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Small Balance Change to Drill Promotion...your thoughts

Stalker0

Baller Magnus
Joined
Dec 31, 2005
Messages
11,114
I have just taken my first tentative steps into the world of modding. Not really to create big mods, more just small tweaks to the system to get the balance the way I want it.

I have seen many articles about the drill promotions, and how in the vast majority of cases they are inferior to normal combat promotions. So I have made a small tweak, see what you think.


Drill II - Grants 1 first strike + 1 first strike chance.
Drill III - Grants 1 first strike + 1 first strike chance.
Drill IV - Unchanged.
Blitz - Can now be taken after Drill IV.

The goal was to increase the power of drill a bit. So early game (where 3 tier promotions are not common), you will see one more first strike. Later game you see one less first strike chance, but gain one more first strike. Further, since the main benefit of drill is to try and have units take a little damage as possible, this seems a natural fit with the blitz promotion.
 
Let drill unlock the same specialized promos as combat, like commando, blitz, amphibious, etc, and at the same level of drill as it does combat.

That's all the drill line needs.
 
I wish drill-units didn't get chosen as best defender so easy. At the same time the combat-bug should be fixed. Combat I+II(+20%) should not be better than CR I(+20% against cities) against cities.
 
Let drill unlock the same specialized promos as combat, like commando, blitz, amphibious, etc, and at the same level of drill as it does combat.

That's all the drill line needs.
That sounds fair to me, but I don't reckon it even really needs that.

In my opinion, Drill I is rubbish compared to Combat I, but after it becomes worth while. I still choose Combat promotions more often than drill promotions, but that's true for most things. I hardly ever choose Guerrilla promotions but I don't think those need to be buffed either. Drill is only useful in some situations, just like most of the promotions.

Strong defenders get the most out of drill promotions. I remember one time I had a navy seal defending at a forest+fort choke point. That one guy killed countless mech infs, often several attackers in one turn. They just couldn't touch him because of all the first strikes he had from woodsman III and drill. Combat promotions would be junk compared to drill in that situation.
 
That sounds fair to me, but I don't reckon it even really needs that.

In my opinion, Drill I is rubbish compared to Combat I, but after it becomes worth while. I still choose Combat promotions more often than drill promotions, but that's true for most things. I hardly ever choose Guerrilla promotions but I don't think those need to be buffed either. Drill is only useful in some situations, just like most of the promotions.

Strong defenders get the most out of drill promotions. I remember one time I had a navy seal defending at a forest+fort choke point. That one guy killed countless mech infs, often several attackers in one turn. They just couldn't touch him because of all the first strikes he had from woodsman III and drill. Combat promotions would be junk compared to drill in that situation.

Mounted owns the hell out of drill though. A couple flanking II cavalry or gunships would have quickly put that unit's hp down to where others could finish it. Too bad the AI isn't smart enough for that sort of thing.

The drill line is generally weaker than the combat line until IV, unless the target is damaged or you're defending in a favorable position. I see no reason drill can only take SOME special promos, it's not like PRO needs to be nerfed or something.
 
i think drill 5 and drill 6 (great general) should be this:

drill 5
-reduce collateral by 20% (now 80%)
-immune to first strike
-1 free first strike

drill 6
-immune to collateral damage
-opponent no longer immune to first strike
-1 free first strike
 
As a part of modifying the Drill promo, do you also make the AI aware of Drill's enhanced power? If not, you make the game easier for the human player vs the AI. Generally, I believe that mods are almost always a move towards less balance, unless the AI is made aware.
 
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