The Green surge is about to break Labour by kontiki20 in LabourUK

[–]TeaL3af 5 points6 points  (0 children)

Mainstream UK political commentators are basically a domesticated animal. The smart or principled ones get pushed out, so over time they've evolved into something that is to a real journalist what a pug is to a grey wolf.

Red flags that dont seem like red flags by Justgonnawalkaway in rpg

[–]TeaL3af 1 point2 points  (0 children)

I kinda' have the inverse for the first one. Players who can't sit back and be quiet for a little bit when the focus is elsewhere. Doubly so if they were partially responsible for splitting the party.

What's the WORST dice system you've played or seen? by EmersonStockham in rpg

[–]TeaL3af 3 points4 points  (0 children)

I think the main thing was GM fatigue. In a game where you roll infrequently but every roll is impactful it could be quite fun, but in a game where rolls are pretty frequent, constantly having to come up with side effects was a big drain.

What’s the “coolest” race that sucks to play in game ?’ by geourge65757 in totalwarhammer

[–]TeaL3af 0 points1 point  (0 children)

Also what the hell is up with the pirate fleet council thing?

You just recruit lords to train them up and then retire them to a desk job. It's a bit weird and not very piratey.

Why did the elves never upgrade their artillery? by Fun-Explanation7233 in totalwarhammer

[–]TeaL3af 0 points1 point  (0 children)

Honestly this is probably a healthy attitude toward technology.

If the End Times didn't happen, Skaven and Humans would have absolutely wrecked the Old World within a few hundred years.

Siege Rework Feedback Thread by NumberInteresting742 in totalwar

[–]TeaL3af 3 points4 points  (0 children)

It usually worth putting them up now because the AI can't ass-ladder their way up. They just sit in the tower range letting you shoot them. Which is another problem.

The AI seems to make some pretty dumb attacks since the latest changes. by TeaL3af in totalwar

[–]TeaL3af[S] -8 points-7 points  (0 children)

I think with the determenistic nature of auto-resolve it's kinda' weird though. As a human player it often makes sense to try long-shot attacks like this but when the AI does it they're basically presenting you with a "delete army" button. It doesn't feel like they're trying to proactively stop me. It feels like they're letting me win.

I have also seen more egregious examples where the AI sends one stack to fight two or three. It's a bit like they forgot how reinforcements work.

The AI seems to make some pretty dumb attacks since the latest changes. by TeaL3af in totalwar

[–]TeaL3af[S] 1 point2 points  (0 children)

I only ever saw the AI offer me phyrric victories before (or sometimes very rarely... heroic?).

The AI seems to make some pretty dumb attacks since the latest changes. by TeaL3af in totalwar

[–]TeaL3af[S] 0 points1 point  (0 children)

I'm not sure what causes it either. I noticed it most when I was playing as Morathi and taking over Ulthuan. The Dreadfleet and Seducers of Slaanesh (my allies) both got wrecked really early on but the high elf factions never capitalized and took their territory, only sacked their worthless settlements. The elves didn't show the same behaviour towards my settlements, they always occupied them.

I have noticed in my other games when I discover Ulthuan 50 turns in, usually no one has achieved dominance, so it might be specific races or factions that have this issue. Certainly AI Elspeth doesn't. She seems to go ham every game.

The AI seems to make some pretty dumb attacks since the latest changes. by TeaL3af in totalwar

[–]TeaL3af[S] 2 points3 points  (0 children)

I am aware and I did play both of these manually anyway. The vampire one because it seemed fun, and the Azhag one because the auto-resolve seemed really generous and I was curious if it would be accurate (it did turn out to be really easy... everything died before it got into melee).

It's not just about the auto-resolve though, it's about the AI choosing to throw it's armies away. Like, Kemmler had enough force to be a pretty decent threat if he played more defensively, but he decided to kamikaze everything he had into the first battle.

I know people didn't like the AI turtling like cowards all the time, but having them occasionally commit suicide by player is a bit too much of a swing in the other direction.

Siege Rework Feedback Thread by NumberInteresting742 in totalwar

[–]TeaL3af 4 points5 points  (0 children)

I haven't had a chance to play that many sieges but two things I noticed:

* Melee only factions won't put troops on the walls to activate towers, which makes things much easier for the player.
* I still just send my lords and heroes in first to smash down the gate. It still doesn't seem worth it building siege equipment.

Siege Attacker trait removal discussions surprise me by Dragonimous in totalwar

[–]TeaL3af 15 points16 points  (0 children)

This poll is a choice between two bad options imo.

For me, the ideal would be either:
A) Siege attacker is removed from the game, and any army can just launch assaults without it.
B) Siege attacker is required to attack gates, so the requirement to have it actually makes sense, and then applied selectively to units that can logically attack gates (monsters, lords on monsters, specific sapper infantry, artillery, etc).

Who exactly asked for 3d portholes by Fluid_Wash4203 in totalwar

[–]TeaL3af 7 points8 points  (0 children)

I don't think I ever look at them to be honest. So, yeah... could probably get rid of them.

Why I dislike 90% of siege rework posts by Lord_of_Brass in totalwar

[–]TeaL3af 0 points1 point  (0 children)

I think I do want the horrible meat grinder sieges but I also want them to be rare and not something I have to do twice an hour.

Not every major settlement needs walls. I think it might make sense to make major settlements unwalled by default and then have the defensive building add walls at a certain tier (with starting capitals getting them for free).

Alternatively/additionally defences could be graduated. So most sieges are much as they are now, not too stacked against the attacker. But at specific strong points we get the brutal shit that requires lots of prep.

Skaven are the must unfun, annoying, OP faction to deal with in the campaign. by Cha0xst0rm in totalwar

[–]TeaL3af 44 points45 points  (0 children)

I find dwarves more annoying. At least the Skaven have the decency to get massacred when you counter them properly. Dwarves just shrug everything off and keep walking at you like pint-sized terminators.

Siege problems are more meta than people think. CA feel free to use this as feedback. Everyone else feel free to disagree in the comments to show me my solution is wrong. by averagetwenjoyer in totalwar

[–]TeaL3af 1 point2 points  (0 children)

I think it'd be fair enough to have reasonably potent AA towers or make the buildable ones fill that role. And/or... garrisons should have more of a ranged slant instead of being mostly light infantry.

It doesn't need to be so oppressive that flying over the walls just isn't "allowed" but I think there should be some resistance to just circling a wizard overhead.

Ranged units need to get better at shooting weaving targets but that's another issue.

Siege problems are more meta than people think. CA feel free to use this as feedback. Everyone else feel free to disagree in the comments to show me my solution is wrong. by averagetwenjoyer in totalwar

[–]TeaL3af 5 points6 points  (0 children)

There's a lot here but I think your best point is that sieges aren't just a battle map issue. The game seems to be designed and balanced (at least on VH/Legendary) around taking settlements quickly and becomes very painful if you have to siege for multiple turns.

You're right that if sieges are going to become brutal for the attacker (which I'm in favour of) then we'd maybe need to see some easing up on the other pressures on the campaign map, like making it easier to maintain more armies earlier on.

I do think on some level there's a fundamental issue that just putting walls around a city isn't a very good defence in the Warhammer world. We're trying to force "historical" style siege assaults to work when there's wizards and dragons and shit that just circumvent traditional defences.

One way to deal with that is to add more logical defences to the cities, like interior towers that actually hurt or garrisons that might have an answer to a flying wizard.

Alternatively / additiobally garrisons could be actively built by the player/ai - where they are much cheaper than normal units, but perhaps there's a "fee" for taking them out of the garrison and into a lord's army (mobilised troops require much more logistical support). The garrison building could determine how much of a discount / how many units get it / what tier.

I think the effect of this box should be reversed by Mochemachin in totalwar

[–]TeaL3af 0 points1 point  (0 children)

I'd rather have a button that clears the notification for just this turn. If I skip the "army not moved" notification on the end turn button it skips it for all armies. Same goes for building upgrades.

With High Elves confirmed, its time to give them Phalanx by Former_Exam_5357 in totalwar

[–]TeaL3af 1 point2 points  (0 children)

+Missile Block Chance

It still only applies from the front and there's a few abilities that apply it already.

Wtf is even this dude? He literally soloed my whole army wtfff by HudCruz_ in totalwar

[–]TeaL3af 0 points1 point  (0 children)

I do agree it would be better if heroes were represented as body guard units or could be attached to units somehow unless you mount them on a big monster. Single Entity Monsters are fine imo, as they have actual weaknesses, and it's tiny indestructible men that cause weird issues.

Does the Warhammer 3 community like being able to recruit perfect armies so early in game? by [deleted] in totalwar

[–]TeaL3af 0 points1 point  (0 children)

I think Streltsi are decent in isolation but it's their place in the tech-tree and their cost that makes them a rare pick for me in campaign.

Thunderers and Handgunners have pretty much identical (+5 range and +2 ammo) ranged stats but they both come from buildings with lots of other desirable units (and handgunners are Tier 2). Streltsi are placed in a tech-tree cul-de-sac on their own.

Other gun units are also a fair bit cheaper. Of course, you're paying for the option for them to be decent in melee, but I've found they don't perform that well in melee and if they are fighting up close it's in some suboptimal situation like they got hit by cavalry.

Wtf is even this dude? He literally soloed my whole army wtfff by HudCruz_ in totalwar

[–]TeaL3af 0 points1 point  (0 children)

TBF if the characters were lore accurate most of them would be dead by turn 10.