Middle Earth: Battle For Arda - Official Thread
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Awesome work with this map guys me and my friend play it tons, I knew about triplea a while ago and introduced to my friend almost a year ago now and we been playin the shit out of battle for arda him evil me good.
Anyway, we had it balanced our own way on the pervious version at 200% handicaps across the board except freefolk with evil additionally boosted.
Some other minor boosts here and there.
Anyway,
Excited to see how this new version plays out, and we kinda wanna try it with blitz but we're not sure cause that seems crazy but also maybe is interesting.Was interested to see you cant build forts in mountains anymore, that was nice for angmar and orcs, for us atleast.
Probably gonna play straight 200% for everybody this time around if evil has a better start now.
And the reason I always played with 200% because the bigger numbers were fun and didnt seem to break things too much. 100% is good too though, just seems like 200% makes the game faster, but I like playing it slower at 100% too
This game is just so elegantly complex honestly and the lorefulness is so amazing too, atleast to me it feels like a struggle for Middle-Earth.
I cant read so I dont know if the change log says this or not but I'm excited to discover if there have been unit changes or if evil's beast/multi-hp units and spiders have been changed
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We've finished two more games with the new version, evil seems to have a very large advantage. In the third game we gave good a bunch of extra starting stuff (about 7 scattered walls in places that already had some and 64 tuv of units in non-forward positions) and evil still won and got ahead quite readily. Though some of that may be mistakes by good, but even that's not so clear.
The buff to uruk warriors seemed a bit unnecessary, they were already used a fair deal by some nations.
we do always play on ll which does ofc affect balance a little, but not THAT much.
saru is hugely stronger for sure, as expected. They get big and never seem to get beaten down at all, being quite able to maintain their entire territory and threaten to expand outward or support orcs.
The unit price adjustments do feel good and fairer, though they may contribute to the side imbalances felt in our games, since good used to heavily rely on those underpriced units. Still, it's better to have balanced unit costs and then fix any balance issues between the sides by adjusting other details.