The Battle for Middle-earth: Tactics – is a first mod for The Battle for Middle-earth II: The Rise of the Witch-king which main goals not only to add units, heroes and buildings, but also cardinally to change a gameplay and to improve graphics.

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Discussion about balance (Games : Battle for Middle-earth II: Rise of the Witch King : Mods : BFME: Tactics : Forum : Balance : Discussion about balance) Locked
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Feb 1 2015 Anchor

We need your help

Feb 2 2015 Anchor

I could write quite a lot here but Ill refrain to a small amount at a time

Knights of Dol Amroth are too weak to Structural Damage. Also those Black Wolfs from Mordor need damage scalars against the Dol Amroth's, I think I saw a few times they getting one-hit. Its alright for Tier 1 cav to get owned by Trolls and Wolfs but the elite should survive around 3 hits. Of course the Dol's are meant to loose but they need to survive a bit more.

-Generally speaking those Black Wolfs need a bit smaller of a hit radius aswell

-Mordor Trolls(without the upgrade), need to take more damage from both pierce and specialist. They are fast and Rangers should bring them down quicker. I would also suggest making both Trolls and Wolfs take crush revenge from Pikeman.

-I saw some banner carriers not respawning nearby units, think it was Mordor Archers- bug


hey dudes, looks like ya added some of my suggestions, thanks!

further report-Rohirrim Summon can be upgraded with Forged Blades-I assume this is unintentional?

-Faramirs and Bormirs experience talents should not work on Knights of Dol Amroth, otherwise easy to get them to 7

Will report more later, great work guys very nice models etc

Aug 31 2015 Anchor

If you guys could somehow add more fortifications to maps, that might make for interesting situations. Say, the might of Mordor's endless hordes vs. a strong Gondorian fortress. Adding this sort of factor can make a faction like Mordor free to have a large ammount of units on the map, since Gondor can balance the battle with strong castles.

Sep 1 2015 Anchor

I'm not sure how you guys have planned this already, but I love immersion in games, I know it's a strategy game, But that's what I like. I think mordor, always should be able to field a vastly larger army than gondor, but. I think their units should be weaker, especially the normal orc units. even thought according to lotr lore they shouldn't be any weaker than normal human soldiers. It's a dilemma, but I simply think that for the most immersion in the game, Mordor should be able to field larger armies, while gondor have stronger units. At the end of the day they do have better equipment. Also I think a good idea(if possible) Is to give orcs a debuff without heroes close, since in lore they do not work well without commanders. Also an idea is that the damage is balanced but orcs have less health. But again that is only two of the factions in this game. Sorry if what I wrote is a mess. Just some thoughts.

Edited by: Klevdude

Sep 8 2015 Anchor

@Klevdude +1 I like this alot. Especially with the additions of Rohan and Isengard. You can have mordor be the horde army with monsters to supplement their hordes, Gondor be elite units and strong defenses not as spammable but strong, rohan strong carvery with weak but spammable infantry, and isengard basically being the evil version of gondor but more focus on industry and less on defense. You could make the current units work with mordor though, for instance: the attack mordor sub-faction could be focused on orcs and catapults (more traditional mordor spam). Elite tree could be an emphasis on the strong soldiers (more like gondor). And "defense" could be focused on monsters? (maybe having a set name for archetypes might not be ideal could call this last tree for instance "beasts")

Jul 11 2016 Anchor

OK, I've said it before but I'll say it again: factions! Factions could play a vital role in bringing balance and diversity to the mod (a new game in it's own right, I would say).

Imagine we have more than just Rohan and Isengard. Imagine this list of factions:

Gondor

Rohan

Arnor (maybe as alternative to Gondor like in Edain)

Lothlórien (with allies from Mirkwood)

Rivendell

Erebor (with the Lonely Mountain as main force, and allies from the Blue Mountains and the Iron Hills, too!)

Mordor

Isengard

Moria (with allies from Gundabad and Goblintown, as well)

Angmar

...Imagine!! 10 perfectly diverse and well-built factions! Piece of advice: ask Edain Mod developers for their support.

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