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old FFH vs BTS issue: drill vs combat. what do others think of this?
in bts they wer roughly balanced with drill slightly better, however in ffh combat is doubled while drill is the same. so obviously combat is WAY more useful than drill. drill can also be easily countered with a level 1 spell. it also scales in a wierd way, i.e. very weak at first but potentially becoming godlike once maxed and coupled with combat.
first strike chances are too unreliable so I'd rather keep it simple first strikes, something like 2 per level should work.
if the drill line is brought up to par with combat though, first strike immunity sources will need to be re-evaluated, otherwise blur and mounted units become too good. you could either swap blur and shadowwalk, or ( which I'd prefer ) make blur only give defensive strike immunity, buff defensive strikes and make it archery-line only ( i.e. no DS with drill ) . I like this design as it's more focused and makes archers better field troops.
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Interesting. I may add this distinction in either Amatheon's Celebration or Nantosuelta's Venture.
Probably the Venture (experimental)
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Drill is terrible in BTS, not sure what you're talking about. Drill is at least a viable option in FFH on heroes and specially strong units.
January 4th, 2013, 18:39
(This post was last modified: January 4th, 2013, 18:39 by gekko64.)
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sorry, it's been ages since I played BTS :D
still, it seems TOO situational. most promos got doubled strength in FFH compared to BTS while drill was left unchanged... weird design choice there.
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(January 4th, 2013, 18:03)NobleHelium Wrote: Drill is terrible in BTS, not sure what you're talking about. Drill is at least a viable option in FFH on heroes and specially strong units.
(January 4th, 2013, 18:39)gekko64 Wrote: sorry, it's been ages since I played BTS :D
still, it seems TOO situational. most promos got doubled strength in FFH compared to BTS while drill was left unchanged... weird design choice there.
Beat me to it NH.
Drill in FfH does add & enhance a unit's defensive strike ability, though it has somewhat limited utility.
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January 4th, 2013, 18:54
(This post was last modified: January 4th, 2013, 18:55 by gekko64.)
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moar suggestions:
1) blinding light is broken for simulatenous turns MP as it lasts double than intended. changing it to work like charm person would fix this
2) pirate coves are a bit crazy. it might be interesting to move them to sailing and have seafaring allow working water tiles.
3) the number of angels/champions the mercurian/infernal start with should scale with game turn and gamespeed. currently they are godlike if rushed, stumped it summoned late.
January 4th, 2013, 19:21
(This post was last modified: January 4th, 2013, 19:59 by gekko64.)
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about drill, another easy way to balance it would be to make it unlock a few useful promos instead ( or alongside ) of combat.
and another one: simply merge drill 1 and 2. blitz requires blitz 3 and combat 1.
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Drill already unlocks blitz (after mil strat is teched), one of the main reasons I go drill when I do.
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I really like the latest suggestion ( merging drill 1 and 2 ) : I have been reading some thread about drill vs combat over at cfc to get a better perspective and that one sounds just perfect. drill 3 and 4 are pretty good, the problem is that 1 and 2 ( 1 especially ) are so much worse than a combat promo. otoh, merging them makes d1 competitive with c1 while not altering the balance of the game.
January 5th, 2013, 08:26
(This post was last modified: January 5th, 2013, 08:28 by Tasunke.)
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so it'd go Drill 1 Drill 2 Drill 3 -> Blitz?
or maybe a buffer between Drill 3 and Blitz as weak as the original Drill 1?
Edit: not sure Drill 3 and C1 is quite the same as a Drill 4 requirement to be honest. I'd much rather prefer making a weak 'buffer' promotion ...
but if all else fails, I suppose making it require Drill 3 and C3 would be fine, if unthematic.
Or maybe Drill 3 + Flanking1 OR Mobility1
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