Total War: WARHAMMER

Total War: WARHAMMER

Radious Total War Mod
Lt. Ruben 3 Mar, 2017 @ 4:53am
Balancing Suggestions
It would be great to have a separate Balancing Thread, to let the team know what we feel like is too Over or Underpowered :) But only with sufficient data and reasoning behind it ("Nerf XY, they always trash me" is not gonna cut it :P)

i am gonna make my very own balancing suggestion below (double post incoming) so you can see what i meant, and maybe you encountered something i missed or didn't get to experience yet
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Showing 1-11 of 11 comments
Lt. Ruben 3 Mar, 2017 @ 5:13am 
Maybe needed info:
I play as Bretonnia
Very Hard Difficulty
Ultra Unit Size
Battle Difficulty: Normal

SUGGESTIONS
:
  1. Reduce the moral of all units by 25% (normal Empire Swordsmen fight until there are only 10 men left from the initial 160, same for bretonnian low-tier-units)

  2. give every unit 10% more HP: to counter the lowered moral, so the battles don't end too quickly.

  3. Higher the morale damage value of certain contitions like "flanked" etc

  4. raise spell damage by 25% the Damage spells (only used Heaven damage spells so far) are not really worth it, compared to the effectiveness of buffs. so raising their damage should change that. 25% seems like a big amount, but don't forget that every unit now has 10% extra HP

  5. raise the upkeep for elite units for around +15%: they are currently too cheap compared to lower tier units, in my Bretonnia campaign there is currently no reason for me to pick any peasant unit over a knightly footsoldier unit (not even bowmen, since there are royal bowmen)

  6. Give cavalry, especially Shock Cavalry, more mass: They feel a bit lacking right now, especially the shock cav. they can't even charge through a unit of Empire Swordsmen.

  7. Raise the Shock Cav weapon damage and Charge, and slightly lower the melee attack: this, combined with the extra mass from Point 6 should make a shock cavalry charge more devastating and more useful, while the reduced melee attack should prevent them from becoming too strong in continuing combat (which is not their intended purpose)
    Otherwise, normal close combat Cavalry is just superior and always the better choice than shock cav. (especially since the morale system currently is not that important)

Point 1, 2 and 3 make for a far more tactical and enjoyable gameplay, since it now matters more to use morale-breaking tactics, instead of just mindlessly bashing them, since morale damaging doesn't really work atm.



All those points together should make for a far more entertaining real time combat :)

Thanks for your Great Work Radious et al, it gets better with every update :) hope i could help you make it even a better mod with my suggestions and impressions.

Lt. Ruben
Venris 3 Mar, 2017 @ 5:53am 
Very nice suggestions. Maybe I will implement some of them in my submod. Lowered morale already. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=845029217&searchtext=
Last edited by Venris; 3 Mar, 2017 @ 5:54am
Radious  [developer] 3 Mar, 2017 @ 6:42am 
Good day Sir, yep some suggestions are good, i will look at the morale. More HP like this would require significant balance changes - weapon damages, missile damages, amount of ammo needed, spell damages, monsters and single unit type of units etc etc.
halo_xe 3 Mar, 2017 @ 8:32am 
I cant remember if Radious had mentioned changes to the Chaos Invasion or not, however something has to be done in that regard. Either Kislev needs a nerf, or Chaos needs a buff. As it stands now, no matter what faction I play (I play on either Hard or VH), Chaos rarely makes passed the Kislev provinces. These damned Russians usually manage to knock out 3 or so "Doom Tides" and the majority of the main force. The stragglers that make it passed are no match for the other Empire factions.

I agree on making elite quality troops cost more, as some of the stacks that I face (and field) are pretty insane.
Radious  [developer] 3 Mar, 2017 @ 9:19am 
Chaos was buffed very much - mroe hordes, faster spawns, better unit compositions (including custom units), better beastmen spawns, better and much stronger south bjorling spawn. And overall horde system was rebalanced to favour them more. But sadly Ai is simply very bad at handling horde armries - it treats them as regular armies, not army/city together. And making spawn 20-30 armries at the same time would probably cause many issues and potential crashes since there is certain limit for it.
Lt. Ruben 3 Mar, 2017 @ 12:27pm 
Radious, with the HP buff i just meant to raise health from 8.000hp to 8.800hp for example. that should make the battles overall 10% longer, which counteracts the leadership reduction (which would cause shorter battles)
and there would be no need to change any attack, armor etc values, because if everyone gets the 10% buff (including lords etc) then the overall balance will not even change in the slightest way. the only thing that would suffer from this is the spell damage (and maybe the healing spells, if they give a fixed amount of health rather than percentage of max health)

so after giving it a little bit more thought, i would lower the overall leadership by 20% (= 80% of current leadership), raise their health by 15% (=115% of current) [10% would probably too little] and make leadership breaking stati (far) more efficient. ("flanked" etc)

having "unbreakable" units is not really worth anything at the moment, since normal units don't really break either, or they keep reappearing until you totally destroyed them, cause they don't want to shatter with more than 5/120 soldiers left
Radious  [developer] 3 Mar, 2017 @ 8:54pm 
I think you will like next update. There will be changes to health, morale, spells and much more. :-)
Lt. Ruben 4 Mar, 2017 @ 2:24am 
keep them coming :D so far, every update was an improvement, so i have full faith in you <3
but until it is ready, can you tell me in which tables i can change morale, hp, upkeep, mass and spell stats/damage ?

if i can play with those values myself, i can provide more accurate balancing suggestions ;) i was actually balancing stats in Medieval 2 for a Third Age submod and to some degree for Third Age itself (until i had no time left thanks to RL), and i somehow really enjoy the playing around with numbers :') and yes, i am a perfectionist haha
Radious  [developer] 4 Mar, 2017 @ 3:34am 
For mass and HP (global hp per unit entities) - battle_entities tables. For HP per single unit type - land_units tables. For attacking spells - projectile tables and battle_vortexs tables. For unit morale - land units tables, for morale effects - kv_morale tables

Hope this helps. :-)
Last edited by Radious; 4 Mar, 2017 @ 3:35am
Lt. Ruben 4 Mar, 2017 @ 5:46am 
THANK YOU SIR!
love you <3
Tony 22 Mar, 2017 @ 7:58am 
Vampires are far too powerful at the moment. Every grand campaign game I start they are always strength rank 1 or 2 and completely steamroll everyone they fight against. They desperately need a nerf as this makes the grand campaign a little impossible. Not sure If I'm the only one who has experienced this or not.
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