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ThatguyAds1298
10-07-2011, 10:59 AM
So anyways thought id make this thread to see if we can brainstorm some ideas for the good ol ork race when it comes to all things.

A few things to keep in mind i suppose are that orks are generally supposed to be a weak defense but strong 'swarm' offense race to play, At the moment though they are very weak in offense but hopefully the balance patch wil change this of course, But lets see if we can get any ideas going.

Ill start i guess, Heres a few ideas i had :

-Increase orc population cap / army size

Now this one is a bit of a debate since orcs do get a lot of units in their unit groups, However they are a swarming offense race and thus maybe they should have a bigger pop cap and army size then the other races.

-Faster spawn rate of great hut OR Huts spawn orcs but at slower rate (Credit to Gwydion for this one)

This one basicly speaks for itself, The spawn rate can be very slow at times, i dont know if its a bug or what but orcs are a horde basicly and maybe should spawn a little faster? (Only orcs... not goblins!), or huts spawn orcs but at a much slower rate then the great hut.

-More units in a group

They swarm.

-More hp

I was in two minds whether to suggest this one for orc units, What made me think 'go for it Adam' is because orcs are supposed to be tough.

-Less ranged focus for orcs, More for goblins (Forest orcs excluded)

'Me orc... me smash!' Sounds good dont it? I think orcs are true melee in many ways and should therefor not be very good with bows, Except the forest orcs, Who gain a bonus to ranged attack due to their location perks. i think Goblins should be the ranged fighters for the orc race of swamp and desert... again my opinion i just think ti would work a lot better for them, it would give the goblins purpose if they were made ranged only and given a bit of a boost.

This is of course just my opinion so balance issues will definetly have to be taken into account obviously, Just a few suggestion to make the orcs a little stronger in the game and allow them to stand up to the humans and elves to which they fight.

Any other suggestions? What do you think?

andreicde
10-07-2011, 11:04 AM
good ideas. +1 here. and no suggestions coming from me,never played orcs but they do seem a bit weak

White935
10-07-2011, 11:07 AM
Dont make the marauder weaker <.< thats our main backbone unit. desert swamp or forest. you'll need em for when you need to defend your cities. those goblins are enmssed and mot exactly suitable for the walls. Marauders are pretty balanced as it is atm. you'd just need to generally buff the other units (exludeing ogre, ogre seems balanced from my experience). Wargs seems great too. while very unefficent in combat, their howl ability is superb if used in waves.

Gwydion
10-07-2011, 11:11 AM
They need to do one of two things (IMO) bring back the mechanic that made orcs spawn from each and EVERY hut because that gave them enough numbers to keep replacing the massive casualties they sustain OR buff them enough to were they can stand toe to toe with the other races and win. Cause right now they sure as hell can't....

ThatguyAds1298
10-07-2011, 11:12 AM
Dont make the marauder weaker <.< thats our main backbone unit. desert swamp or forest. you'll need em for when you need to defend your cities. those goblins are enmssed and mot exactly suitable for the walls. Marauders are pretty balanced as it is atm. you'd just need to generally buff the other units (exludeing ogre, ogre seems balanced from my experience). Wargs seems great too. while very unefficent in combat, their howl ability is superb if used in waves.

Aye i meant change the goblins so they are suitable as the ranged backbone of the orc army to give them purpose, And also be suitable for the walls.

White935
10-07-2011, 11:17 AM
Aye i meant change the goblins so they are suitable as the ranged backbone of the orc army to give them purpose, And also be suitable for the walls.

then the marauder would lose its purpose no? and goblins comes in two versions meele and ranged, that would leave the meele type obsolete. wouldnt it be better to try to make them both gain a different purpose than pure combat. and instead give them some kind of support role, like allowing goblins to stealth for instance til their x close to the enemy. so you could sneak a couple of goblin battaltions with archers on their side and do flanking attacks/attack their archers from behind.

ThatguyAds1298
10-07-2011, 11:19 AM
then the marauder would lose its purpose no? and goblins comes in two versions meele and ranged, that would leave the meele type obsolete. wouldnt it be better to try to make them both gain a different purpose than pure combat. and instead give them some kind of support role, like allowing goblins to stealth for instance til their x close to the enemy. so you could sneak a couple of goblin battaltions with archers on their side and do flanking attacks/attack their archers from behind.

I like that idea, the goblins getting some sort of stealth, i REALLY like it.

An marauder wont lose purpose, they are used to be trained into other troops and hunting too, And can be called to battle when your city is under attack on short notice.

White935
10-07-2011, 11:22 AM
I like that idea, the melee goblins getting some sort of stealth, i REALLY like it.

An marauder wont lose purpose, they are used to be trained into other troops and hunting too, And can be called to battle when your city is under attack on short notice.

your forgetting that marauders are our looters. the fact that orcs need their backbone to be able to loot (laboureres are horrible combatants). I think both ranged goblins and meele should get stealth (you dont want to be attacking with just meele after all but a combination, imagine stealthing goblins archers behind the enenmy, then use fire arrows to start a fire from behind, thus forceing the meele confrontration, but marauders should be the backbone of any orc army. for the fact that orcs needs to constantly be looting to maintain their economy late game.

ThatguyAds1298
10-07-2011, 11:25 AM
Hmm, good point.

Ok so, Another great suggestion made then. Goblins having stealth would give them a LOT more purpose and usefulness, And lets not forget they are sneaky buggers :D

White935
10-07-2011, 11:35 AM
Hmm, good point.

Ok so, Another great suggestion made then. Goblins having stealth would give them a LOT more purpose and usefulness, And lets not forget they are sneaky buggers :D

as stealth i mean war of fog affect them. generally even if somone is outside your units view range, you still see em. gobins should not be affected by that and remain unseen til their within the circle around a enemy unit that its "view range" so you can circle the enemy with em

ThatguyAds1298
10-09-2011, 07:37 AM
Just had a funny idea, (More amusing then anything else)

What if ogres could climb enemy walls? lets face it they are big and strong enough. Now hear me out first!

A few things for this suggestion :

-They can be attacked by archers when cliimbing (Obviously)
-if there are troops on the wall section they are climbing they cant get on the wall, so they hang there swinging their club over the wall top at the enemy for reduced melee damage (Club in their free hand and other hand holding on to the wall)
-if there are no troops on the wall section, then they can get onto the walls.
-They are very slow at climbing (So the defending player can react)

Basicly ogres are listed as siege troops, and yet they dont really do anything siege related, Whatcha think? you may laugh or cry! :D

Valkyrie
10-09-2011, 07:40 AM
Just had a funny idea, (More amusing then anything else)

What if ogres could climb enemy walls? lets face it they are big and strong enough. Now hear me out first!

A few things for this suggestion :

-They can be attacked by archers when cliimbing (Obviously)
-if there are troops on the wall section they are climbing they cant get on the wall, so they hang there swinging their club over the wall top at the enemy for reduced melee damage (Club in their free hand and other hand holding on to the wall)
-if there are no troops on the wall section, then they can get onto the walls.
-They are very slow at climbing (So the defending player can react)

Basicly ogres are listed as siege troops, and yet they dont really do anything siege related, Whatcha think? you may laugh or cry! :D


like the idea but that would render the siege ladder useless. Also i'd only like the Light units to be able to climb, and not the beefy heavy units.

White935
10-09-2011, 07:44 AM
i feel pity for the siege ladder if a ogre should climb that ladder.. and the poor orcs below it.

ThatguyAds1298
10-09-2011, 07:46 AM
Nono i mean.. they can actually CLIMB the walls without a siege ladder :D

White935
10-09-2011, 07:52 AM
Nono i mean.. they can actually CLIMB the walls without a siege ladder :D

Yes exactly what i spoke off. its unatural to think that ogres can climb siege ladders, so why not make em climb on their own?

ThatguyAds1298
10-09-2011, 07:55 AM
Ah ok sorry mate, i misunderstood :)

karamot
10-09-2011, 01:50 PM
i have better ideas imho

first of all, goblins dont need stealth, its a elf skill
goblin are wonderful, i wanna subline, WONDERFUL
who think they are useless, go away from this threat lol

mythology say goblins were rogues prncipally, so i guess they should have looting ability, like marauders, nothing less nothing more
their run ability is very good

i should be interesting if goblin could get a mount , little wargs for them, giving them ability o shoot and fight from wargs, obviously not great damage, they are just ganker

ogres who climb are just a word...LOL
personally, like mytholoty and other games too, ogres should take also the rule of wall breaker, becoming an half siege weapon for crush down walls, at last wooden, and remove completely battering hammer for orks.

about a graphic advice, slayer should be orks tank, but they are graphically naked, can u pls staff put some armor on? and leave impaler naked?
if berserk have to run and fight fastly, slayer are just arrow keeper, in fact they have abillity specific...

just one more thing, i know other race have healers, while orks not
i don wanna ask the introduction of a shaman, too complicated, just i wanna ask if rks can have a regeneration ability, that slowly regenerate life lost, just a bit more then other races

White935
10-09-2011, 03:05 PM
i agree with everything you said. thou i think goblins are crap. i only use them as sacrfices to my fire tactics.

karamot
10-09-2011, 04:39 PM
think this
i use only goblins, other units for me are **** lol

with a punch of goblins i killed a human into a encampment, with balestrier on towers

and i had not siege weapon lol

Magicmud83
10-09-2011, 09:17 PM
Just a few ideas not saying we should get all of this.

A chagre bonus for orcs would be nice being at least 2x bigger then the other races some extra damage when they smash into a unit would be nice.

Orcs are big with thick skin a small arrow def bonus or small chance for the arrow to glance off of them would be nice.

Give goblins a small stat bonus when fighting near orc units to show them trying to keep up with their big bro's.

I'd slow down Ogres movement speed a bit but raise their def.

Goblins either need a higher unit size or be a .5 in the 60/60 cap.

A fast moving foot goblin bomber unit with no def or melee attack but makes suicide attacks and a high chance to set things on fire. Shooting at them before they reach their target may cause them to explode. :cool:

White935
10-11-2011, 04:16 AM
Goblin Dmg and Numbers are fine actually. 90x30 is superior to quite a few. but their quite to squishy to be used in such as per say sieges.

Note these are my personal beliefs, you may just be as right as me <.< i just believe this over that <.<.

Our real issues (in my belief) is that our main units are to weak.

Or main figther "Slayer" appears to be beaten at every oppertunity, and cant match up to other races. likewise with impailer, (super low dmg). the Wargs riders also have been reported to be rather quishy and usually is half dead by the time it does a single charge throught the enemy lines.


Also Theres No upgrade for Mounted Troops (wargs rider) OR berserkers (cannot find any upgrades for our berserkers)

ThatguyAds1298
10-11-2011, 05:03 AM
I actually prefer the raiders if im forced to use them, get an army of them and just charge head on, this with evasion isnt as bad as i first thought tbh.

But they could still use some new tricks i think, just for survival.

An yes we need beserker upgrades etc!

Magicus
10-11-2011, 05:46 AM
Although I don't play I'd like to offer a suggestion. More orcish units should be allowed on the battlefield than other. Not sure if there's a cap atm but if there isn't orcish units should be cheaper so one can recruit faster. Simple solutions often are often best.

White935
10-11-2011, 07:48 AM
Although I don't play I'd like to offer a suggestion. More orcish units should be allowed on the battlefield than other. Not sure if there's a cap atm but if there isn't orcish units should be cheaper so one can recruit faster. Simple solutions often are often best.

while yes. More units would make up for the "weaker" units.
but you could as simply as just increase the Unit numbers and experiment than actually go throught the cap

for instance try to make Slayers 25/25 if still weak 26/26 if they still preform bad 27/27 ect.

SysOpPsyche
10-14-2011, 12:13 PM
The issues I've seen with units playing as an Orc (which is all I've played at this time) is:

Goblins Spawn Bug (I actually destroyed all my Goblin Tents to prevent it because I was Getting about 11 Raider spawns every time I did a mission - yeah I had that many tents). The tents add more resource capacity to the city than the Hut. Also, for cheap expendable units they are good as all my other units except Ogres require upgrading other unit types all of which come from the laborer/marauders that spawn from main hall/keep or need to be purchased as mercs.

It would be nice if Huts (regular) added a bit more resource capacity and could spawn Laborer/Marauders. Presently, all Orc spawn building require a lesser units to spawn a unit, causing the Main Hold spawn rate to gate spawn rates for all the Orc spawning buildings.

Wargs need to move a lot faster (they are as slow as my Siege units). They need to be levelable - presently they are not, I purchased some level 4 Wargs and couldn't level them. The fatten commands should be in a sub-menu not the main unit menu.

Goblin Upgrade glitch - I swear the Health on my Goblins went Down (144 before, 140 now) after getting the goblin upgrade that boosts Goblin stats (health, Speed, Accuracy).

Goblins - Adding a Wolfrider or Warg rider goblin cav unit would be nice - maybe a mounted archer but that may be too powerful. Stealth if possible should probably replace Evasion since it seems to accomplish the same thing.

Presently, due mainly to the bugs, Goblins and Ogres are more prevalant in my armies than Orcs due to difficulty creating Orc units and my Cities pop being capped at 90 regardless of how many huts/tents I have (I have yet to upgrade to Wooden Halls-Fortress yet - only have palisades due to issues with quests and OOS with PvP matches and inability til recently to level units without sieging cities by viewing and slaughtering/farming on the World Map).

Can't really say anything else about the Orc units because I've so little experience and opportunity to use them. Would be nice if the Hero unit could be customised/altered (ie. changed to a mounted unit/Pike/Ranged etc. type in the Player city without losing his level).

Though, the bugs and glitches with the UI - commands working and such take greater priority.