Skip to content

BallLM. A mod that changes and improves the original game balance.

User Avatar
#3
Auto-translated
I like the boldness of the ideas... Although, yes, with such a name and the harshness of the mod, I'm afraid it won't be popular.
You're changing the concept. This isn't balance, it's more like imbalance, yes. But the point is to improve the game mechanics themselves, right?
All units have been given "infinite retaliation" (now it will be more difficult to destroy a strong unit with a large number of attacking units)
The tactic of focusing fire, and the tactic of using single units, are really a cancer in the game.
Ideally, this problem should be solved by dividing them into two classes based on defense – regular and protected; the first doesn't give any retaliation at all, the second retaliates against all attacks.
Unfortunately, only the second is technically feasible.
All ranged units, except for the ranged units of Colossus and Cyclops, have received "retaliatory shot" (enemy ranged units cannot freely shoot down your ranged units)
Unpunished shooting at everything is another problem in the game. Only casters are worse, as they do the same thing, but are even more powerful with small armies, and encourage the tactic of "walking around with an army of many druid units," due to the idiotic damage calculation formula. Oh, and they also ignore defense, just for good measure.
In short, yes, it might help solve the problem. But, in my opinion, not very much. Ideally, the range of combat spells and shots should be limited; then, in order to carry out attacks, you would have to at least slightly expose yourself to the possibility of a counterattack... But, unfortunately, this cannot be done. So, you're doing what you can.
"Killing Blade" has been added to all units from tier 1 to tier 4 (equalizing the chances against large armies)
I didn't understand this... Can you explain the use case in more detail?
4. All tier 7 units now have "deadly strike" (fighting large armies and speeding up the game)
Same here. And wouldn't deadly strike encourage players of defensive races to prolong the game? Let's say I'm playing as dwarves... And I'll like it if both of my super-expensive and tough Magma Dragons are killed in the first turn by deadly strikes? I'll want to drag it out even longer until the end and accumulate more of them, until the time when deadly strikes no longer matter...
The bonus for the difference between attack and defense has been reduced to 0.01 instead of 0.05
Isn't that too defensive of a change? And in general, it looks a bit boring after the previous one.
Nomadic Centaurs have 11 initiative instead of 10
This kind of thing raises some slight questions. Do you understand that after the previous changes, you literally need to re-balance the entire game from scratch? An initiative of 1 for the Nomadic Centaurs is a drop in the ocean; you need to look at what really happened and whether the Orcs have suddenly become twice as strong (or weaker) than all the other races.
Well, as for the changes with machines and knowledge, they look logical. The change with the Elf Roost was a pleasant surprise.
 

К А
Стикеры GBF в Telegram