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Total War: Warhammer II - Page 6

Forum Index > General Games
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akatama
Profile Blog Joined July 2010
Romania982 Posts
October 14 2020 06:45 GMT
#101
Infantry is way too vulnerable to explosive damage and vortexes to be viable later in the game. Even non-AP artillery like mortars deal good damage to armored infantry. Monsters are nearly impervious to magic in contrast. What are you going to do, spirit leech a unit of minotaurs for 1k damage?
Biff The Understudy
Profile Blog Joined February 2008
France7982 Posts
October 14 2020 18:53 GMT
#102
To be honest, I don't think this game is that interesting when played optimally. I watch Legend of Total War from time to time and the amount of really stupid abuse available to a seasoned player is kind of sad.

Personally I really can't get myself to make those doom stacks of 18 steam tanks, a mage of life and a general because it just doesn't feel good. But the main thing remains that it shouldn't be possible and / or shouldn't be a winning strategy. Hope that CA addresses some of those issues sometimes.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
akatama
Profile Blog Joined July 2010
Romania982 Posts
October 14 2020 19:43 GMT
#103
Legend veers too hard into tedious exploits territory. I'm a big fan of unique, non copy-pasta armies, especially for longer campaigns, but my first 2 armies tend to be min-maxed to get out of the spear + bow zone quickly.
Manit0u
Profile Blog Joined August 2004
Poland17665 Posts
October 15 2020 08:47 GMT
#104
On October 15 2020 04:43 akatama wrote:
Legend veers too hard into tedious exploits territory. I'm a big fan of unique, non copy-pasta armies, especially for longer campaigns, but my first 2 armies tend to be min-maxed to get out of the spear + bow zone quickly.


I actually like the spear + bow zone. Love early to mid game, late game is just tedious mopping up when you steamroll everything.
Time is precious. Waste it wisely.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
October 15 2020 19:22 GMT
#105
On October 14 2020 07:15 Manit0u wrote:
Show nested quote +
On October 14 2020 06:08 Jerubaal wrote:
For Skaven, tone down ranged, beef up melee (especially leadership) a bit?


The whole idea behind skaven is that they're cowardly. They should definitely not up their leadership.

I don't remember if they have scurry away though (increased movement when fleeing). In theory Skaven should be a bit like trolls, running away but coming back later and with increased movement speed it would require fast cavalry to chase them down. It would make them super annoying, but would be true to the lore (they should get bonus leadership depending on how many of the units at full strength remain, going into penalties when they drop below 50% - strength in numbers).


Even Stormvermin? From many players' perspectives, the Stormvermin are the misleading unit. Everyone expects skavenslaves and clanrats to be crap. It's when they upgrade and spend resources on what's supposed to be at least a reasonable infantry unit and it's not much better than the lower-tier infantry that the race starts to feel a little pigeon-holed.
I'm not stupid, a marauder just shot my brain.
akatama
Profile Blog Joined July 2010
Romania982 Posts
October 16 2020 06:39 GMT
#106
The only proper melee unit Skaven have are Censer Bearers.
andrewlt
Profile Joined August 2009
United States7702 Posts
October 17 2020 02:26 GMT
#107
On October 15 2020 03:53 Biff The Understudy wrote:
To be honest, I don't think this game is that interesting when played optimally. I watch Legend of Total War from time to time and the amount of really stupid abuse available to a seasoned player is kind of sad.

Personally I really can't get myself to make those doom stacks of 18 steam tanks, a mage of life and a general because it just doesn't feel good. But the main thing remains that it shouldn't be possible and / or shouldn't be a winning strategy. Hope that CA addresses some of those issues sometimes.


I don't really give a shit what other people do in a single player game. Experience tells me that the fixes end up negatively impacting my style of play even when it isn't even remotely similar to the exploits.

I feel like games like this and the Civ games are way better as purely sandbox, single player games. Attempting to have a balanced multiplayer component is such a negative.
Gorsameth
Profile Joined April 2010
Netherlands22102 Posts
October 17 2020 09:23 GMT
#108
On October 17 2020 11:26 andrewlt wrote:
Show nested quote +
On October 15 2020 03:53 Biff The Understudy wrote:
To be honest, I don't think this game is that interesting when played optimally. I watch Legend of Total War from time to time and the amount of really stupid abuse available to a seasoned player is kind of sad.

Personally I really can't get myself to make those doom stacks of 18 steam tanks, a mage of life and a general because it just doesn't feel good. But the main thing remains that it shouldn't be possible and / or shouldn't be a winning strategy. Hope that CA addresses some of those issues sometimes.


I don't really give a shit what other people do in a single player game. Experience tells me that the fixes end up negatively impacting my style of play even when it isn't even remotely similar to the exploits.

I feel like games like this and the Civ games are way better as purely sandbox, single player games. Attempting to have a balanced multiplayer component is such a negative.
Or atleast have separate single and multiplayer balancing.
It ignores such insignificant forces as time, entropy, and death
Yurie
Profile Blog Joined August 2010
12036 Posts
October 17 2020 12:55 GMT
#109
On October 17 2020 18:23 Gorsameth wrote:
Show nested quote +
On October 17 2020 11:26 andrewlt wrote:
On October 15 2020 03:53 Biff The Understudy wrote:
To be honest, I don't think this game is that interesting when played optimally. I watch Legend of Total War from time to time and the amount of really stupid abuse available to a seasoned player is kind of sad.

Personally I really can't get myself to make those doom stacks of 18 steam tanks, a mage of life and a general because it just doesn't feel good. But the main thing remains that it shouldn't be possible and / or shouldn't be a winning strategy. Hope that CA addresses some of those issues sometimes.


I don't really give a shit what other people do in a single player game. Experience tells me that the fixes end up negatively impacting my style of play even when it isn't even remotely similar to the exploits.

I feel like games like this and the Civ games are way better as purely sandbox, single player games. Attempting to have a balanced multiplayer component is such a negative.
Or atleast have separate single and multiplayer balancing.


Total War does in the pricing of units. Can have the same stats but different costs for the units.
akatama
Profile Blog Joined July 2010
Romania982 Posts
October 17 2020 14:22 GMT
#110
Skills and techs are only available in campaign. I really don't know why CA fiddles with MP-exclusive prices but not with the former.
Manit0u
Profile Blog Joined August 2004
Poland17665 Posts
October 17 2020 15:59 GMT
#111
You can't really balance this game. There are just too many factions involved and some extra effects too (climate, neighbors etc.).

Speaking of which, I absolutely loved the video of a guy who made his Archaon so badass that he was running without a stack and just solo-killing 4 enemy stacks. Epic.
Time is precious. Waste it wisely.
akatama
Profile Blog Joined July 2010
Romania982 Posts
October 17 2020 19:48 GMT
#112
Oh it can be balanced. First order of business is to redo all short victory conditions so they are achievable in 60-80 turns, not 120+. Give us campaigns that can be finished in 10-15 hours. Easier starting positions can require more ambitious objectives to balance out the player snowballing faster.

There's also something to be said about growth and province development in general, strong starts can have T4 core building starting turn 35 and you can already have elite units 45-50 turns in. Cost is a decent throttle for the next 30-ish turns, but outside your recruitment province you only need T3 to max out income for most factions. Once you have 5+ provinces unit costs become a non-issue compared to Supply Lines penalties.
andrewlt
Profile Joined August 2009
United States7702 Posts
October 17 2020 22:44 GMT
#113
I don't think the game should be balanced. Certain factions should definitely be harder than others, whether it's because of the starting position or because of the mid or late game. It adds to the variety in the game. Having every lord's campaign be equally difficult given the same difficulty level would lessen the game.

That said, I fully support making a pass on the victory conditions. Some of the long campaigns require something ridiculous like 17 out of the 22 (I don't remember the exact count) important cities in the game, and that's just way too many.
Biff The Understudy
Profile Blog Joined February 2008
France7982 Posts
October 22 2020 13:19 GMT
#114
On October 18 2020 04:48 akatama wrote:
Oh it can be balanced. First order of business is to redo all short victory conditions so they are achievable in 60-80 turns, not 120+. Give us campaigns that can be finished in 10-15 hours. Easier starting positions can require more ambitious objectives to balance out the player snowballing faster.

There's also something to be said about growth and province development in general, strong starts can have T4 core building starting turn 35 and you can already have elite units 45-50 turns in. Cost is a decent throttle for the next 30-ish turns, but outside your recruitment province you only need T3 to max out income for most factions. Once you have 5+ provinces unit costs become a non-issue compared to Supply Lines penalties.

Victory conditions are retarded. In my Karak Kadrin campaign I can't finish the short campaign because I need provinces owed by multiple friendly factions and that it makes zero sense to go at war with them even though they will never ally with me.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Latham
Profile Blog Joined May 2007
9568 Posts
Last Edited: 2020-11-19 15:40:15
November 19 2020 15:29 GMT
#115
Wood Elf & Skaven DLC finally got a proper introduction!

TOTAL WAR: WARHAMMER II – THE TWISTED & THE TWILIGHT
[image loading]
https://www.totalwar.com/blog/total-war-warhammer-ii-the-twisted-the-twilight-faq/

The Twisted & The Twilight includes:

Two unique Legendary Lords leading their own factions:
Throt the Unclean, Master Mutator of Clan Moulder and one of the nine Lords of Hell Pit

The Sisters of Twilight Naestra and Arahan, Emissaries of Queen Ariel

Powerful new units and Heroes for both the Skaven and the Wood Elves, including:
Brood Horrors, Mutant Rat Ogres, Packmasters, Wolf Rats, and the terrifying Ghoritch for the Skaven

Zoats, Great Stag Knights, Bladesingers, Spellweavers, and Queen Ariel of Athel Loren herself for the Wood Elves
An Old World Update for the Wood Elves




Sad to see no Stormfiends, but glad that Amber mechanic for WE is going on the chopping block.

Some more info from Reddit, that someone compiled from the livestream:
+ Show Spoiler +
Also since this is the top post here, I will post some livestream talking points here:

New map, new Amber.

WE race now has specific 'Ancient Forest' settlements. They are scattered around the world. One new one in Naggarond, another one in Lustria. This implies both Vortex and ME maps are heavily changed. Gael Vale is also this type but Lothern is not.

Old outpost system is still here to discourage players painting the map with WE. To compensate for this, there are more full settlements available for WE around the map now. WE buildings are reworked/buffed as well.

There are specific settlements that belongs to the WE race and you need to occupy or let your ally to occupy. My guess is that this mechanics is tied in to the new WE victory condition.

You can now abandon a settlement, any race can do this. It's only briefly brought up.

World root is now instantaneous teleportation between the major WE settlements. Devs teleported a character from Athel Loren to Gale Vale instantaneously, and the lord also retains the movement.

AI can't teleport, lucky us.

The two new WE settlements are The Witchwood in Naggarond. This is where Sisters of Twilight starts. If you pick them they can also have Oak of Ages. The other one is called Pool of Life or something The Sacred Pools in Lustria.

Sister of Twilight starts on eagle mounts. It's one Lord. Both sisters on the same eagle.

Ariel is hero, not a lord.

Great Stags unit: On par with Demigryph, a little bit squish but hits hard. Looks cool charging into the battle. Bambi is gonna get some revenge. It's also available as mount. They are shock cav units with shields and armor.

SoT post-battle mechanics: After battle, you get a choice: Get a new enhanced weapon or upgrade an existing one. It's a trade-off between long term benefits and short-term sudden burst of combat prowess.

13 days from now, there will be livestream using SoT. That's the Wednesday after the next Wednesday.

Q&A from chat: Ariel is available for all WE lords. SoT has easier time getting her. My spectulation is she's similar to Kroak?
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
Latham
Profile Blog Joined May 2007
9568 Posts
February 03 2021 16:54 GMT
#116
TOTAL WAR: WARHAMMER 3




GET HYPED !!!
4 CHAOS FACTIONS
KISLEV
GRAND CATHAY
1 UNANNOUNCED RACE PACK PREODER BONUS DLC (HOPEFULLY CHAOS DWARVES)
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
Gorsameth
Profile Joined April 2010
Netherlands22102 Posts
Last Edited: 2021-02-03 17:03:57
February 03 2021 17:03 GMT
#117
With already the 4 chaos gods, I think Ogre kingdoms might be a better choice for starting roster diversity. But then Chaos dwarves as a DLC later down the line. Even tho I would really like Chaos Dwarves myself.

Still kinda shocked they actually got to add Cathay. First army that isn't from WHFB, having only existed as a Warmaster list I believe.
(I'm not counting Norsca here because that is just an amalgamation of a bunch of Chaos stuff from Forgeworld and Marauders)
It ignores such insignificant forces as time, entropy, and death
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
February 03 2021 18:47 GMT
#118
I haven't played in about a year, but I'm psyched as hell after seeing that trailer!
Bora Pain minha porra!
Archeon
Profile Joined May 2011
3263 Posts
Last Edited: 2021-02-03 21:35:51
February 03 2021 21:29 GMT
#119
Yeah very happy that they split up Demons. Release date is supposed to be this year too and we'll get more info about the free race dlc "in a few months", so a release in summer/fall isn't out of the picture. (I'm getting ready for a planned release in winter and eventual release in fall next year though.)

The feature I'm most hyped about is actually the siege rework they promised a while ago on reddit, but everything else sounds pretty cool, including a possible chaos realm.

Wish we got an archer rework, but I guess Venris will eventually put them into a place that doesn't make spamming slinger slaves or bretonian peasant archers a viable strategy.

Trailer is also quite literally cool as hell

9 LLs announced, if we assume that's 1 each for DoC and 2 for Kislev/Cathay we have 1 remaining. The steam page might hint that Be'lakor might play a role and it'd be cool to play a chaos undivided faction where you need to subjugate the other chaos factions, but a third Lord for either of the human factions or a second Lord for one of the DoC might very well be a possibility.
low gravity, yes-yes!
Cleomin
Profile Joined February 2021
3 Posts
February 03 2021 21:42 GMT
#120
--- Nuked ---
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