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I think it's in a much, much better place. The accuracy reduction was a good shout. Now you need to actively think about where to position your gyro before wasting your valuable ammo. That perfect positioning often brings you in range of the enemy missiles. These units now have the element of risk and reward rather than being pure flying death machines. Still have the capacity of providing devastating damage, but it's more earned and sometimes punished. Good job
What other people do with their mods is down to them, but I'm not interested in creating an "I win" unit
I didn't include the same stats/effects as the proper helstorm as I didn't want it to be too OP.
Leave that with me and I'll do some testing and if I don't think it's to bad I'll add it
It simply saves lower tier units from instantly becoming obsolete as soon as a single city reaches a certain tier. And on top of that it feels stupid anyway if suddenly massive amounts of certain elite units fall from the sky as soon as a single recruiting facility has been built.
But I would suggest to make this limit not as tight as the ones of the Tomb Kings.
Otherwise you run the risk of annoying people who aren't as much of a fan of this design.
I'm going to update the mod with the more mundane changes first, cost, range etc. and have a think about the building limitation
you've given me food for thought...
Any balancing would need to be drastic. You can add a unit-cap. And/or, reduce the speed to ~40. Double the upkeep. Half the ammo. The bombs are irrelevant tbh. Leaving them or removing them makes no difference to the power.
My initial thoughts were that these units are a lot of fun. On reflection, it feels like I had an uncounterable advantage over the AI.
Just to reiterate, with possibly the exception of mages, these are the best units in the game when modded in.
The ability to have helstorm rockets on the fly is insanely powerful as you can adjust their position relative to the enemy lines and thus get ever higher casualties. Additionally the 160 range is actually helpful in that your shots are no longer inaccurate, you hit unit formations pretty consistantly. Right now I have to force myself not to bring more than one unit in an army, or I feel like cheating.
I concur with stripping the bombs as they are no longer needed, and maybe reduce their ammunition by 1/4 and I think they would be quite balanced. Hope this helps!
First off, its better balanced than expected. You basically created a new niche of "airborne artillary" for the dwarfs which feels like a rather natural combination for the dwarfs that fits perfectly into their composition. This broadens their versatility without being simply better than their classical artillary. Great concept.
The only things I would recommend are
1. Getting rid of their bombs altogether. Your Gyros bring enough to the table without those. It also leaves the bombs as a niche for the standard Gyros, which are otherwise close to obsolete.
2. Switching them to the Tier 5 building. That way the fact that they usually outperform standard Gyros is more justified, its also more in line with other Tier 5 units like the flame cannon and that way Tier 5 has more stuff it unlocks.
Anyway, great work.