Likely effect of taking away AP ability of slinger?
Hi guys,
Going to start a Mac campaign after a long break from EB. Doing it in Alex .exe. So what would be the likely effect of removing the AP abilit from all slinger aside from the Balaric + Rhode slingers be? (As in my minds eye I have them armed with lead pellets i.e more capible of getting through armer).
Also I've heard a while back on the forum that peeps think that the balaric Isle slingers are underpowered? I.e lack of ammo and range... any truth in that?
Thanks
Re: Likely effect of taking away AP ability of slinger?
Well they'd still have a bit more range than your basic crappy toxotai, but you'd probably want to increase their damage somewhat to offset the lack of armor penetration, otherwise they'll probably end up useless.
Re: Likely effect of taking away AP ability of slinger?
Even simple stones can break equipment, so better do not take that ability away. There are other attributes to tinker with - attack, lethality...
Re: Likely effect of taking away AP ability of slinger?
you should try to give them "bp" instead of "ap" it will be quite a fun :clown:
Re: Likely effect of taking away AP ability of slinger?
Quote:
Originally Posted by
Qvintvs
Even simple stones can break equipment, so better do not take that ability away. There are other attributes to tinker with - attack, lethality...
lethality doesn't work for missile attacks and whatever value given in the edu, they will always be considered to having a lethality of 1 by the engine.
Re: Likely effect of taking away AP ability of slinger?
Why do you want to take the Aemilius Paulus effect from slingers?
~Jirisys (they'll be less trolling though)
Re: Likely effect of taking away AP ability of slinger?
Quote:
Originally Posted by
jirisys
Why do you want to take the Aemilius Paulus effect from slingers?
~Jirisys (they'll be less trolling though)
it was "Armour Piercing" effect... *facepalm*
- that basically cut enemy's armour values in half -
EDIT : hey, that will made a good sig...
Re: Likely effect of taking away AP ability of slinger?
Quote:
Originally Posted by
Cute Wolf
it was "Armour Piercing" effect... *facepalm*
- that basically cut enemy's armour values in half -
EDIT : hey, that will made a good sig...
I know it's Armour Piercing, it just crossed my mind that AP was also named AP for short, i do units in EB Wiki so i'm not dumb on their characteristics
~Jirisys (thx for sigging)
Re: Likely effect of taking away AP ability of slinger?
If you stay to your opinion, you might want to give the "ordinary" slingers more rocks, pebbles and boulders.
oups
Re: Likely effect of taking away AP ability of slinger?
Quote:
Originally Posted by
Conan
Hi guys,
Going to start a Mac campaign after a long break from EB. Doing it in Alex .exe. So what would be the likely effect of removing the AP abilit from all slinger aside from the Balaric + Rhode slingers be? (As in my minds eye I have them armed with lead pellets i.e more capible of getting through armer).
Also I've heard a while back on the forum that peeps think that the balaric Isle slingers are underpowered? I.e lack of ammo and range... any truth in that?
Thanks
wotse than useless slongers is the inevitable result. slingers attack isn't exactly musket power, if you get the idea. add ap, and it's still weak next to a close range musket shot, but it becomes a bit better.
Re: Likely effect of taking away AP ability of slinger?
Quote:
Originally Posted by
jirisys
Why do you want to take the Aemilius Paulus effect from slingers?)
Banning all those nasty enemy slingers would be a solution :juggle2:
Re: Likely effect of taking away AP ability of slinger?
Quote:
Originally Posted by
jirisys
I know it's Armour Piercing, it just crossed my mind that AP was also named AP for short, i do units in EB Wiki so i'm not dumb on their characteristics
~Jirisys (thx for sigging)
Don't take off AP. The slinger becomes useless. And unbelievably, Jiri is right: he is on the editor team at the EB Wiki.