Author Topic: balancing changes for magic faction  (Read 804 times)

titi

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balancing changes for magic faction
« on: 29 October 2013, 23:42:32 »
revision 4653 introduced some changes for the magic faction. Please try and comment it!

To see what was changed, best look here:
http://sourceforge.net/apps/trac/megaglest/changeset/4653
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titi

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Re: balancing changes for magic faction
« Reply #1 on: 1 November 2013, 10:39:57 »
I think its still not enough! What about another upgrade for "ghost armor" and daemon in the tower? It would raise their armor again ( by 10 ? ) and make them stronger ( 20? ).
By this these units are maybe useful in later game too.
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tiger

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Re: balancing changes for magic faction
« Reply #2 on: 10 November 2013, 06:01:20 »
I think you are right. Every time I play with bots magic is always the first one out.

filux

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Re: balancing changes for magic faction
« Reply #3 on: 10 November 2013, 07:13:55 »
I think its still not enough! What about another upgrade for "ghost armor" and daemon in the tower?...
I think that it is worth waiting a few weeks, and check if changes are necessary, and then implement them after the stable release.

...Every time I play with bots magic is always the first one out.
This is because magic have the "slowest start" but with good "commander" and on the quite big map can be a contender for the strongest faction.


Omega

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Re: balancing changes for magic faction
« Reply #4 on: 10 November 2013, 10:35:00 »
I think you are right. Every time I play with bots magic is always the first one out.
I disagree. Magic is a strong faction. The AI just sucks at it. Magic is played a bit differently from other factions.
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tiger

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Re: balancing changes for magic faction
« Reply #5 on: 10 November 2013, 15:59:51 »
That's True Omega. The bots use their workers to do a lot of fighting which stops their resource intake, and only (usually) create summoner units to fight with. (summoners are bad at fighting)

 

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