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Post by OOJ on May 23, 2004 17:22:52 GMT -5
The new things look, good but:
A new ultimate for galad:
Then make her range the same as other elves.
No Blue Mountains:
The west is even weaker, so make the elven bases there stronger to compensate.
Naz Idea:
Make sure the cooldown is good, cos otherwise to kill the naz will b hard as u have to target the same one twice. Maybe make them unlimited lives? But make then walk slowly back to Minas, and start at level 1.
Just an idea based on urs and shud work, if they werent as strong.
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TurinGorthol
Full Member
Elrond Halfelven, Lord Of Rivendell; Herald of Gil-Galad
Posts: 147
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Post by TurinGorthol on May 24, 2004 3:59:07 GMT -5
And... Please dont remove Henneth Annun caves! Its a good hideout for faramir and rangers! I love it!
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Rauchenman
Full Member
This is me waking up after I got really drunk the other night.
Posts: 299
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Post by Rauchenman on May 24, 2004 7:20:26 GMT -5
OMFG WTF!! WTF Is a fountain doing in Pelargir? OMG you guys will totally ruin RW!
/me sticks with 17-D
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Post by GezGas on May 24, 2004 7:24:28 GMT -5
well do that then Raunch
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Rauchenman
Full Member
This is me waking up after I got really drunk the other night.
Posts: 299
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Post by Rauchenman on May 24, 2004 7:46:43 GMT -5
Well ofc I will. I said that already you dope head.
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Alatar_theIstar
Full Member
From clan TBR. Well well... look at that! Uncle Bob came to visit with his cute lill' horse 8)=
Posts: 324
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Post by Alatar_theIstar on May 24, 2004 8:12:39 GMT -5
The new things look, good but: A new ultimate for galad: Then make her range the same as other elves. No Blue Mountains: The west is even weaker, so make the elven bases there stronger to compensate. Naz Idea: Make sure the cooldown is good, cos otherwise to kill the naz will b hard as u have to target the same one twice. Maybe make them unlimited lives? But make then walk slowly back to Minas, and start at level 1. Just an idea based on urs and shud work, if they werent as strong. i think the nazg idea is pretty good, and if u make them to start from lvl1 again, dont make the cooldown too long, cozz in later game play a lvl1 nazg is so bad vs. something like lvl5 fs/elves, it wont be a big threath for felo, and then u dont even have to worry 'bout nazg anymore . Or then make the cooldown long, but dont let nazg to loss lvls plz... ;D
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Post by Anarion on May 24, 2004 9:02:16 GMT -5
well in lategame, a lvl 1 nazgul lvls very fast.... its good enough they revive...
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Post by TheElderKing on May 24, 2004 9:46:30 GMT -5
you sure thougrht of the "catalaming" henneth, yet if it's removed? what does it help? if i don't remember totally wrong, one could use catas to beat pelargir, from other side of the river, guarded by huge army, just as from across the other river on east... wasn't it Anduin? doesn't matter.. that nazg idea... i like it sounds alot better than this one which was in older versions... we'll see if it works.... what's gala's new ultimate then ? ^^ ohh, then, you should maybe consider doing some changes, so that isen & moria wouldn't rush west so easy, it's still kinda important to keep wholse west alive, since if like shire is dead, mithlond = soon gone, etc etc, but you should make up something (if possible?) so that isen & moria wouldn't beat it THAT easy... you've seen shire fall in aprox. 10-15mins from start, so...... though this happens only if none's helping it, but as usual, rohans busy, d0rfs are too far, gondor has its probs, elves & fs hunting nazg, etc etc.... ain't shire a bit too vulnerable? this is only my idea though, but i'd say it is......
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Post by GezGas on May 24, 2004 9:55:33 GMT -5
elder there's wood/cliffs that makes so that harad/mordor can't catalame, they don't reach it over the river,,, and i have shorten their range with 50
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Post by Kieron on May 24, 2004 10:45:33 GMT -5
Just a thought...maybe u should give eowyn a new ultimate, but still give her second chance skill from the start...but it is, like it says only a second chance...and cant be used again after its been used once
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Post by infernal on May 24, 2004 10:57:25 GMT -5
wasn't it trolls carrying grond in rotk? or maybe it was mumas who carried and trolls pushed/pulled.. cant really remember was too long ago..
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Post by NuklearPanda on May 24, 2004 15:23:27 GMT -5
wasn't it trolls carrying grond in rotk? or maybe it was mumas who carried and trolls pushed/pulled.. cant really remember was too long ago.. Grabbed me ol' RotK book, it was massive trolls, surrounded by hundreds of orcs that pushed Grond.
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napop1
Full Member
ta na,,,na,,,nanana,
Posts: 170
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Post by napop1 on May 24, 2004 16:06:51 GMT -5
i just saw rotk again and i got some new ideas.
1.naz attack in winged is melee not rangeand and it's area attack 2.frodo's mithril vest gives him armor and 2 chance 3.make the gates smaller cuz i hate it when it's so big... 4.make osg more like a city not just a river. make it that it has walls 5.make rohan cavalery archers 6.make minas tirith that it is round and has like 2 leavels 7.do that army's cannot pass in the swamps.only frodo and sam can.dont know how u can do it
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Post by narsilLOTR on May 24, 2004 16:29:25 GMT -5
OOJ : it wont be "no blue mountains", its just the cave thats not there anymore, it will be like in 17-d. in all 18 versions, due to fact belegost was in cave, it didnt help west at all, which will get fixed. the naz 2nd chance will get a cooldown, if they die before this one is charged, they are lost. Turin : the caves didnt help, as far as I know no one could enter it, and it doesnt help anyone, it was just a useless gimmic.... rauchen : the fountain at pela actually is a nice change, we´ve tryed that, and I think it can do a grand job. Thinking of lotr story, theres no reason not to put fountain there. at the moment, pela spawn is often left behind when all charge fountain, with new design, gondor fights at one position, not sure yet what will be best strat, but it worx. alatar : naz respawn at lvl1, as they did in all versions of rw, and they lvl faster later in game also with other naz on high lvl elder : not sure about what ultimate will be, some ideas though...also about what ya said about shire...yes shire is vulnerable, but ffs shire is shire, I dont think da hobbits would ve resisted to lotsa uruks/goblins anyway in lotr.... drisc : basically ok, maybe give eowyn an ankh? though 2nd chance + good ultimate = eowyn even more imba lol.... panda : I think there were also some easterling beasts pushing the grond, helping trolls....btw those will be da new units of easter too
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Post by OOJ on May 24, 2004 18:11:50 GMT -5
One way to change naz, which wud be unbalancin.
Take there importance as wavers out, make them more melee, like they shud be. But have Auras, like lower good units damage and armour, while raising that of there allies.
Also i think if u get the balance right, u can have them so they can never die unless Minas Morgul is destroyed, this wud be also correct, cos then they cudnt be killed.
But would change so much of the game play, and if it was done, u wud have to make elrond a melee probs, and take out a few good waves.
I mean i like waves but to many wreck game, so maybe reducing the amount wud be good. But make good spawns better, maybe less but better troops.
Shire: Ofcourse it should be weak, but the elven forts, and belegost. There shud also be no easy wasy for isen and moria to just meet and team them. After all, saruman failed to defeat rohan, but that just makes problems with Helms Deep again.
Also, i know Moria units suck, cos of waves, but with less waves, make them weaker still, because they attack so fast, so they can beat dorfs or elven units easy.
Also taking out as many waves, would weaken elves loads, meaning maybe its fair to make there troops worth having?? After all they are the elite, better trained then humans and any evil.
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