|
Thread: Are Centaur Marauders better than Nomads (even including archery?) | |
|
Campaigner
Hired Hero
|
posted August 22, 2014 02:52 AM |
|
|
Are Centaur Marauders better than Nomads (even including archery?)
Playing the Tribes of the East campaigns (yes! I'm 7 years late to the party and all the [strike]nerds[/strike] cool people have gone home a loong time ago) and now when upgrading Centaurs I wonder if the Centaur Marauders isn't just plain better than Centaur Nomads.
Marauders have:
+2 Def
-1 max dmg
+1HP
+1 speed
No melee penalty
Manuver is irrelevant.
Their description say that Nomads "have much more powerful bows, longer range than ordinary centaurs and that their presence strengthen an attack" <----- Is that true? Cause that would mean that important info is hidden in the text and is NOT shown in the abilitytext and stats.
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.
|
|
OmegaDestroyer
Hero of Order
Fox or Chicken?
|
posted August 22, 2014 03:23 AM |
|
|
Marauders are better than Nomads any way you slice it.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down
|
|
darkprince
Adventuring Hero
|
posted August 22, 2014 06:00 AM |
|
|
When you don't have an ammo cart, Nomads provide two extra shots. But in most cases, Marauders are better.
Marauders' advantage over Nomads isn't as big as the advantage Arcane Archers have over Master Hunters though.
|
|
Elvin
Admirable
Omnipresent Hero
Endless Revival
|
posted August 22, 2014 02:26 PM |
|
|
Nomads are slightly better at ranged combat but that's not worth losing no melee penalty and +2 def. They could use a minor damage boost.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
|
|
Fauch
Responsible
Undefeatable Hero
|
posted August 22, 2014 02:31 PM |
|
|
though, if you are quite sure the enemy won't be able to reach your centaurs, you may take the extra damage anyway.
|
|
Campaigner
Hired Hero
|
posted August 22, 2014 06:42 PM |
|
|
Elvin said: Nomads are slightly better at ranged combat but that's not worth losing no melee penalty and +2 def. They could use a minor damage boost.
With "slightly better at ranged combat", you mean that +1 max dmg?
So the text about longer range and stuff is just fluff?
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.
|
|
Elvin
Admirable
Omnipresent Hero
Endless Revival
|
posted August 22, 2014 07:55 PM |
|
|
Indeed, no doubt a leftover of the development process.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
|
|
Campaigner
Hired Hero
|
posted August 22, 2014 08:38 PM |
|
|
Elvin said: Indeed, no doubt a leftover of the development process.
Not the first I see of that!
Why did they make some things so imbalanced? Like the alternative upgrades of the Centaurs, Elven archers, tier 2 demons, hero spellpower damage (icebolt) and possibly other things.
I know Nivals partnership with Ubisoft ended, but fixing those things require like, a coder at Ubisoft/Limbic and some fans to agree on things, summarize'em and talk to that coder (or community manager).
Also, why didn't they put the balancechanges in the patchnotes? I checked the v.3.1 thread and people had to find out for themselves.
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.
|
|
darkprince
Adventuring Hero
|
posted August 22, 2014 11:07 PM |
|
|
Campaigner said: Why did they make some things so imbalanced? Like the alternative upgrades of the Centaurs, Elven archers, tier 2 demons, hero spellpower damage (icebolt) and possibly other things.
With centaurs, elven archers, tier 2 demons, dwarven dragons, you are talking about less than 5 imbalanced troops out of 56 different types. I guess less than 10% imperfectness is tolerable.
Many players are happier with less tradeoffs anyway. Making a choice takes too much toll on their brain.
|
|
Campaigner
Hired Hero
|
posted August 23, 2014 12:31 AM |
|
|
darkprince said:
With centaurs, elven archers, tier 2 demons, dwarven dragons, you are talking about less than 5 imbalanced troops out of 56 different types. I guess less than 10% imperfectness is tolerable.
Many players are happier with less tradeoffs anyway. Making a choice takes too much toll on their brain.
Things can be overlooked, but over time they will be seen.
I just CAN'T understand how Nival could allow the Centaur upgrades to be the way they are when it's abundantly clear that Marauders are superior to Nomads.
They've also had all this time to fix it....
Oh well, I guess I just have to realize that that one upgrade is vastly better than the other.
It's annoying to know though that small changes can fix all those issues. For Centaur Marauders, +2 Att, +4 Def, +3HP and range penalty and it's set!
For clearness: Is everything about the creatures in the stats & abilities? The text (like Centaur Nomads having longer range) is always fluff and can be ignored?
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.
|
|
Elvin
Admirable
Omnipresent Hero
Endless Revival
|
posted August 23, 2014 01:21 AM |
|
|
Yes.
Also most upgrades are clear choices, either in general or against specific situations. There is not much to decide once you get the feel of them.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
|
|
Campaigner
Hired Hero
|
posted August 23, 2014 01:07 PM |
|
|
Ok, got it. Thanks
____________
Sun goes up, sun goes down, I always win. Logical things in a logical world.
|
|
Fauch
Responsible
Undefeatable Hero
|
posted August 23, 2014 02:38 PM |
|
|
Campaigner said:
For Centaur Marauders, +2 Att, +4 Def, +3HP and range penalty and it's set!
super easy to do, if you can open .pak files
|
|
zaio-baio
Promising
Famous Hero
|
posted August 24, 2014 11:56 PM |
|
|
No melee penalty is not always a good thing, if your centaurs get puppeted or frenzied the centaur marauders will deal 2x more dmg to your creatures than the nomads. The centaur nomads, however, are way more vulnerable to the confusion spell than the marauders. That said marauders are better most of the time, mainly because large shooters without melee penalty are not very effective against all those stacks that tend to charge on turn 1. There is also the case where your opponent may try to stay back and cast mass curse after mass curse, starting with mass confusion, that renders the centaur nomads useless even if you have expert shatter dark.
|
|
|