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Discussion in 'Lordaeron: The Foremath' started by Woodenplank, May 2, 2018.
There is an OR in the middle.
Buff them and every other unit.
If everything is OP, nothing is
Or make it upgradeable to a cannon that is untargetable by air. If Dwarves are gonna have such a strong defense they should at least pay for it.
just make them repairable and rebuildable? maybe? (if they take out the cannon then usually they will take out the base but not always). And give them higher hp and fortified armor?
So they can still be aimed by air but it requires a lot more than just a quick snipe to take em out, and being able to be repaired helps also. The other alternative it to make the cannons invulnerable, and instead make it so that the base has to die for the cannon to be destroyed.
This would fix the whole repair problem, and bases are pretty tanky and usually cannot be aimed by air so it would fix two birds with one stone.
I personally have never seen the catapult as a tide turner in a fight, usually ur either overwhelmed or ur not. U could even add a minimum range to the catapult so that it cant target ppl that within that minimum range.
No, no and no
Canons WERE a mistake
And mistakes need to be fixed
On the actual case, remove IS the solution
that is the simple and boring solution. The cannons are an interesting idea. There is no reason to scrap them.
Oh yeah, because you think your idea is gonna fix shit?
Make them invulnerable till the building is destroyed ?
You know what will happen ?
First, more alliance players will stay south because they think they have a bigger chance to hold this shit
Secondly Legion will put their siege on the right part of the canon, behind hills, and will take building down
Lastly, more alliance players south means Undead steamrolling north like never
That's for the Dwarven part
On the Dragonmaw part, Do you realise how quickly 10 hawks and gryphon squad can take port down?
I don't think you do, but let's continue
First, it's not helping, it's not protecting shit, now airs won't only destroy catapult they will also destroy capital making morghor unrevivable right from the start
Secondly, an unrevivable Morghor is a dead morghor, unless alliance is full of noobs, but if they were, port would still be standing, which is not the case we're talking
Now let's talk about increasing hp,
For the Canon, it will take what? 2 more fingers ? And job is done anyway
Or green can just bring 10 Fingers through invisible + kure and take down canon anyway
Armor type won't change shit when you face finger of death
Same thing about Catapult, instead of one fireball and blizzard + few balistas shot, it will take more balistas shot and 3 fireball?
Still dead as fuck, and for what ? Considering the attack speed not more than 3 shots
3 shots is nothing when you got scrolls, healing waves, stones, aoe elite heal and more
You've never seen catapult turn the tide ? So why the fuck do you want to keep it?
Improved combat mechanics are useful when they serve a purpose
I don't see any purpose on having those
I don't see any bad from removing those
If there's no canon, legion will finger towers and siege
If there's no catapult alliance will aoe army and gate to take it down faster
What you could do with them, on the other hand, is making them worth to get
And since they aren't on the early game, make it only mid/late game with Old Gods path
Everyone knows Twilight Citadel and Shadowforge are very fragile capitals, very easily taken down by any other team
So what about limit those to Dark Iron path, within shadowforge, and Twilight path, within highlands ?
They would actually have a purpose there, the one to defend the undefendable, quite ironic
But I don't see any other useful way to keep those
Obviously there's still a lot of cons, but there would have a couple of pros :
It would make early fight more dynamic, mb shorter but funnier, no more "wait I destroy your silly canon and then we attack"
It could help making Old Gods capitals somehow defendable
Shadowforge might seem like a fortress but is not, few fingers and gg wp cya DI
And Citadel has no defense, can't call tentacles and recall as defense, more like gameplays mechanics than anything else
But even with this, canon and catapult should have a rework
Shadowforge is very open to air forces, and I think Citadel could rather use some multishot coming from citadel itself than a cata above
Quite a lot of shit I just said but barely anything
I will gladly enjoy when version without those gets released
It is a good defense mechanism, if you were to keep them their ranged should be reduced to the walls of the fortress.
first of you need to calm down, second you are making alot of assumptions on what ifs based on my suggestions. I only provided imo some ways I think we could keep the cannon/catapult and make if fun for everyone. If you want to tear apart every option I give have at it.
I think your idea of making solo capitals to have a more interesting gameplay element for defending is a good idea. I approve of anything that makes a faction more unique and fun.
To your main point about my opinions. Sure increasing the health along would probably not be enough thats why I suggested changing its armor type to fortified and it can be made spell immune. The main reason they are aimed down atm is cause they have no way of being reliably repaired. Only yellow can repair his and thats because he has a repair spell.
I do think making them invulnerable and having to destroy the base itself as being the most useful option. As like i said it solves two issues the cannon/catapult currently have. First it would increase the time it takes to kill them (bases have more health, and are fortified) so they cant be aimed as easily. Second it fixes the problem of not being able to repair as you can just repair the base.
Also when i said that I dont consider it a tide turner I meant that IT ALONE doesnt turn the tide, but if supported properly it is extremely helpful in defending against multiple sieges.
I do think that most capitals should be immune to air target as its too ab-usable.
I love the idea of Onyx to move them to DI and THC.
And my vote goes to remove, they really don't add anything else than annoyance, for dw as stated few fingers and for dmc few air units solve the problems.