Talk:Development/@comment-5395153-20121008140003/@comment-5395153-20130802113832

I like your Stone Golem vulnerability to Cold idea :). I think slightly more races have access to Cold than Electrical so it should hopefully work out ok too. I'll take a closer look at the Golems and see if they should or shouldn't be able to attack air as well. I think considering their costs, taking away their ability to attack air would be a great balancing change, it might even give the Dark Dwarves a weakness.

I think the T-Rex's attack type should remain Slashing/Piercing. I'm not too fond of T-Rexes running around chewing through bases with ease, and I can't think how a T-Rex would have trouble biting Orcs for that matter either :S.

I kinda want to keep the Scorpion's vulnerability as Crushing. It would probably make it overpowered if it wasn't vulnerable to a common damage type (for example, compare it to an Orc, both have the same cost of 60 Metal). I think most armoured units should be more vulnerable to Crushing/Electrical out of the damage types available.

Unfortunately giving Scorpionmen Slashing damage wouldn't help to stop anything that happens towards the start of the game, which is currently the problem :( (particularly with the Empire and Wood Elves since even their towers do Piercing damage).

I think the piercing vulnerability on the elven archers is to balance them better against other units and buildings, not particularly against other archers. Most archers/missile units are already powerful enough already due to the Ranged>Melee mechanics of the game and a lot of them have vulnerability to piercing already such as High Elven Longbowmen and Dwarf Crossbowmen.

Thanks for your help and suggestions, I appreciate it :).