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possible fix for Dragon Princes stats and hammerer?

caladbolgftw#3407caladbolgftw#3407 Registered Users Posts: 530
So I found out Dragon Princes on the table top can hit twice in a turn

so can hammerer and swordmaster



perhaps they could get some animation tweak to make them hit two times in melee? or just slightly faster attack interval? What do you guys think of units that can hit many times in melee? can this possible mechanic fit the game well? For sure there are range units that can fire rapid shot like rattling gunner or gyrobombers, so why not for melee units as well?

Comments

  • Uagrim#4644Uagrim#4644 Registered Users Posts: 2,130
    The units are fine for the most part outside of issues that effect their type more than their own performance. They already have the weaponstrength increase that seems to be closest translation for extra attacks.
  • General_Hijalti#1213General_Hijalti#1213 Registered Users Posts: 5,970
    Uagrim said:

    The units are fine for the most part outside of issues that effect their type more than their own performance. They already have the weaponstrength increase that seems to be closest translation for extra attacks.

    Dragon princes are expensive, take severalturns ti recruit and have no anti large or ap
  • katana1231katana1231 Registered Users Posts: 58
    sadly on campaign dragonprinces are trash,they are so bad that using them is not worth at all,they die so fast and are non armor piercing which is very very big minus. and they cost so much+ recruit time ao high like wtf? why eould you ever use them,they are not worth 3 turn recruit time and a lot of upkeep.but they look so damn cool,especially the fire variant omg.sad that ca made them trash
  • saweendra#3399saweendra#3399 Registered Users Posts: 20,515
    edited August 2021

    Uagrim said:

    The units are fine for the most part outside of issues that effect their type more than their own performance. They already have the weaponstrength increase that seems to be closest translation for extra attacks.

    Dragon princes are expensive, take severalturns ti recruit and have no anti large or ap
    They are one of the best cav units in game when buffed up and one of the only cav unit that can go jead to head eith blood knights, grail knights, demis with helbsrd, and necro knight helberd.


    To the point if you get the charge on them and they couldn't, Dp can actually beat all of those units.

    And their insaine MD with Martial mastery active so heal support mean they are much more effective against infantry then all of the above.

    The other cav units that are in this category is
    Dread knights though but tricky to use. Horned ones, knights of the blazing sun though i am not sure how much you can buff these and still need more knowledge to use.

    Orc big un cav but very situational need to know which variety to use against which opponent, against non ap the regular version against ap the savage version and need to have waagh built up to delete high tier enemy

    #givemoreunitsforbrettonia, my bret dlc


  • Uagrim#4644Uagrim#4644 Registered Users Posts: 2,130

    Uagrim said:

    The units are fine for the most part outside of issues that effect their type more than their own performance. They already have the weaponstrength increase that seems to be closest translation for extra attacks.

    Dragon princes are expensive, take severalturns ti recruit and have no anti large or ap
    They still have high speed, high charge bonus, high armour, physical resistance and martial mastery.

  • elkappelkapp Registered Users Posts: 1,237

    perhaps they could get some animation tweak to make them hit two times in melee? or just slightly faster attack interval? What do you guys think of units that can hit many times in melee? can this possible mechanic fit the game well? For sure there are range units that can fire rapid shot like rattling gunner or gyrobombers, so why not for melee units as well?

    Yes, it's not a technical issue increasing a melee unit's attack speed. One just needs to decrease their melee attack cooldown (obv, if you reduce it to 0 you'll still have the animation duration that take some time) which is simply a hidden stat.

    The big problem this post has is that it's flying over the reason why DPs are garbage, and why in general all cav in TWW is garbage: right now i can tell you DPs are a good and well-balanced unit, and i won't be wrong, actually i'd actually be right since for QB, the gamemode where CA balances the game on, DPs work.
    Obviously that doesn't mean **** since QB isn't the only gamemode in TWW, there's also CP where DPs objectively suck hard, but since CA didn't balance for it then there's not even a reason to stay here and ask ourselves how can DPs become better unit. It'd be like if we were trying to choose the running shoes for a paraplegic to make him run faster.

    On the hammerers, i honestly don't even think you can objectively make them good through stats alone.
    Like, the only way to make those units even slightly effective, outside stacking MA, MD and resistances like crazy, would be increasing their speed significantly, since they can't outrun ****, and mobility is important for any melee unit. Obv giving hammerers mobility would be as terrible as giving rifles to elves, which is why no one will ever propose that.
    What you would need is some kind of ability that buffs the ability for the hammerers to deal damage without moving much but still is kind of hard to use effectively, all to justify an increase in potential damage.
    I don't think this kind of change will be liked by anyone, but in terms of "anything but just more stats" this is the better i can come up with.
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