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please revert fanatics change

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  • TheShiroOfDaltonTheShiroOfDalton Registered Users Posts: 34,001
    Theo91 said:

    saweendra said:

    title

    GS have no issue dealing with elite infantry or infantry they have plenty of tools to deal with elite infantry. they don't need a unit which can click and delete enemy infantry so effortlessly.

    this one of the most cancer units in game and stupid design

    I'm playing a Skarsnik campaign at the moment and the fanatics are incredibly helpful early game. Obviously you're talking about mp but i dont think this game should be purely balanced around MP
    Well, then the change should be reverted even harder because Skarsnik's campaign has become way too easy even without the OP fanatics.
  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,275
    Ironically the GS update has sucked the fun out of their campaign for me because of how powerful they've become.
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907
    just keep it the same but half the damage


  • another505another505 Registered Users Posts: 3,182
    Making it majority non ap dmg would allow elites survive better


    But also the idea of fanatics ,literally mad on drugs, are more reliable and predictable than vortex is weird
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,907

    Making it majority non ap dmg would allow elites survive better


    But also the idea of fanatics ,literally mad on drugs, are more reliable and predictable than vortex is weird

    unless they are lightly armoured elites :P


  • another505another505 Registered Users Posts: 3,182
    Loupi_ said:

    Making it majority non ap dmg would allow elites survive better


    But also the idea of fanatics ,literally mad on drugs, are more reliable and predictable than vortex is weird

    unless they are lightly armoured elites :P
    Gotta go fast — WE elites

    ;)
  • RawSugar#1229RawSugar#1229 Registered Users Posts: 1,645
    edited April 2021

    Making it majority non ap dmg would allow elites survive better


    But also the idea of fanatics ,literally mad on drugs, are more reliable and predictable than vortex is weird

    I'd be fine with random if the damage was increased, but a randomly aimed breath attack, that can even be triggered and dodged, i assume even hurt you own units is way worse a nerf than half damage.

    It also adds a "cost" that they must be aimed, casting 5 fanatics in quick succesion is not an instantaneous task even for the best of micro.
    A good middleground would be for the unit to do the aiming but the player to do the trigger (so you see the breathattack and can click for it to launch or not). not entirely loreful but gameplaywise its a good fix imo
  • Totentanz777#2915Totentanz777#2915 Registered Users Posts: 841
    They should be shot out of the unit in front like a cone. The three loons should be be shot randomly in a 90 degree cone in front(kind of like ruination of cities). This way there is randomness but if damage is kept the same then they could pay off a ton. Balance the prices of fanatics units accordingly.
  • WitchbladeWitchblade Registered Users Posts: 1,007
    For the sake of lore representation, realism, balance and game play, fanatics should be:
    • 1 Use only (or kill 3 models with each use)
    • Have an option to auto-fire when the enemy gets within 10 m
    • Be aimable only directly from any space occupied by the unit (no teleportation)
  • RazeAndBurnRazeAndBurn Registered Users Posts: 475
    ShevaTsar said:

    No, i think more factions should get their own version of fanatics. It's one of those unit and design that improve the gameplay.

    Spinning Loons on Hammerers?
  • vizareshvizaresh Registered Users Posts: 225
    edited April 2021
    Night goblins win against Empire swordsmen. they have stalk, vanguard, and poison as well, both cost 400g.
    I'm not talking about fanatics btw.
    Post edited by vizaresh on
  • turrehund#8512turrehund#8512 Registered Users Posts: 474
    vizaresh said:

    Night goblins win against Empire swordsmen. they have stalk, vanguard, and poison as well, both cost 400g.
    I not talking about fanatics btw.

    Seriously? Even without using Waaagh! ?

    That's pretty hilarious. They have silver shields (like all goblins for some godforsaken reason) and are +5 speed faster as well.
  • yst#1879yst#1879 Registered Users Posts: 10,028
    Whats so surprising about that, they got -16 less ld. U can easily get 80% hp value of swordsman, where u wont be getting night goblins back after losing just 60%+ hp or so depending on the situation, simplistically speaking u get $320 value out of swordsman where as u only get $240 of out gobbos. Useless flaggelants is nothing more than $500 fighting prowess, rest paid for unbreakable
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    Top #3 Leaderboard on Warhammer Totalwar.
  • vizareshvizaresh Registered Users Posts: 225
    edited April 2021
    turrehund said:

    vizaresh said:

    Night goblins win against Empire swordsmen. they have stalk, vanguard, and poison as well, both cost 400g.
    I not talking about fanatics btw.

    Seriously? Even without using Waaagh! ?

    That's pretty hilarious. They have silver shields (like all goblins for some godforsaken reason) and are +5 speed faster as well.
    without waaagh it's close but NG still wins more.
  • RawSugar#1229RawSugar#1229 Registered Users Posts: 1,645
    the probl
    vizaresh said:

    turrehund said:

    vizaresh said:

    Night goblins win against Empire swordsmen. they have stalk, vanguard, and poison as well, both cost 400g.
    I not talking about fanatics btw.

    Seriously? Even without using Waaagh! ?

    That's pretty hilarious. They have silver shields (like all goblins for some godforsaken reason) and are +5 speed faster as well.
    without waaagh it's close but NG still wins more.
    they do 1v1 but make the combat slightly more like real combat adding a few leadership debuffs, even just ranged units on both sides, and they lose pretty badly
  • Lotus_Moon#2452Lotus_Moon#2452 Registered Users Posts: 12,365
    RawSugar said:

    the probl

    vizaresh said:

    turrehund said:

    vizaresh said:

    Night goblins win against Empire swordsmen. they have stalk, vanguard, and poison as well, both cost 400g.
    I not talking about fanatics btw.

    Seriously? Even without using Waaagh! ?

    That's pretty hilarious. They have silver shields (like all goblins for some godforsaken reason) and are +5 speed faster as well.
    without waaagh it's close but NG still wins more.
    they do 1v1 but make the combat slightly more like real combat adding a few leadership debuffs, even just ranged units on both sides, and they lose pretty badly
    As opposed to adding poison to other untis fighting them and stalk and vanguard...are they expandable also?
  • RawSugar#1229RawSugar#1229 Registered Users Posts: 1,645

    RawSugar said:

    the probl

    vizaresh said:

    turrehund said:

    vizaresh said:

    Night goblins win against Empire swordsmen. they have stalk, vanguard, and poison as well, both cost 400g.
    I not talking about fanatics btw.

    Seriously? Even without using Waaagh! ?

    That's pretty hilarious. They have silver shields (like all goblins for some godforsaken reason) and are +5 speed faster as well.
    without waaagh it's close but NG still wins more.
    they do 1v1 but make the combat slightly more like real combat adding a few leadership debuffs, even just ranged units on both sides, and they lose pretty badly
    As opposed to adding poison to other untis fighting them and stalk and vanguard...are they expandable also?
    they are indeed. still leadership that low is a real disadvantage that does a lot to even out their strengths. they are agood unit though, especially with waargh, but far from OP
  • eumaies#1128eumaies#1128 Registered Users Posts: 9,614
    RawSugar said:

    RawSugar said:

    the probl

    vizaresh said:

    turrehund said:

    vizaresh said:

    Night goblins win against Empire swordsmen. they have stalk, vanguard, and poison as well, both cost 400g.
    I not talking about fanatics btw.

    Seriously? Even without using Waaagh! ?

    That's pretty hilarious. They have silver shields (like all goblins for some godforsaken reason) and are +5 speed faster as well.
    without waaagh it's close but NG still wins more.
    they do 1v1 but make the combat slightly more like real combat adding a few leadership debuffs, even just ranged units on both sides, and they lose pretty badly
    As opposed to adding poison to other untis fighting them and stalk and vanguard...are they expandable also?
    they are indeed. still leadership that low is a real disadvantage that does a lot to even out their strengths. they are agood unit though, especially with waargh, but far from OP
    yes, the base unit is a good unit. The fanatics are delightful but unfortunately a little too good at systematically removing the threat of heavy infantry armies vs GS. Which I predicted before they even launched the DLC.
  • y4g3r#8736y4g3r#8736 Registered Users Posts: 672
    Can we just disable the ability if the fanatics are involved in combat? Is seems like a completely reasonable solution. They have to use them early, or get tied up and can't.

    I'm of this opinion about magic too. A mage in combat shouldn't be shooting off fireballs or channeling vortexes.

  • Pocman#6295Pocman#6295 Registered Users Posts: 5,887
    yst said:

    Whats so surprising about that, they got -16 less ld. U can easily get 80% hp value of swordsman, where u wont be getting night goblins back after losing just 60%+ hp or so depending on the situation, simplistically speaking u get $320 value out of swordsman where as u only get $240 of out gobbos. Useless flaggelants is nothing more than $500 fighting prowess, rest paid for unbreakable

    Flagellants actually are great v anything elvish. That charge bonus deals wonders v low hp per model infantry.
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