BFME 3.3 Real, lord_Turin

okay, then i would agree with the ms increase for gondor. ents should also seem okay, i missunderstood the "-0.2as" in the changelog as a nerf to the attackspeed, not that it actually became faster <.<. but yeah, lower as -> more attacks per second.
 
-50 less range on towers so that you don't have to babysit your catapults that much when going against towers.
-Some more balcoth spawns mid-late game for easter, cause except mumas they don't really have any elites.
-Ents hardened skin seems to be too hit and miss 15% 40 dm reduction? rather it be much weaker but more constant so it's easier to gauge how well your units will do.
-Udun units don't have hotkeys i think? or was it rohan (when you buy them)
-Grond collission is very strange, think you need to make it a smaller model (as the collission is already big enough)
-Isengard ballista attack ground, and possibly a bit faster since they got nerfed pretty hard, and its difficult bringing them outside isengard to use cause of their ms.
-Was the dm and armor grade time reduced to 8 minutes in 3.2?
-Cair andros towers? (You haven't updated the list on the forum so dunno bout it) anyawys the sentry is fine but removing a farm or a guard tower would be cool
-Far harad terrain slight change, if you just ....rotate it a bit so the entrance and exit is a bit more diagonal instead of horizontal i think it would let armies flow more smoothly.
-Mordor pikemen should get a bit more range in their attack, they feel a bit funky currenlty with their clsoe to melee attack.
-Easter variags could use a slight change, they're weak melee wise, decent enough meat shields(against heroes) they don't really do any real damage they're not that fast and they get killed really easialy by good if you don't keep them away from units such as archers, pike, Maybe some kind of slow spell that spiders has that slow units down would be cool(not heroes)
-Easterling footman is  a bit weaker than gondor footman and much weaker than swordsman of dol amroth, sliiiiiiiight buff could be cool.
-With the nerfs of burrow and slight buffs to fangorn overall? I think some weak units like dunland spearmen could be slightly buffed for isengard
-Wainrider archer for easter feels a bit weird in easter army, as you don't really spawn enough of them to mass, nor do they do fantastic damage, and you can't really micro them, rather have some more easter javelinmen
-Defend for lorien swordsmen would be pretty cool, as that would make them great against fortified positions and piercing damage as the only real use of them now is healing they can't really be counteed on to have any other role than healing or some meathshield(which they are pretty horrible at with their medium armor and 500 hp though this may overlap a bit too much with ents though. Could give them 1 or 2 less heals at max mana( needs to be thoguh about i guess.
-Uruk hai crossbowmen have really long rangeO-o (800)
-Merry could get an abolish magic type spell :O
-Woses need to get some magic resistance or something, they instadie when faced with any enemy or spells :p
-Naz and mordor needs to be a bit harder to play, shorter castrange on certain spells on naz would probably be cool, but need to also think about what other options there is. In addition to orc spell for mordor i think another kind of ability or spell that can make mordor a bit harder. Maybe some berserk spell or something for axethrowers? WE need something atleast :p
-100-150 range on elven scouts would be really cool gameplay wise then you could easier micro them to slow heroes, maybe a bit more ms also, but then its the possibility that they may escape a bit too easy. still around 100-200 range would be really cool micro wise i think,as its already a possibility to slow down heroes and stuff with it but its quite hard micro and gameplay wise to get in range of heroes due to their ms and melee attack. 
-The terrain above khand creeps is a bit too open.
-Remove armor on crebain, a bit less evade. a slight reduction on sight range could also be justified.
-Wolf of mirkwood change to heavy armor from medium, or buff hp as tjhey pretty much instadie to other melee. Maybe even add a cool spell to them:O Since mordor felbeast is getting removed maybe give wolves or some other easter unit roar :O just a minor roar like 5% but it would be cool to have some other ability for easter on units.
-Add a zeppelin transport for isengard so they can load bombs inside and drop on enemies such as archers. ... .... ... ( :D)
-Is far harad changed? as the campfire and highground? + towers made it really really hard to attack that in addition to chokes, wihch can be countered by heals, but the campfire heals them up so it's really hard to take if there's an army there and you're not outnumbering the enemy.
-Lurtz and grima could be made better as there's really no necessity at all for using them, its arguably better to just level sharku saru and ugluk
-Maybe instead of having cold arrow on gondor demis rather have a 50 or so mana spell with cd  on them  that slows a unit down for a longer period of time than current cold arrows, would make gondor stronger against naz(which is currently a problem)
-Gondor wall archers less hp they currently have 880?
-20 more mana on harad troll hero.
These suggetsions may be horrible, blah blah blah,  I will add more later.
 
Rizel said:
-50 less range on towers so that you don't have to babysit your catapults that much when going against towers.

TERRIBAD


-Some more balcoth spawns mid-late game for easter, cause except mumas they don't really have any elites.


EASTER NEEDS MORE STRONG AND SPECIAL UNITS AMAGAD

-Ents hardened skin seems to be too hit and miss 15% 40 dm reduction? rather it be much weaker but more constant so it's easier to gauge how well your units will do.
-Udun units don't have hotkeys i think? or was it rohan (when you buy them)
-Grond collission is very strange, think you need to make it a smaller model (as the collission is already big enough)
-Isengard ballista attack ground, and possibly a bit faster since they got nerfed pretty hard, and its difficult bringing them outside isengard to use cause of their ms.

i agree that they where nerfed to death lol but still giving them normal ms ud probably be ok maybe...

-Was the dm and armor grade time reduced to 8 minutes in 3.2?

YES?...


-Cair andros towers? (You haven't updated the list on the forum so dunno bout it) anyawys the sentry is fine but removing a farm or a guard tower would be cool

WHY?... it changes nothing its no t towers that make cair a hard passing its the terrain

-Far harad terrain slight change, if you just ....rotate it a bit so the entrance and exit is a bit more diagonal instead of horizontal i think it would let armies flow more smoothly.
-Mordor pikemen should get a bit more range in their attack, they feel a bit funky currenlty with their clsoe to melee attack.

-Easter variags could use a slight change, they're weak melee wise, decent enough meat shields(against heroes) they don't really do any real damage they're not that fast and they get killed really easialy by good if you don't keep them away from units such as archers, pike, Maybe some kind of slow spell that spiders has that slow units down would be cool(not heroes)

They are basicly the same as riders of rohan but without crit..............

-Easterling footman is  a bit weaker than gondor footman and much weaker than swordsman of dol amroth, sliiiiiiiight buff could be cool.
-With the nerfs of burrow and slight buffs to fangorn overall? I think some weak units like dunland spearmen could be slightly buffed for isengard
-Wainrider archer for easter feels a bit weird in easter army, as you don't really spawn enough of them to mass, nor do they do fantastic damage, and you can't really micro them, rather have some more easter javelinmen

no..javelinmen dosnt have the greatest damage type.

-Defend for lorien swordsmen would be pretty cool, as that would make them great against fortified positions and piercing damage as the only real use of them now is healing they can't really be counteed on to have any other role than healing or some meathshield(which they are pretty horrible at with their medium armor and 500 hp though this may overlap a bit too much with ents though. Could give them 1 or 2 less heals at max mana( needs to be thoguh about i guess.
-Uruk hai crossbowmen have really long rangeO-o (800)
-Merry could get an abolish magic type spell :O

wtf???to make half evils healing removed or what?, merry wich will more often be close to enemy heroes then ghan-buri-ghan will use the skill more when the evil heroes sue black heal removing alot of evils healing (if used in range of abolish magic he instant remove it before healing is done) and what else could it be used to ? waste his mana on removing bloodlust when he needs to be healer?

-Woses need to get some magic resistance or something, they instadie when faced with any enemy or spells :p

no shit

-Naz and mordor needs to be a bit harder to play, shorter castrange on certain spells on naz would probably be cool, but need to also think about what other options there is. In addition to orc spell for mordor i think another kind of ability or spell that can make mordor a bit harder. Maybe some berserk spell or something for axethrowers? WE need something atleast :p

that wont make em harder tougth just stronger

-100-150 range on elven scouts would be really cool gameplay wise then you could easier micro them to slow heroes, maybe a bit more ms also, but then its the possibility that they may escape a bit too easy. still around 100-200 range would be really cool micro wise i think,as its already a possibility to slow down heroes and stuff with it but its quite hard micro and gameplay wise to get in range of heroes due to their ms and melee attack. 
-The terrain above khand creeps is a bit too open.
-Remove armor on crebain, a bit less evade. a slight reduction on sight range could also be justified.

wha

-Wolf of mirkwood change to heavy armor from medium, or buff hp as tjhey pretty much instadie to other melee. Maybe even add a cool spell to them:O Since mordor felbeast is getting removed maybe give wolves or some other easter unit roar :O just a minor roar like 5% but it would be cool to have some other ability for easter on units.
-Add a zeppelin transport for isengard so they can load bombs inside and drop on enemies such as archers. ... .... ... ( :D)
-Is far harad changed? as the campfire and highground? + towers made it really really hard to attack that in addition to chokes, wihch can be countered by heals, but the campfire heals them up so it's really hard to take if there's an army there and you're not outnumbering the enemy.
-Lurtz and grima could be made better as there's really no necessity at all for using them, its arguably better to just level sharku saru and ugluk
-Maybe instead of having cold arrow on gondor demis rather have a 50 or so mana spell with cd  on them  that slows a unit down for a longer period of time than current cold arrows, would make gondor stronger against naz(which is currently a problem)
-Gondor wall archers less hp they currently have 880?
-20 more mana on harad troll hero.
These suggetsions may be horrible, blah blah blah,  I will add more later.

there i cba to read more of it atm
 
Gondor ranger 2 food. Make it 1 food
Moreish spawn for rohan early.

Adding more.
 
------------------------------------------------------------------------------------------
Gondor: -= DONE =-
1 Castle: 2 Soldiers of Gondor,
1 Archer.
1 Warrior of Ringlo Vale

2 Castles: 3 Soldiers of Gondor,
1 Archer,
2 Ranger of Ithilien,
1 Royal Guard, 
1 Fountain Guard.
2 Warriors of Ringlo Vale,
3 Warrior of Pinnath Gelin

3 Castles: 3 Soldier of Gondor,
1 Archer,
2 Ranger of Ithilien,
4 Royal Guards,
2 Fountain Guards.
1 Warrior of Ringlo Vale,
3 Warrior of Pinnath Gelin

4 Castles: 1 Soldier of Gondor,
3 Ranger of Ithilien,
7 Royal Guards,
3 Fountain Guards.
2 Warriors of Ringlo Vale,
4 Warriors of Pinnath Gelin

5 Castles: 5 Rangers of Ithilien,
10 Royal Guards,
4 Fountain Guards,
1 Eagle.
5 Warriors of Ringlo Vale,
3 Warriors of Pinnath Gelin
------------------------------------------------------------------------------------------
Rohan: -= DONE =-
1 Castle: 3 Riders of Rohan.
2 Milita
1 Spearman
1 wose

2 Castles: 4 Riders of Rohan
1 Rohan Swordsman,
2 Archer.
1 Militia,
1 Spearman
1 wose

3 Castles: 6 Riders of Rohan,
1 Mounted Archer.
2 Riders of the Mark
1 Spearman,
1 Archer,
1 Rohan Swordsman
1 wose

4 Castles: 7 Riders of Rohan,
1 Mounted Archer,
1 Captain of Rohan.
3 Riders of the Mark
1 Spearman,
2 Archers,
1 Rohan Swordsman
1 wose

5 Castles: 7 Riders of Rohan,
2 Mounted Archers,
1 Captain of Rohan.
4 Riders of the Mark
3 Archers,
2 Rohan Swordsman
1 wose
------------------------------------------------------------------------------------------
Dol Amroth: -= DONE =-
1 Castle: 3 Swords-Masters of Dol Amroth,
1 Archer.
2 Warrior of Pinnath Gelin.
3 Knights of Dol Amroth

2 Castles: 3 Sword-Masters of Dol Amroth,
1 Archer, 1 Axeman of Lossarnach,
1 Dol Amroth Apothecary.
2 Warrior of Pinnath Gelin.
4 Knights of Dol Amroth

3 Castles: 3 Sword-Masters of Dol Amroth,
2 Archers,
2 Axemen of Lossarnach,
1 Dol Amroth Apothecary,
1 Warrior of Pinnath Gelin,
1 Champion of Dol Amroth.
2 Warrior of Pinnath Gelin.
4 Knights of Dol Amroth,
1 Royal Knight

4 Castles: 4 Sword-Masters of Dol Amroth,
2 Archers,
2 Axemen of Lossarnach,
1 Dol Amroth Apothecary,
2 Warriors of Pinnath Gelin,
1 Warden of Pelargir,
3 Champions of Dol Amroth.
5 Knights of Dol Amroth,
1 Royal Knight

5 Castles: 4 Sword-Masters of Dol Amroth,
2 Archers,
2 Axemen of Lossarnach,
1 Dol Amroth Apothecary,
3 Warriors of Pinnath Gelin,
5 Champions of Dol Amroth.
6 Knights of Dol Amroth,
1 Royal Knight
------------------------------------------------------------------------------------------
Fangorn: -= DONE =-
1 Castle: 2 Elven Archers,
1 Lorien Swordsman.
2 Enting

2 Castles: 2 Archers,
2 Lorien Swordsmen.
2 Enting,
1 Willow

3 Castles: 3 Elven Archers,
2 Lorien Swordsmen,
1 Elven Cavalry,
2 Enting,
2 Willows,
1 Chestnut
1 Galadhrim Priest.

4 Castles: 3 Elven Archers,
2 Lorien Swordsmen,
2 Elven Cavalry,
1 Galadhrim Priest
1 Enting,
3 Willow,
1 Chestnut,
1 Oak

5 Castles: 3 Elven Archers,
3 Lorien Swordsmen,
3 Elven Cavalry,
1 Galadhrim Priest.
1 Enting,
4 Willow,
1 Chestnut,
1 Oak
-----------------------------------------------------------------------------------------
Isengard -= DONE =-
1 Castle: 2 Dunlending Spearmen,
1 Dunlending Pillager.
2 Uruk-Hai Swordsmen,
2 Uruk-Hai Pikemen,
1 Uruk-Hai Crossbowman,
1 Warg Rider

2 Castles: 2 Dunlending Spearmen,
2 Dunlending Pillagers,
1 Crebain.
3 Uruk-Hai Swordsmen,
3 Uruk-Hai Pikemen,
1 Uruk-Hai Crossbowmen,
2 Warg Riders

3 Castles: 3 Dunlending Spearmen,
2 Dunlending Pillagers,
1 Crebain.
4 Uruk-Hai Swordsmen,
3 Uruk-Hai Pikemen,
2 Uruk-Hai Crossbowmen,
3 Warg Rider,
1 Uruk-Hai Berserker

4 Castles: 4 Dunlending Pillagers,
2 Half-Orcs,
1 Crebain.
5 Uruk-Hai Swordsmen,
3 Uruk-Hai Pikemen,
2 Uruk-Hai Crossbowmen,
3 Warg Riders,
1 Uruk-Hai Berserker,
1 Uruk-Hai Captain,
1 Bolt Thrower

5 Castles: 4 Dunlending Pillagers,
3 Half-Orcs,
1 Crebain,
1 Battering Ram
4 Uruk-Hai Swordsmen,
4 Uruk-Hai Pikemen,
2 Uruk-Hai Crossbowmen,
4 Warg Riders,
3 Uruk-Hai Berserkers,
1 Uruk-Hai Captain,
1 Bolt Thrower,
1 Bomb-Team
------------------------------------------------------------------------------------------
Easterlings -= DONE =-
Castle 1: 2 Easterling
1 Javvillner
1 Wain Rider
1 Wolf of Mirkwood

Castles 2: 3 Easterling
2 Javvliner
2 Haradrims
1 Wain Rider,
1 Variag of Khand,
1 Mounted Archer.
1 Wolf of Mirkwood

Castles 3: 3 Easterling
3 Javvilners
2 Haradrim
2 Wain Riders,
2 Variags of Khand,
1 Mounted Archer.
2 Wolves of Mirkwood

Castles 4: 4 Easterling
4 Javvilners
2 Haradrims
3 Balchoths
3 Wain Riders,
3 Variags of Khand,
2 Mounted Archers.
2 Wolves of Mirkwood

Castles 5: 6 Easterlings
2 Wolves of Mirkwood
4 Javilner
4 balcoth
3 Wain Riders
3 Variags of Khand
3 Mounted Archers
2 Haradrims
1 Mumakil
------------------------------------------------------------------------------------------
Harad: -= DONE =-
1 Castle: 1 Haradrim,
1 Troll-Man of Harad.
2 Pirates of Umbar,
1 Corsair of Umbar,
1 Wildman of Harad,
1 Black Numenorean

2 Castles: 2 Haradims,
2 Troll-Men of Harad.
4 Pirates of Umbar,
2 Corsairs of Umbar,
1 Wildman of Harad,
1 Black Numenorean

3 Castles: 2 Haradrims,
3 Troll-Men of Harad,
1 Harashin.
4 Pirates of Umbar,
2 Corsairs of Umbar,
1 Wildman of Harad,
2 Black Numenoreans,
1 Shaman of Harad

4 Castles: 2 Haradrims,
4 Troll-Men of Harad,
1 Harashin,
1 Mumakil.
4 Pirates of Umbar,
2 Corsairs of Umbar,
1 Wildman of Harad,
3 Black Numenoreans,
1 Shaman of Harad,
2 Black Numenorean Elites

5 Castles: 3 Haradrims,
4 Troll-Men of Harad,
1 Harashin,
1 Mumakil
4 Pirates of Umbar,
3 Corsairs of Umbar,
1 Wildman of Harad,
2 Black Numenoreans,
1 Shaman of Harad,
3 Black Numenorean Elites
------------------------------------------------------------------------------------------
Mordor: -= DONE =-
1 Castle: 7 Black-Uruks,
2 Spearmen,
1 Axe Thrower,
1 Saim-Hai Troll

2 Castles: 7 Black-Uruks,
2 Spearmen,
1 Axe Thrower,
1 Black-Uruk Elite,
1 Olog-Hai Troll.

3 Castles: 8 Black-Uruks,
2 Spearmen,
2 Axe Throwers,
1 Black Uruk Elite,
1 Saim-Hai Troll,
1 Olog-Hai Troll.

4 Castles: 8 Black-Uruks,
2 Spearmen,
2 Axe Throwers,
2 Black-Uruk Elites,
1 Fell Beast,
1 Saim-Hai Troll,
1 Olog-Hai Troll.

5 Castles: 8 Black-Uruks,
2 Spearmen,
2 Axe Throwers,
4 Black-Uruk Elites,
1 Fell Beast,
2 Saim-Hai Trolls,
1 Olog-Hai Troll,
1 Wyrm of Mordor.

 
BFME BETA
Creep spot in front of isen
gamling summon description
win trigger
 
in out last game their damage was arround 60-100 with fast as, add slow poison and its incredible strong. besides harad has already numenorians as elite, and they just rape the slowpoisend heroes even more. oh and harrashins have ww so you can just right click any hero. of course there are such things as teamheal but if you take 4 or 5 harrashins to force CONSTANT teamheal, they are like worth a whole army
 
Give edoras/the buildings around it less vision so evil can sneak past it without mistakenly getting spotted there.
IF you have SFX on that ......summon water elemental sound gets spammed in random moments of the game, what spell triggers it I wonder.
Make song of gondor non global T_T it so annoying.
 
Rizel said:
Give edoras/the buildings around it less vision so evil can sneak past it without mistakenly getting spotted there.
IF you have SFX on that ......summon water elemental sound gets spammed in random moments of the game, what spell triggers it I wonder.
Make song of gondor non global T_T it so annoying.

no it doesnt i got sfx on all the time...

and let song of gondor be...so gooododd

and ur not crab champion wtf.
 
Looks very good to me! Tha map becomes prettier and prettier 8D
But did u remove the 2nd gondor tower at harlond rc?
 
its already 1 tower in current ver (3.2)
it was removed to allow some more movement space for evil.
and to reduce static defences.
 
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