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Rapporter et oversættelsesproblem
Last hp buff for tigs reverted. Speed for armored ones increased. Cloud walker hp and md nerfed. And more +- small numbers for others
Ziyad tigermen are patriarchal society, the wont allow females to risk their lives. Hyenas are matriarchal, so its expected to see fem hyenas in future instead
Also i'm for the tiger women too
I do play on Normal, so it's not that I'm playing on a ridiculous difficulty. I love this mod and love the work you guys are doing! Thanks so much!
Bravo. Absolute cinema.
As of now, their melee infantry struggle in combat, and can use physical resistance.
These are some of the best modded modeled troops and their animation is so sick! I LOVE their design and the overall aesthetics. The devs nailed them. They just need more balance.
And their faction specifically will benefits a lot from a life wizard. Considering they take a lot of damage from infantry and missile, and do somewhat well against some cavs, they will need a lot of support, which I do enjoys playing as long as they have the tools.
And their hero are so good and so versatile, but the ability isn't enough to help the frontline Steelpelt to win.
Some physical resistance will help them, like the Fimir in OvN. They are good at combat, but if you don't decrease their model count to 30 or 24, they will struggle. Their missile is a nice touch as well as their potion of healing equivalent, they just need more survivability first. I
I wouldn't consider them shock infantry, except the Berserker.
In WH, shock infantry almost universally have to be at least 45 speed (if not outright big mass entities), hopefully have scare or do enough morale charge damage, and have good mass charge bonus while remaining below 30 entities to pull out fast otherwise they get stuck. It's why mods like SFO reduce entity counts. Few exceptions are Slaanesh and Skaven, but they are given very unique animations and are really fast, melee defense works well on smaller and more numerous entities.
Skinks & Skaven can out-compete them in skirmish against their missile. In melee, the Lizardmen can destroy them with weaker chaff. They can do reasonably well against Black Orc, but going 1v1 against Black Orc is not enough since Greenskin can spam them with their Waaagh. Against Ogres, they don't do so well. These are some of the natural enemies I encounter as Cathay, which can change.
Am I missing something or are most of them quite weak for their cost tho? Almost all of them trade bad both in prolongued combat as well as on the charge against way cheaper units.
Add physical resistance for most of their melee roster, 5% for lower end and 10% for higher end. They needs it and while their missile are good, they struggle in a prolonged fight, don't charge too well, and cannot beat most multi-monster entities. The Physical resistance can help them.
Also, one of their best unit is a lord summon? What? Is there no way to get them? Hopefully soon, their berserker don't do too well in engagment past 2-3 enemies, and lose 1v1 vs. Chosens, which is strong, but they are supposed to be the imbodiment of anti-infantry.
Against infantry, they can be lacking and takes on more damage, against monster they strugggle. I am focusing on melee capabilities, even with their missile. Of course, you can use Cathay missile troop, but Cathay is more of a traditional army with strong defense and armor at front and strong missile at the back. These don't fit into their roster as much.
Fixed panda staff undock under range fire (got in plans to change all units under fire animations, that "ouch its hurt!" looks lame lol)
Perfectly fills some of the gaps in the roster and the lack of diversity for units (if you don't wish to use ogres) without being too op, except for the lords and heroes, which are a bit too op in comparaison of the other cathay lord, but it's too much.
The mod's biggest strength is that the unit cards perfectly capture the artistic style of CA for cathay's card.
A lot of animations for tigers are upgraded, for example weapons no longer clip into ground while getting up. More anim variations for standing and defending rolls in combat.
HP pool for tigermen buffed a little. Gorillas melee dmg decreased, added "stunned" weapon effect instead.