Author Topic: Rebalancing warcraft 2: orc edition  (Read 19916 times)

Offline Pandaprewmaster325

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Re: Rebalancing warcraft 2: orc edition
« Reply #15 on: October 06, 2024, 12:17:46 PM »
You know if im gonna include campaign missions in the mod and make some unique units for some maps like royal guards for siege of stromgarde these would be footmen and knights I posted about it before my idea for these "king's guards" is one footman should be able to kill 2-3 grunts alone to make it more difficult in assaulting the city stats wise im not so sure im thinking about footmen with 75 HP 6 base armor and damage of a knight , the mounted royal guard (knight) will  be something along the lines of 120-140 health 8 base armor and attack of 15-20 I think these stats won't allow these units to kill off 2-3 of their counterparts but I really want to make such cool units these will be used in both stromgarde , and the siege of the capital city.

For the last orc mission it would need some overhauls like making the city walled off with much larger base multiple barracks huge array of towers question is  can the editor allow for such thing to happen without reaching the limit of units on the map as I heard that maximum one player can have units through the editor is 75 units per player.
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Offline Mistral

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Re: Rebalancing warcraft 2: orc edition
« Reply #16 on: October 06, 2024, 12:24:27 PM »
depends on how many players there is on map
max units in editor is 600
and its divided per each player
600 / 8 = 75
and even if some players have like 1-2 units map editor still not allows others to have more than 75
but its only when 8 players on map
if you got like 2 players you can place 300 units each

Offline Pandaprewmaster325

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Re: Rebalancing warcraft 2: orc edition
« Reply #17 on: October 06, 2024, 12:32:24 PM »
depends on how many players there is on map
max units in editor is 600
and its divided per each player
600 / 8 = 75
and even if some players have like 1-2 units map editor still not allows others to have more than 75
but its only when 8 players on map
if you got like 2 players you can place 300 units each


Ahhh so it shrinks the more there is players well I think fall of stromgarde has like 2 players? And siege of the capital city has 4? Then 150 for each player? Well 150 for nation of lordaeron would be enough to place down many towers and expand the base.
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Offline Pandaprewmaster325

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Re: Rebalancing warcraft 2: orc edition
« Reply #18 on: November 04, 2024, 07:08:06 AM »
A thought crossed my mind about knights vs ogres matchup well instead of changing health or armor why not just make ogres slower? The most hilarious part of warcraft 2 is watching ogres who are like this massive towering beings with a belly that can absorb arrows and hits from swords and hammers like nothing running faster than the nimble human footman.

I don't think an ogre can run faster than a human knowing the difference between both weight , its either ogres have impressive leg workout routine allowing them to match the speed of horses or are naturally born as athletic runners.

Now to the real part without changing any other part of the game just the knight and ogre matchup only what could be done? Well someone proposed cost reduction for knights but ogres would still win and are more cost efficient too , counting they're always on bloodlust when they fight , but what if knights can escape unfavorable fights? That's what I think should be considered by reducing ogre speed to 10 , knights would be able to outrun or out maneuver ogres basically once bloodlust is casted knights who still have 13 speed  would run away and ogres can't catch them.

Well on paper that should be a good solution orcs would have to force humans into fights block off certain sections from the map to prevent knights from escaping this also would allow knights to be a more effective raiding unit compared to an ogre with 10 movement speed  , this would still take some skill from a human player to micro his knights well and avoid fights of course this is all on paper and not proven by tests or trials so who knows how things turn out to be?.
« Last Edit: November 04, 2024, 07:10:36 AM by Pandaprewmaster325 »
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS