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Messages - Pandaprewmaster325

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211
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This game is too outdated and bested by ever single new RTS ever since 95 any person with a half assed brain can realize how shit this game plays I don't hate wc2 I know that it was a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.

212
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.

213
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: August 23, 2024, 07:02:22 AM »
Ok so I have played around with whirlwind a bit and oh allah its awful the range of the whirlwind is abysmal terrible range felt scammed when paying for that upgrade its only appealing cuz it costs 100 mana I think its possible to extend the range of effect of whirlwind a bit bigger would help the spell while keeping it this unpredictable piece of garbage.

214
Strategy & Replays / Re: Balance
« on: August 18, 2024, 06:13:28 PM »
Ok so I think I figured why skeletons are horribly bad  so here is my theory:

When blizzard were figuring out the balance of the game they realized that death knights could give unholy armor now you could say "but they are simply too low dmg so they will be ignored" but here is the thing once u cast bloodlust on skeletons they ramp up that damage now you might ask but who is that smart enough to waste mana and a lot of it on such crappy strategy? I think its blizzard in 95 think about it bloodlust would make the enemy focus down the skeletons but since they have unholy armor its not going to work its quite a costly strategy in terms of resources and micro but since it is also believed that blizzard intended the game to be played on normal speed so they thought it would be fine I may be wrong maybe its just blizzard seen that skeletons getting armor and attack upgrades benefits in wc1 was way too strong for skeletons in wc2 this proposes a new idea of buffing skeletons giving them armor and attack upgrades.


(I may be late to the party but late better than never)

215
I was wondering about the difficulty change in the dark saga port compared to the pc release and if there Is a difference I also felt like many missions could improve difficulty the only orc missions I had hard time beating were caer darrow that one is fun stratholme proved to be a challenge the stormreavers and the twilight hammer gave me some hard time in water but nothing worth mention on land , dalaran if anything felt attritional in a way last orc mission was also a challenge I think act 1 could use a lot of improvement making hillsbrad harder to take out and the prison mission by doubling the number of defenders


For humans its a mixed bag surprisingly mission 4 proved to be quite difficult as my initial landing force was smashed lol , dun modr also was a bit hard but not as hard as I expected it to be dun algaz was a disappointment act 3 wasn't really hard act 4 for crestfall once u get stable oil income its ez blackrock spire the toughest part is ogre magi otherwise ez also F for lothar last human mission the great portal was the hardest mission so far with constant dragon attacks I felt like dragons were getting pumped so fast something akin to a machine gun spawning them  but once the dragonmaw ran out of gold it was ez so far not very impressive in terms of difficulty I heard that beyond ze dark portal is really hard personally I haven't experienced any sort of the "AI breaking" bug for the ps1 port maybe it was fixed there?

1) every single map in this mod will showcase all of the intended upgrades as originally were set up, so they're all going to be harder now..

2) caer darrow is orc08 map, right ? the one with naval battles and where you have to destroy human castle & rescue runestone? In that one now Humans get their full upgrades as was intended. In base game they reach paladins tech at most I think.

3) As far as i know, War2 play station 1 version is based on War2 DOS so the difficulty is the same as PC, except that you're forced to play with a cursed controller which makes so much harder to simulate a PC mouse.

4) Which "Stratholme" mission are you referring to ? Orc10 ? This one has a passive AI difficulty, even though ships were a bit bugged out but now they should work on the sea as a threat.

5) "Stormreavers & twilight hammer" you may be referring to Orc12 mission, right ? In this one overall blue & purple couldn't fully upgrade their units but now they're a threat on their own land. Specially blue that always remained to have ogres level 1.

6) Human2 where you have to rescue the Elven archers is now harder. Trolls are secured now to defend the prison a bit better and guard tower from war2 DOS is back. Less units at start to avoid the usual speedrunning strategy.

7) Now comps will NOT get out of gold/lumber in any of the maps from this mod. The only way to win is to complete objective or destroying them.


Oh Yeah you guessed each mission correctly although the stratholme mission had humans constantly attacking me with ballistas and paladins , im actually not playing using a controller even worse  a ps1 emulator on a phone now thats bad XD I feel like the campaigns have been toned down in terms of difficulty cuz you know consoles have harder time playing RTS I mean it is very possible I will make sure to get your mod on pc it sounds awesome but I think the campaign could be made much harder like massive attack waves  bases defended with significant forces double or triple what we see in game since this is no longer 1995 pcs can handle large amounts of units so why not make campaigns be much more large scale I still think that with the fixes you implemented an attack wave of 2 knights and an archer isn't gonna do much even when upgraded.

If you were asking for a harder Challenge, you can try out the already existing (and completed) mods such as Insane Edition (DIE) or DAIFE.

All my mods in:
https://gamebanana.com/members/submissions/mods/1738346

DAIFE mod: https://gamebanana.com/mods/288680

Insane Edition: https://gamebanana.com/mods/288701

Insane Edition is intended to be the Ultimate challenge in War2 campaigns, so be adviced that if you wanted to check this mod, you gotta be experienced player in either warcraft 2 or real strategy games


Oh yeah im gonna keep those in mind if it wasn't for the difficult situation im in I would have already installed wc2 on pc in fact I always wanted to a take a look back at the early days of what warcraft pre wc3 was but was simply turned off by the 9 unit limit and other stuff its only cuz I found myself with only a phone to game with that I got the idea of trying out wc2 ps1 port , quite a long story I know but the wc2 mods do look interesting and worth checking.

216
I was wondering about the difficulty change in the dark saga port compared to the pc release and if there Is a difference I also felt like many missions could improve difficulty the only orc missions I had hard time beating were caer darrow that one is fun stratholme proved to be a challenge the stormreavers and the twilight hammer gave me some hard time in water but nothing worth mention on land , dalaran if anything felt attritional in a way last orc mission was also a challenge I think act 1 could use a lot of improvement making hillsbrad harder to take out and the prison mission by doubling the number of defenders


For humans its a mixed bag surprisingly mission 4 proved to be quite difficult as my initial landing force was smashed lol , dun modr also was a bit hard but not as hard as I expected it to be dun algaz was a disappointment act 3 wasn't really hard act 4 for crestfall once u get stable oil income its ez blackrock spire the toughest part is ogre magi otherwise ez also F for lothar last human mission the great portal was the hardest mission so far with constant dragon attacks I felt like dragons were getting pumped so fast something akin to a machine gun spawning them  but once the dragonmaw ran out of gold it was ez so far not very impressive in terms of difficulty I heard that beyond ze dark portal is really hard personally I haven't experienced any sort of the "AI breaking" bug for the ps1 port maybe it was fixed there?

1) every single map in this mod will showcase all of the intended upgrades as originally were set up, so they're all going to be harder now..

2) caer darrow is orc08 map, right ? the one with naval battles and where you have to destroy human castle & rescue runestone? In that one now Humans get their full upgrades as was intended. In base game they reach paladins tech at most I think.

3) As far as i know, War2 play station 1 version is based on War2 DOS so the difficulty is the same as PC, except that you're forced to play with a cursed controller which makes so much harder to simulate a PC mouse.

4) Which "Stratholme" mission are you referring to ? Orc10 ? This one has a passive AI difficulty, even though ships were a bit bugged out but now they should work on the sea as a threat.

5) "Stormreavers & twilight hammer" you may be referring to Orc12 mission, right ? In this one overall blue & purple couldn't fully upgrade their units but now they're a threat on their own land. Specially blue that always remained to have ogres level 1.

6) Human2 where you have to rescue the Elven archers is now harder. Trolls are secured now to defend the prison a bit better and guard tower from war2 DOS is back. Less units at start to avoid the usual speedrunning strategy.

7) Now comps will NOT get out of gold/lumber in any of the maps from this mod. The only way to win is to complete objective or destroying them.


Oh Yeah you guessed each mission correctly although the stratholme mission had humans constantly attacking me with ballistas and paladins , im actually not playing using a controller even worse  a ps1 emulator on a phone now thats bad XD I feel like the campaigns have been toned down in terms of difficulty cuz you know consoles have harder time playing RTS I mean it is very possible I will make sure to get your mod on pc it sounds awesome but I think the campaign could be made much harder like massive attack waves  bases defended with significant forces double or triple what we see in game since this is no longer 1995 pcs can handle large amounts of units so why not make campaigns be much more large scale I still think that with the fixes you implemented an attack wave of 2 knights and an archer isn't gonna do much even when upgraded.

217
I was wondering about the difficulty change in the dark saga port compared to the pc release and if there Is a difference I also felt like many missions could improve difficulty the only orc missions I had hard time beating were caer darrow that one is fun stratholme proved to be a challenge the stormreavers and the twilight hammer gave me some hard time in water but nothing worth mention on land , dalaran if anything felt attritional in a way last orc mission was also a challenge I think act 1 could use a lot of improvement making hillsbrad harder to take out and the prison mission by doubling the number of defenders


For humans its a mixed bag surprisingly mission 4 proved to be quite difficult as my initial landing force was smashed lol , dun modr also was a bit hard but not as hard as I expected it to be dun algaz was a disappointment act 3 wasn't really hard act 4 for crestfall once u get stable oil income its ez blackrock spire the toughest part is ogre magi otherwise ez also F for lothar last human mission the great portal was the hardest mission so far with constant dragon attacks I felt like dragons were getting pumped so fast something akin to a machine gun spawning them  but once the dragonmaw ran out of gold it was ez so far not very impressive in terms of difficulty I heard that beyond ze dark portal is really hard personally I haven't experienced any sort of the "AI breaking" bug for the ps1 port maybe it was fixed there?

218
General Discussion / Re: Did fortnite cause gaming to become mainstream?
« on: August 16, 2024, 08:24:46 AM »
Most players on war2 are more like "chess players," meaning they play a game for 15-30 mins and then start over again from scratch.
Modern games tend to immerse players in much more than older games.
Younger gamers are unlikely to pick up war2 and war2 players are unlikely to fully quit war2.   


Hmmm maybe it has to do with the pace of the game I would say younger gaymers would pick a good game if it was up to date which isn't the case for wc2

219
Strategy & Replays / Rebalancing warcraft 2: human edition
« on: August 15, 2024, 06:15:37 AM »
Hello people , previously I have proposed a rebalance of the orcs making them head more towards melee units and brute strength more than anything else I didn't get much feedback on the orc rebalance as such I would like to receive some even if only hypothetically.


So lets get started with humans first just as we asked before what do humans excel at? Well unlike the orcs who are almost always portrayed as these huge muscular warriors with axes human portrayal is somewhat diverse from human mages to the iconic footmen in steel armor , humans are characterized by being more intelligent than orcs and their armies more organized (footmen in wc3 were stated to fight in formations nothing the like of was mentioned for orcs) so with that in mind lets begin.


Humans:
Peasant: +1 attack , at dire times like the second war everyone is expected to defend humanity peasants are no exception.

Footman: +2 armor , I think you have seen this coming I foreshadowed it in the previous post

Archer: an attack speed reduction , while no numbers are given currently what I envision is allowing archers to fire 3 arrows while trolls fire 2 axes something akin to an arrow and a half per axe

Ranger: +1 armor , the only ranged unit to have some sort of armor effectiveness is yet to be determined , +1 movement speed , elves are believed to be more agile than trolls this and the attack speed should make excellent portrayal of this.

Knight: +1 armor

Paladin: +1 armor , double the mana regeneration , the paladins are an interesting unit as they take the role of supporting other units by healing with the only offensive ability being exorcism that only works against undead as such a paladin mana pool may be torn with these 2 costly mana spells this mana regeneration increase would help paladins cast their spells more often than ogre magi

Ballista: +10 attack , while catapults have area of effect damage a balliasta will be more effective against single targets , if possible ballista attack speed would be improved by basically making the "loading" for the shot take shorter time

Flying machine: +2 armor , focusing on survivability rather than effectiveness the gnomish flying machine is better protected than the goblin zepplin that offers a better line of sight

Demo squad: +2 armor and +5 health: this allows demo squads a higher chance of success compared to goblin sappers whom deal 10 more damage

Mage: +2 range , while the necromantic powers of the death knights do more harm the arcane powers of mages have better reach and effective range

Edit note: previously was to be +1 range but mages have 2 range instead of 3 so to give them range advantage over death knights they would get +2 range

Gryphon riders: +1 speed , +1 sight , +1 armor , this allows gryphons to be more maneuverable than dragons

With this the alliance land armies offer a supporting role for melee units having them with their high armor holding the line while the faster attacking archers and mages do the damage overall the humans would have mediocre melee units an excellent ranged unit and an ever stronger spellcasters now lets head to the navy

Tankers again need no changes

Elven destroyer: +1 sight +6 attack per attack upgrade

Transport ship: +2 carry capacity

Human battleship : +1 speed

Gnomish submarine: +5 armor

The alliance navy would  be faster to create than the durable orcish navy this allows humans an advantage over water control.

Upgrades/spells:
Archer attack upgrade: reduced cost from 300 gold and wood to 200 each

Archer attack upgrade 2: reduced gold cost from 900 to 600 , wood from 500 to 300

Heal: 3 mana per 1 HP this would mean for 30 mana it heals 10 health paladins should exit a barracks with around 90 mana allowing an instant 30 health restoration , research time decreased by 10 seconds

Exorcism: research time reduced by 10 seconds

Flame shield: -100 gold cost , will have longer cast range if possible to allow mages to cast it earlier , will last 10 seconds longer

Polymorph: -10 mana cost , to allow earlier casting time

This concludes it for the rebalancing mod it only exists as this post and the orc rebalance post some things might be changed somethings may be reversed if found too strong the human faction or the alliance would be more pushed towards elven archers and spell casters unlike orcs who could rely solely on melee units and should (theoretically) do well this is a bit more in line with the lore of how orcs aren't very organized savages who are born with warrior physique and would need little training to be effective meanwhile humans and their allies would require more coordination and organization to be effective unable to approach things with raw strength and having to do so in a more methodical approach let me hear or (see) your thoughts down in da comments.



Additional stuff:
-farms make 5 food instead of 4
Town halls give 10 food instead of 1
Grunts cost 675 gold
Ogres: cost 875 gold

Training speed stuff:
Alliance melee units would cost less gold but take more time to train
Footmen: +5 seconds training time
Knights: +5 seconds training time

Stuff that may or may not be implemented:
Gold cost changes:
1- peasants/peons: cost 100 gold
2-Footmen: 300 gold
3-Grunts: 375 gold
4-archers/trolls: 250 gold 50 wood
5-Knights: 600 gold 125 wood
6-Ogres: 675 gold 100 wood
7-Ballistas/catapults: 700 gold (still costs same wood cost)
8-flying machine/goblin zepplin: 400 gold , same wood cost
9-goblin sappers/dwarf demo squad: 500 gold , same wood cost
10-death knights/mages: 900 gold
11-gryphons/dragons: 2000 gold


This is a change of cost as to allow a bit more forgiving economy as it stands wc2 economy holds a tight grip around player freedom I may be the only one to see that wc2 gold costs for land units sucks or doesn't make much sense (seriously why would you pay 400 gold for some dude to carry some wood).

220
General Discussion / Did fortnite cause gaming to become mainstream?
« on: August 14, 2024, 09:06:17 AM »
This is a simple question that I would like to ask the boomer filled community of this game do you think video games are mainstream entertainment now? What caused it to become one and at what point exactly personally I can see a shift when battle royal games became so famous people who never knew what a video game is were found discussing frames and video game UI and mechanics is it positive that gaming went mainstream?  Or nah? Nowadays you could easily find a gaymer back few years ago you hardly could find one in your surroundings what do you  think about this? 

221
General Discussion / Re: Working Out
« on: August 14, 2024, 04:24:25 AM »
Good job how is it in 2024? Significant change?

222
Strategy & Replays / Re: Balance
« on: August 13, 2024, 05:16:55 AM »
Yes. You may find testers here, who knows. Ha, sorry.

----

Those peons that go a long distance to find gold after the first mine has been depleted, but never return home.
Good. If all those glaring problems are out, I'm interested.

Yes, I just tweaked numbers. I know.



If ww3 doesn't start in the few coming months and we don't end up in a nuclear apocalypse well I will be glad to have ya as a play tester

223
Strategy & Replays / Re: Balance
« on: August 12, 2024, 08:16:58 PM »
@Pandaprewmaster325 I'll play it if you manage to do it.
You mean my rebalance mod? Oh yeah sure I have it in the back of my mind just need to get somethings done may take 4-5 months to get working on the mod as I said in my rebalance thread there is no basis for the mod as data just these words on this funny little site but yes im intending to turn this into a real thing and many stuff will be finalized by actual proper testing as I currently only can play the dark saga port on my ps1 emulator on phone (its damn awful) so stay tuned for it in 2025

224
Strategy & Replays / Re: Balance
« on: August 12, 2024, 06:01:58 PM »
I don't see the point then.
You can play with costs to make a faction release less amount of powerful units. But you've seen how outnumbering the enemy matters.

Hmm what exactly you don't see the change of building costs or the rebalancing with building cost change considered? Now it will create a lot of interesting strats if u make a certain building have cheaper cost to allow a certain faction the acess of a vital unit a bit earlier for example reducing the wood cost fpr orc barracks by 150 wood and buildtime by 5-10 seconds  will allow orcs to go for strategies like double barracks grunt spam or something of that sort a personally I think orcs  should have andistinct aggressive playstyle while humans more defensive and methodical in their approach 

225
Flame Wars & Offtopic / HALF LIFE 3 COMING SOON?
« on: August 12, 2024, 08:23:04 AM »
Hey hey people I think you might have already heard  but there has been leaks that may possibly indicate half life 3 is being worked on in source 2


Source:
i=NEUo8J7jmJHaJhu9

Are you looking forward for this? Will we get HL3 before gta6?  :peon:

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