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| | #1 |
![]() Join Date: Jun 2007
Posts: 960
![]() | base editing i think that some bases that hardly any1 uses like wizs and ents and any others people think of should be removed for newer better ideas |
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| | #2 |
![]() Join Date: Apr 2007
Posts: 2,436
![]() ![]() ![]() | Re: base editing the wizards is one of the most popular bases out there....ive never seen it not used lol |
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| | #3 |
![]() Join Date: Jun 2007
Posts: 960
![]() | Re: base editing yeah but its imbalanced and hosts usually tell people not too get it |
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| | #4 |
![]() Join Date: Apr 2007
Posts: 2,436
![]() ![]() ![]() | Re: base editing well 5.1 took away the rigged magic damage on tft, so i think its better now |
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| | #5 |
![]() Join Date: Jun 2007
Posts: 960
![]() | Re: base editing its not the magic damage that rly didnt have anything to do with it its the spells that make it imbalanced because slow and fairie fire will demolish any army exept for mabye trolls |
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| | #6 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,865
![]() ![]() ![]() | Re: base editing well, imo, weston could be better defended.... anyways, we need a pirate base! it could be on the coast, with a bay and some doodads that look like big ships. here's some units for it! *Pirate- less than average melee unit that can "hide" at night *Corsair- average melee unit with the net ability. has nightvision *Pirate marksman- a ranged unit that reloads slowly but does a TON of damage *Pirate Captain- uber melee unit with a spell like firebolt called "pistol" ![]() And now, directly from chip's signature... ![]() |
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| | #7 |
![]() Join Date: Jun 2007
Posts: 960
![]() | Re: base editing good idea stubby |
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| | #8 |
![]() Join Date: Jun 2007 Location: Kingdom of the Netherlands
Posts: 1,187
![]() ![]() | Re: base editing Dude wizs are not unbalanced. Their base is easy to defend when they got alot of spawn, but they're trapped inside, they don't have a second exit. And when fighting in the open they usually get powned by close combat. Also i never heard a host telling guys not to go in wizs base, and i don't have a better idea to replace it with. And i think the wizs base is a good one since it's original, the only base with wizards. ![]() ![]() |
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| | #9 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,865
![]() ![]() ![]() | Re: base editing except for the priests in the south. Anyway, the problem i have with magic guys is that they can kill anything in that entranceway, just because their spells affect so many people in a small area! ![]() And now, directly from chip's signature... ![]() |
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| | #10 |
![]() Join Date: Apr 2007
Posts: 2,436
![]() ![]() ![]() | Re: base editing the magic base is hard to attack, but that mainly because magic base has no melee units. If your could easily get to their army, you could rape it |
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| | #11 |
![]() Join Date: Jun 2007
Posts: 960
![]() | Re: base editing still think they are imbalanced |
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| | #12 |
![]() Join Date: Jun 2007 Location: Kingdom of the Netherlands
Posts: 1,187
![]() ![]() | Re: base editing Stubby or what the heck that's dwarfhead is called, is right. Magic base is really hard to attack, the small entrance is easily blocked. If there's a big spawn inside, the only way to destroy it is, sending such bis spawns that he never can get out, and put mortars in the army to destroy his towers he builds. In time he will get defeated. Last time this happened, i pwned all others in half an hour. He took me one hour! He had so ****ing much money at the end. Luckily he couldnt do anything with it. ![]() |
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| | #13 |
![]() Join Date: Apr 2007
Posts: 2,436
![]() ![]() ![]() | Re: base editing well whats a solution? should i make the entrance wider, add another entrance....my worry is if he dosn have a small entrance, itll be too easy to just charge in and rape his units with melee |
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| | #14 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,865
![]() ![]() ![]() | Re: base editing make the entrance wider. i found that a large group of wizards can tackle most charges anyway. ![]() And now, directly from chip's signature... ![]() |
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| | #15 |
![]() Join Date: Jun 2007
Posts: 960
![]() | Re: base editing yeah and since they can mass slow if they are in trouble they can run and wont be caught up with |
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| | #16 |
![]() Join Date: Jun 2007 Location: Kingdom of the Netherlands
Posts: 1,187
![]() ![]() | Re: base editing But they cannot run in their base, since it has only one exit. You could make the entrane bigger. That would be a solution, you could also make an second entrance that would be a solution too. ( or make a small path up the cliff, that comes down at the other side, like in 300 Spartans VS big army, they defeated alot but the they finnaly ot powned because some bitch betrayed them and led the big army up the small path ) ![]() |
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| | #17 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,865
![]() ![]() ![]() | Re: base editing well, if you added a second path, wouldn't the attackers come from both sides anyway? ![]() And now, directly from chip's signature... ![]() |
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| | #18 |
![]() Join Date: Jun 2007 Location: Kingdom of the Netherlands
Posts: 1,187
![]() ![]() | Re: base editing Yes but the army would have to split up, and it would be easier to fight your way through ![]() |
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| | #19 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,865
![]() ![]() ![]() | Re: base editing your army would also have to split up... :lol: ![]() And now, directly from chip's signature... ![]() |
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| | #20 |
![]() Join Date: Jun 2007
Posts: 960
![]() | Re: base editing isnt this about new base ideas but i still think that wizards could be replaced with a better idea |
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| | #21 |
![]() Join Date: Jun 2007 Location: Kingdom of the Netherlands
Posts: 1,187
![]() ![]() | Re: base editing Well, the situation that gives the problem, is when the whole base is full of spawn, so they're just waiting before they can attack. So they aren't doing anything. And when there's a second entrance the army still stays one big spawn, but one that's fighting on two sides. But it might still be not a very good idea, since it kinda sounds like you're only making it easier for the wizs. ![]() |
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| | #22 |
![]() Join Date: Jun 2007
Posts: 960
![]() | Re: base editing i think a way wider entrance would help a lot because it always takes a large army to take out the base because all the wizards can atk when the enemies come in so im thinking you should make the base smaller with a wider entrance so that they cant just turtle in there base for the whole game and not die |
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| | #23 |
![]() Join Date: Jun 2007 Location: Kingdom of the Netherlands
Posts: 1,187
![]() ![]() | Re: base editing Well maybe this isnt such a big problem. If magic base choose to turtle in his base, hes no danger to you, he won't attack you just sit in his base. So chill out and kill the others first, after that you can easily take magic base. If he doesn't turtle in his base, he doesnt have a big spawn and you should be able to kill him easily. So the problem isnt that big is it? ![]() |
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| | #24 |
![]() Join Date: Apr 2007
Posts: 2,436
![]() ![]() ![]() | Re: base editing cicuiaro is right, if he turtles, he no threat to you. Yes, he may be a pain in the ass to kill, but not a threat. |
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| | #25 |
![]() Join Date: Jun 2007
Posts: 960
![]() | Re: base editing but he will wait until he has a huge ass army then he will come and take u from behind |
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