Dreadnought Class Hero in PBEM Balance Mod can lucky joker 100 balance.

Dreadnought Class & Hero in PBEM Balance Mod

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gladis

Sergeant
1 icon 16 September 70, 2018

This topic is a DREADNOUGHTS hero (http: // aow. Triumph. Net/forward-topic/boosting-dreadnough-heroes/) About the possibility of adjustment.

Heroes are already receiving a good buff of "starting golem", but this may be necessary to experience how AI is handling in Auto Boye. Testing is required for other changes, and I think it should already be decided.

This class has earned more money, new skills, such as engineers, road construction, and more, due to the technological innovation of the kingdom. This leads to accelerating engineers who can quickly raise their levels and play a more important role. But I still have some problems.

Let's provide my proposal in the next post.

gladis

Sergeant
1 icon 16 September 70, 2018

-At a set of weapons (the ability of a thunder shop, throwing device, "destruction work") from the sense spell (ads have the ability to "wake up the spirit" and can be used multiple times in the battle. /Age-f-repellent-3 . fandom. com/wiki/template: awaken_spirit). I will remove it from the ability to touch. The problems of this spell are as follows. Usually, there are more important spells, and few players will choose a weapon kit to strengthen the hero.

-Introducing another combat spells (Technician Tools), you can also give throwing nets, destroyed works, and emergency repairs to the selected unit.

-Heice reload does not consume an action point, but should have a cracked down with one hand (as well as healing the change of drug change).

- Gives skills similar to Meditation (https://age-of-wonders-3. fandom. com/wiki/Template:Meditate): In inventions etc., assign a special skill/improvement to each fight based on chance. Possible choices Flame Thunderbuss, Automatic Crossbow (simple crossbow with 3 shots), Flame Thrower (fire breath), Titanium Carapace (defense +1, counters, immunity to armor penetration), etc.

Engineers have been improved and made easier to manufacture, but it seems that the Society did not vote for a really serious composition. For me, for example, there is still a big problem. In this late game, it relies firmly on T1 with low defense and welfare indicators. On the other hand, Golems have become very relaxed and "boring".

So how about solving these problems with one change: give the golem an additional role in the late game (as the Halfing Party Bot example already does (https://age-of-wonders-3. fandom. com/wiki/Template: Party_Robot_Prototype)) with the ability to cooperate in the modernization of the realm.

- Golems should be given the opportunity for technical service and fast reloading, making some of the mechanics on the front unnecessary. Golems will do their jobs faster on the strategic map, such as building roads and repairing cars.

- Another possibility for the golems is to make them more likely to freeze their "jetpacks" and less likely to fly during battles and military turns.

Last updated on March 16, 2019

Hiliadan

Major
17 June 2018 614 6

Actually, I think you need to understand better what the problem is before drawing any conclusions.

As for Dreadnought Heroes (e. g. choosing a hero DN in this game to be Theo or Sorcerer), I don't think there will be any difficulties anymore, and in any case the discussion ended 1 year 9 months ago: http://aow. triumph. net/forums/topic/boosting-dreadnought-heroes/ There were already 20 services, no more needed.

- Change Weapon Kit (Fire Blunderbass, Throwing Net, Sabotage skills) from spells to sense skills (AD has Awaken Spirit and also the ability to use a certain amount in duels https://age-of- wonders - 3. fandom. com/wiki/Template:Awaken_Spirit). The main reason I voted against this proposal is that the Throwing Net skill has the potential to become very strong, so remove it from the touch skills in the meantime. The problem with this spell is that there are generally more important spells, and almost all players would never have chosen the Weapon Kit spell as a hero upgrade).

This was "D5. Weapon Kit is a 4-point touch skill usable once per combat at level 5 for Dreadnought Heroes (no change for Leaders)," which was useless last time.

At the end of this IRGE, we expect T1 with low defense.

It's not absolute, and in the second half of IRGE, we expect T3 or T4 units. Please show me the game that the engineer lost.

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gladis

Sergeant
1 icon 16 September 70, 2018

DR5 (weapon kit): 3 votes were not generally representative, and there was no first substantial vote for the opposition votes (only my voting, but I explained the reason) Held a horizontal brain attack, you made a proposal without coordination, and as a result, I voted against this special proposal. Please tell me the game where DN PBEM won at the end of the game. For example, I settled, for example, it was a team game, actually, I was more than once. The problem is that his unit needs a T3/T4 engineer for repair and r e-loading.

Fluksen

Kir'Ko Commander
17 badge April 28, 2018 1. 457 217

Previously, the space between the Musketeers and the engineer was changed, and the Mukman was T1, the engineer was T2, and there seems to be a proposal to increase the HP, RES, and DEF a little. Considering this difficulty

There is still a major contradiction: IRGE in this late IRGE firmly desires low defensive power and good T1.

I think this proposal was rejected.

Zaskow

Major
46 icons January 7, 2012 627 287 Change of weapon set

Spells must be recreated. Only the protagonist does not need to replace odds. For Buffy Weapon Kit, let's devise an interesting way as usual.

So how about solving these problems with one change: give the golem an additional role in the late game (as the Halfing Party Bot example already does (https://age-of-wonders-3. fandom. com/wiki/Template: Party_Robot_Prototype)) with the ability to cooperate in the modernization of the realm.

Personally, I don't see the role of helping them. Their main roles are IMAO, which is required to cover the attacker's car in close combat. It can be a similar skill to absorb pain, but only scary cars and heroes.

Another opportunity for GOLEMES had the opportunity to freeze a "reaction count" that distinguishes a smaller opportunity in the battle or in a military movement at a time.

This is a really unnatural idea.

Previously, the space between the Musketeers and the engineer was changed, and the Mukman was T1, the engineer was T2, and there seems to be a proposal to increase the HP, RES, and DEF a little. Considering this difficulty

Evolve also has the ability to control it.

Rodmar18

General
8 icon September 19, 2018 2. 006 373
  1. It is cheap to sing. You can wait, and in fact the hero plays three times from 25cp.
  2. Because of the fact that I do not have a car in the injured phase, it can be very useful in the injured phase (second is a flash bomb).
  3. 2-3 cannon-equipped infantry on the walls will help in offensive and defensive battles against A. I.
  4. Considering your AD leader, 16CP is still pretty cheap to play in ranged sieges, or open background combat, in key cases.

Hiliadan

Major
17 June 2018 614 6

Can someone please arrange a test of the current task with Dreadnought? This is a must. There's no point in discussing the proposal if we don't agree on what the problem is, and we obviously don't agree on that.

Please tell me a game where DN won in the late PBEM game. [The problem is that his T3/T4 units need engineers to repair and recharge.

Your way of thinking is completely wrong. Basically, you're saying "DN can't win matches", i. e. they have a problem with engineers. But you can draw any conclusion you want, for example "Dreadnought can't win matches because they have a problem with destabilized mana cores/the machine itself has a problem/the problem is with flameballs". It doesn't mean anything. Flame tanks (and Moloch?) don't need Angie to recharge. Also, machines don't need organizational healing, they only need healing when they are wounded, which happens only after a big battle, and it's not difficult to feed, for example, Engie to heal machines after a big battle. Besides, Dreadnought heroes/leaders and builders also have a chance to heal. But in any case, you won't win or lose a tactical battle thanks to an engineer.

By the way, Dreadnought's win rate in duels is 49%: Dreadnought vs. others: 49% (30 out of 61) https://www. the-battlefield. com/aow3/index. php? page=ladderstats I think there are intelligent features even in 2vs2. There aren't many 8-player games in FFA (only two I can think of, and I found two more, but one of them didn't have a Dreadnought), so it's not easy to draw a conclusion just from that. In this game, DN occupies the second field, but the report is incomplete. https://www. the-battlefield. com/aow3/index. php? page=resultinfo& amp; amp; amp; gamenumber=538 4v4 game with Dreadnought on the favorite team: https://www. the-battlefield. com/aow3/index. php? page=resultinfo& amp; amp; amp; gamenumber=736

It seems that not many people are playing Dreadnought recently. For example, the bonuses he received in recent versions of the mod are related to the bonuses he actually received in v1. 28 (+5 gold/magma smithing with dignified blacksmith), and he will be doing well now.

There seems to have been a suggestion (from Jolly Joker?) to change the spaces of musketeers and engineers, so that musketeers are T1 and engineers are T2, and to give them a little more HP, Res, and Def.

Yes, this is DR30, he has good help, but for now, otherwise, otherwise contradicting him and having more help (lowering the price of engineers and weakening their attacks). I have not promoted it for the fact that there is a proposal. For example, this proposal will be nominated later when people are tested by the current configuration. The cost of DR30 engineer-manufacturer II is 140RP, and the value of the Musketeer-Manufacturer II is 60RP (it was reversed). Enginee r-T2, 45RP, 11 defense, 9 resistance, cost 80 gold, 10 mana (T1, 40RP, 10 defense, 8 resistance, 65 gold, 10 mana). Muske r-T1, HP36, defense 10, resistance 8, cost 65 gold, 5 mana (T2, HP45, defense 11, resistance 9, cost 80 gold, 10 mana).

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Fluksen

Kir'Ko Commander
17 badge April 28, 2018 1. 457 217

Can someone please arrange a test of the current task with Dreadnought? This is a must. There's no point in discussing the proposal if we don't agree on what the problem is, and we obviously don't agree on that.

  1. Signature
  2. 17 badgeApril 28, 2018 1. 457 217Do you have the opportunity to arrange the current task test with Dread Note? This is really needed, if we do not agree what the participation is, we do not have the value to discuss proposals, we do not agree. Yes, this is DR30, he has good help, but for now, otherwise, otherwise contradicting him and having more help (lowering the price of engineers and weakening their attacks). I have not promoted it for the fact that there is a proposal. For example, this proposal will be nominated later when people are tested by the current configuration. The cost of DR30 engineer-manufacturer II is 140RP, and the value of the Musketeer-Manufacturer II is 60RP (it was reversed). Enginee r-T2, 45RP, 11 defense, 9 resistance, cost 80 gold, 10 mana (T1, 40RP, 10 defense, 8 resistance, 65 gold, 10 mana). Muske r-T1, HP36, defense 10, resistance 8, cost 65 gold, 5 mana (T2, HP45, defense 11, resistance 9, cost 80 gold, 10 mana).isSignature
  3. 17 badge
  4. April 28, 2018 1. 457 217

Do you have the opportunity to arrange the current task test with Dread Note? This is really needed, if we do not agree what the participation is, we do not have the value to discuss proposals, we do not agree.

Mobility: It is a wel l-known fact that dreadnought is generally extremely low. Think of the unit, jaguar note, cannon, and flame tanks at the end of the game. In the latter half of this game, at least one flight/ group play/ turn in the latter half of the game, most of the other classes have one or more options. This is basically a dreadnot in this late game, or has a tribal army based on cavalry (in fact, has some advantage for knights equipped with pistols and +1 armor) early. So, aiming for an "advanced logistics" -Che actually means that it is effectively obligatory to mean that it means to be a sufficient number of research and research in this direction. This can be applied to other things. The most “dreadno t-like” method is to aim for a car, of course, but this is basically an integrated “advanced logistics”, which is quite difficult for research. Dreadnote has no reward for research, and it is not always easy to do this within time. The PBEM balance MOD has already given engineers with the ability to build roads, but I think this is a pretty wise conclusion.

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