to the AI. Maybe it wou

5 Replies 12,610 Views