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Messages - Pandaprewmaster325

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211
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 30, 2024, 08:31:08 PM »
Ok so after playing this game for a while I got to see a lvl3 grunt clapping a lvl7 paladin why? BLOODLUST , seriously BLIZZARD? HOW THE HECK DO YOU NOT NOTICE HOW BROKEN BLOODLUST IS? If a grunt a tier 1 unit with lvl3 can beat the crap out of a unit that needs a unique building then needs another unique building to unlock it then you pay 2000 gold for upgrading paladins and heal and your paladins still gets clapped pretty hard THIS IS OUTRAGEOUS MAN WHAT'S EVEN MORE FRUSTRATING IS BLIZZARD DIDN'T EVEN BOTHER TO PATCH THE GAME LIKE 10, ANNIVERSARY OR SOMETHING , you aren't getting rewarded adequately for playing humans while orcs with the least effort can still clap you , listen im an orc fanboy but this is beyond ridiculous I know people came by and said that and that about BLOODLUST but no effort was made to nerf this spell no matter what you do if you don't buff humans they will still suck its by design , "but demo teams-" shut up demo teams require accurate timing to kill the most out of ogre magi  u don't want to use them on the flanks of an ogre magi group where fewer magi go no the center is the right place but how possible that is? I can't wait to get my hands on a filthy pc copy of this game to fix the goddamn trash balance blizzard left but you know what im taking an RTS warcraft title over any RPG warcraft title anytime in the year damn blizzard get back to the roots of warcraft RTS games...

212
Mods & Development / Re: Wall Balance mode (multiplayer)
« on: August 29, 2024, 07:52:40 PM »
Am I missing something? What changed?

213
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 29, 2024, 07:20:46 PM »
fun fact, goblins and dwarfs have a little different movement animations
because of that haste spell working better on dwarfs
you can test, without buff they move same speed
but with haste dwarfs are faster that goblins
if you want real numbers then
haste makes goblins move 2 frames faster
but dwarfs will move 4 frames faster

Well that's new news this doesn't matter in 1v1 tho which matters more than team games in my opinion

214
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: August 28, 2024, 06:54:12 PM »
Hating on whirlwind part 2: so I realized that since whirlwind costs a 100 mana it could be spammed easily and with couple death knights you could make 4-8 whirlwinds and block certain places now that might be why blizzard made the reach of this spell bad since u could spam it and it can wander to everywhere so it might have been considered too OP by blizzard now the problem is all units can outrun whirlwind so you don't get any value of that mana used look I don't think this spell needs damage increase or lower mana cost all it needs is some more reach and it will be a fantastic spell it doesn't even have to kill units it can just soften them up or force enemies to change positions the current whirlwind range makes it so easy to dodge and it won't force relocating player units that often due to its range taking out a good portion of the threat or fear of getting clapped hard by whirlwind  but damn blizzard the spell is so cool u didn't have to do it this dirty ):

215
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 28, 2024, 06:43:11 PM »
A unique interaction for humans is demo squads die instantly when invisibility is casted on them while its unique interaction but its honestly more of a minus for humans than plus honestly humans simply lack any sort of buff for their units orcs get attack damage increase , invulnerable buff , movement speed buff  while humans only get healing which is garbage and invisibility that takes up 200 mana without enhancing a unit stats basically humans get no buffs for their stats using magic I don't know why blizzard thought its a goos idea but my theory is they gave humans health restoration and gave orcs anything but health restoration but problem is the health restoration spell is so bad and ineffective.

Goblin sappers can get hasted and orcs can do some shenanigans with that sadly since invisibility kills demo squad humans don't get to do cool stuff with them if THIS isn't some hardcoded BS and is changeable then Im considering adding that into the list of changes for humans , its implications sound really good for humans giving them another tool to harass economy other than blizzard or even knock out forts LOL I could imagine strats being built around invisible demo squads something like human fast castle onto 2 gnomish inventors and a mage tower.

216
Mods & Development / Re: Wall Balance mode (multiplayer)
« on: August 27, 2024, 07:05:12 PM »
Are walls even that good? I get they can block the path but you need to construct each little segment right? Damn that would require a good amount of work on the player side.

217
General Discussion / Re: anti-capitalism thread
« on: August 27, 2024, 01:55:00 PM »
Not to mention the bad education system that rewards students for not studying for 11 years straight then at 12th they are expected to somehow comprehend the fact that they have to study to succeed like you could pass exams without solving anything and just writing down your name most teachers don't give a damn some do but most just want that sweat payment without teaching even properly , whats worse is the education system doesn't even meet or creates the personnel with required skills to suit the market somehow half of the people want to be doctors and engineers and they can't even read arabic correctly , private schools sees the parents of students as walking wallets so u have to go to government schools which aren't very good for the most part , farmers are screwed constantly facing deficit  , a lot of citizens refuse to work in craftsmanship jobs heck most partner with a syrian who runs the whole business (food for example) due to people not wanting to work in things like factories these factories then bring in foreign labor from india Bangladesh and Pakistan who are willing to work for minimal wage who live drink and sleep in the factories  which means u have to abide by the same principles and rules even though you have a house a family and pills , the colleges are scammers they make you pay for every little silly thing and its worse for syrian refugees they rob you of every ounce of cash  , Egyptians occupy most of the construction work literally every field outside government tasks is occupied by non Jordanian citizens and they don't even grant you citizenship  its just sad.

218
General Discussion / Re: anti-capitalism thread
« on: August 27, 2024, 01:31:42 PM »
Im reviving this thread cuz we need communism again the working conditions are horrible 12 hours shifts nearly 7 days a week you are treated like cattle expected to be a weight lifter if u work in factories shitty payment that can't get u to half of the month ZIS iz the work environment in jordan...You need to look far and wide to get a job anyway and u won't get accepted half of the time , NOT to mention the entire system functioning in a capitalistic way little to no competence in employees in government buildings its awful I think a good part can be attributed to capitalism so screw capitalism.

219
Server.War2.ru / Re: War2Rebalanced - We need your feedback!!!
« on: August 27, 2024, 09:42:35 AM »
me
Huh so I guess nice to meet you ed

220
Server.War2.ru / Re: War2Rebalanced - We need your feedback!!!
« on: August 27, 2024, 07:09:11 AM »
This is actually pretty decent changes anyone who opposes rally points/auto heal/manual tower control is either a retard or some old ass person who grew too used to the same game matter of fact its bullshit that you can't que  multiple units one of the best additions of the ps1 port is auto training it helps a lot with economy , I hope you update the mod with something akin to training multiple units the gameplay is sorely lacking many good aspects that are now a staple in the genre no one can deny that personally I have issues with the how this whole is balanced starting from peon to peasant ending with how crappy some spells are.


This game is too outdated and bested by ever single new RTS ever since 95 any person with a half assed brain can realize how shit this game plays I don't hate wc2 I know that it was a huge thing back in 95 but updates like these are what the game needs if I had to draw a what to modernize in this game it would be

1-rally points
2-ability to que multiple units (limit is 15)
3-ability to multi cast
4-add voice lines for upgrades towards completion (could make few unique voice lines for some upgrades like marksmanship)
5-FIX THE AWFUL PATHFINDING
6-and finally balance

The balance for this game is honestly should be the least of concerns the game should be in a playable state modern enough to be playable by new generations opposing positive changes such as rally points is nothing less of retardation these are positive changes before playing wc2 I played aoe1 and it has the same awful issue of no rally points and its not like a lot of fun and joy to pick every single new worker and assign them to tasks its bad BAD.

since road of heroes mod: https://gamebanana.com/mods/433454

I offer such a thing from 1), 4) and 6)

Rally point is a good thing that comes up from Ed in multiplayer using one of the mods in lobby-game. I think rally point is available in Rebalanced mode.

4) is also possible thanks to Ed, even though he didn't add this feature on his mod but on mine they're. Different alert for researches and upgrades.

6) Re-balance in my mods for things like archers-trolls-rangers-berserkers-skeletons-dragon-gryphons and still need some stuff like higher mana cost for bloodlust/D&D and less mana cost for raise of the dead or runes.


Ed told me unit pathfinding is such a thing that would need the entire game to be done from scratch.. either that or more people interested in programming that could help Ed to find out through the code to how fix this feature from the game.


Ah I understand may I ask you who is this ed?

221
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 26, 2024, 07:42:27 PM »
So I heard that the carry capacity for trans ships is hardcoded which causes big problem to the change for ze human trans ships  something akin to an identity crisis heh , now if thats impossible to change well that would mean a new change for the trans ships I dunno what to come up with now but I would make sure to post it once I get a good idea of what I want to do with the trans ships  anyone interested in this mod stay tuned AND stay hard.

222
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 26, 2024, 07:04:38 PM »
you could be surprised but coil is also AOE spell
if you cast it on empty place it can whiff and missed but it anyways SPEND mana on missed cast
it can hp drain in 5x5 aoe around cast place.
this is important - dk do NOT heal 50 hp, they heal only exact hp that was on units that got damaged.
50 damage (and dk heal) is just limit
you can shot up to 25+9 coils in one cast, if in 5x5 area there is 25 land units and can also be 9 air like dragons.
if they all have 1 hp, they all die and dk can get those 36 hp.

so about fireball it have 40 dmg, that means direct shot of explosion is from 20 to 40 hp and splash damage is always 1/4 so 10, then splash damage around is from 5 to 10.
after it flies to cast target location, its speed becomes exactly 1/2 from what it was, and it starting speed depends on distance between mage and target location.
after that it makes explosions every 8 game ticks and disappears on 40th tick, which is exactly 5 explosions.
(dragon or gryphon disappear after 25 ticks which is 3 expo)
each explosion makes damage on direct hit (20-40) and splash on 8 units around direct hit (5-10)
so this is very very VERY random yes.

potentially firebal is way stronger than coil, if you acurately hit line of units you can potentially do 200-300 damage to group of units, where some weak units like archers or peons is 70-80% guaranteed to die.
while coil only have 50 hardcoded damage and there is no way to go beyond that (ofc this also heals dk but...)

so there is no problem in spell itself actually but how to use it, you cannot find enemy units convenientely standing in good line like this often, more often it can be when they are moving around but its requires high skill in aiming it.
other thing is that blizzard is way more stronger so usage of fireball becames obsolete.

Yeah I knew about coil aoe damage spread its ok now I suspected that the healing for DK is based on how much damage it deals but I wasn't 100% sure if that's the case thx for confirming that.

And while fireball has much better damage overall it requires more skill which in practice makes coil better  as you simply direct the coil at the enemy and thats it it doesn't even have to be on them just near them meanwhile fireball isn't always optimal to use as you stated and blizzard well you won't be using blizzard against moving targets unless you lure them into the blizzard  the problem is coil doesn't punish you for using it in battle near your troops fireball does that and while 50 dmg isn't much its guaranteed damage with no consequences for your troops I don't think anyone would trade safe damage dealing  +heal to friendly fire dealing thing that requires some skill when u can just spend that mana on an easier spell to use that is blizzard.

223
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 26, 2024, 03:32:48 PM »
I don't know what blizzard was thinking At the time of making fireball it is awful compared to death coil no I don't think its the damage being bad or the mana cost its purely because death coil is 100% accurate guarantee to damage the enemy , meanwhile fireball requires careful aiming and add on that friendly fire which makes it even more impractical when wanting to support the melee troops with mages LIKE BLIZZARD HOW DID YOU NOT NOTICE HOW AWFUL THIS IS.


I think a good way to make this spell useful is simply making it not harm friendly troops it still has its unique quirk of requiring more aiming at the enemy but that I believe makes it satisfying to use fireballs just no harming friendly forces and Im sure this spell would be useable.

224
Server.War2.ru / Re: War2Rebalanced - We need your feedback!!!
« on: August 26, 2024, 02:40:15 PM »
This is actually pretty decent changes anyone who opposes rally points/auto heal/manual tower control is either a retard or some old ass person who grew too used to the same game matter of fact its bullshit that you can't que  multiple units one of the best additions of the ps1 port is auto training it helps a lot with economy , I hope you update the mod with something akin to training multiple units the gameplay is sorely lacking many good aspects that are now a staple in the genre no one can deny that personally I have issues with the how this whole is balanced starting from peon to peasant ending with how crappy some spells are.


This game is too outdated and bested by ever single new RTS ever since 95 any person with a half assed brain can realize how shit this game plays I don't hate wc2 I know that it was a huge thing back in 95 but updates like these are what the game needs if I had to draw a what to modernize in this game it would be

1-rally points
2-ability to que multiple units (limit is 15)
3-ability to multi cast
4-add voice lines for upgrades towards completion (could make few unique voice lines for some upgrades like marksmanship)
5-FIX THE AWFUL PATHFINDING
6-and finally balance

The balance for this game is honestly should be the least of concerns the game should be in a playable state modern enough to be playable by new generations opposing positive changes such as rally points is nothing less of retardation these are positive changes before playing wc2 I played aoe1 and it has the same awful issue of no rally points and its not like a lot of fun and joy to pick every single new worker and assign them to tasks its bad BAD.

225
Strategy & Replays / Clan specific bonuses
« on: August 25, 2024, 01:47:05 PM »
Hey forum people , so the other day I had an idea what if warcraft 2 had bonuses that make each faction unique something like age of empires series where units are mostly the same between civilisations but the difference is the perks and quirks each civilisation gives.

So I asked myself what if we apply same logic to warcraft 2 factions well warcraft 2 has the alliance and the horde but each faction consists of multiple clans for orcs and nations for humans today I will focus on ZE orcs.

Note: keep in mind unlike my previous balance change proposals where its possible to change the game these are clan specific bonuses which I doubt the game can identify each "sub" faction and give them their bonuses as such unlike the balance proposals that will be made into a mod (coming early 2025) this is purely for fun and will not be made into a data mod.

So the game will be kept as it is no balance changes to base units the changes will be clan specific only BUT there will be 3 general balance changes these are universal they are:

1- bloodlust effect halved
2-healing 3 mana per 1 HP
3- farms give 5 food instead of 4


Lets start:

-blackrock clan:
-grunts start with 3 base armor
-catapults are effected by armor upgrades
-blacksmith upgrades 25% cheaper
-peons are effected by attack and armor upgrades


Blacktooth grin clan:
-grunts +10 health
-grunts +3 armor per armor upgrade
-goblin sappers +10 damage
-goblin zepplin +2 speed

Bleeding hollow clan:
-trolls attacks 15% faster
-grunts attack 10% faster
-peons +5 health
-trolls +1 speed

Dragonmaw clan:
-dragon roost available at tier 2 (stronghold)
-dragons attack 10% faster
-dragons 25% cheaper
-farms and towers cost 15% less resources

Twilight hammer clan:
-all barracks units train %10 faster
-ogre magi start with 120 mana
-catapults attack 15% faster
-death and decay area of effect increased by 5%

Stromreaver clan:
-all temple of the damned upgrades cost 30% less resources
-death knights  double mana  regeneration
-all ships +10 health
-shipyards built 30% faster

Burning blade clan:
-grunts +3  attack per attack upgrade
-grunts +1 attack
-ogres/ogre magi +10 health
-ogre magi +1 attack




These are the clan specific bonuses made to fit each clan theme and give unique take on gameplay  you have the blacktooth grin with tanky grunts capable of exploiting breakthroughs done by higher damage dealing sappers , dragonmaw whom sole focus is well dragons but to make them reach that point they must survive a defensive bonus does that pretty well , you have the burning blade melee focused clan with high damage grunts and more durable ogres , and the twilight hammer with faster training units they can rush pretty early .

This  might be possible to turn into a custom map but I don't know of the limits of warcraft 2 map editor while I would prefer a universal data mod to allow this to be played in all maps with sorts of terrain and schemes I don't think its possible tho that would require confirmation of people who delved into the side of modding warcraft 2.

If you have any alternate takes on the clan bonuses voice your thoughts [thots]  in ze comments

Peace.

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