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Keep Lord

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Hargrim
Developer
Posts: 2465

Re: Keep Lord

Post#11 » Sun Jul 15, 2018 4:54 pm

Yes, canons are lame. I will try to fix that somehow, like making lord AoE nuking everyone in range.
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orfeask
Posts: 53

Re: Keep Lord

Post#12 » Sun Jul 15, 2018 5:10 pm

I think we would rather have the cannons disappearing after inner keep door gets destroyed.

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CountTalabecland
Posts: 990

Re: Keep Lord

Post#13 » Sun Jul 15, 2018 5:16 pm

Bringing in a cannon to shoot 1 guy in the face does feel..... cartoonish on a Tom & Jerry level.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.

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Glorian
Posts: 4980

Re: Keep Lord

Post#14 » Sun Jul 15, 2018 5:47 pm

:roll:
Wave with the fence acknowledged.
So forget the idea to drag in siege vs the lord.

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Hargrim
Developer
Posts: 2465

Re: Keep Lord

Post#15 » Sun Jul 15, 2018 8:01 pm

Fixed next patch. If you want to see how try this again ;).
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