View Full Version : The Torturer
Martyb
01-07-2006, 11:48 AM
Ok was just thinking I had an O.K. idea here. Please comment on what you do and dont like.
Name: Torturer
HP: 60
Armor: 0%
Power: 7 (power isn't deducted by opponents armor)
Range: 3 Spaces
Block: 0% blocking
Movement: 3 Spaces
Wait: 2 Turns
Ok this unit is almost a cross between a poison whip and a frost golem. The idea is that the unit can grab another unit with a whip and each turn deduct 7 HP from it. The unit being held on to (or tortured) cannot move or attack. The torturer has a focus attack so if he is hit he looses the unit he is holding. Unlike the the poison whip though, it can kill the unit its holding. Like the poison whip though, it can only attack units directly to the sides, behind, or in front of it. The Torturer can only grab one unit at a time though.
Attack Patern:
T=torturer
O=Empty space
A=Attack Range
OOOOAOOOO
OOOOAOOOO
OOOOAOOOO
OAAA TAAAO
OOOOAOOOO
OOOOAOOOO
OOOOAOOOO
Movent Pattern:
T =Torturer
O=Empty space
M=Movement range
OOOMOOO
OOMMMOO
OMMMMMO
MMMTMMM
OMMMMMO
OOMMMO
OOOMOOO
I hope you Like my unit. I don't think it will be chosen for i am not a very well known player, and i would like all feed back, good or bad, that you have for me. Thank you.
UKruler666
01-07-2006, 11:54 AM
this is a very good unit, well done :)
Anarchy_United
01-07-2006, 11:55 AM
It would be very powerful in the endgame, especially if you had a barrier
xMightymidgetx
01-07-2006, 12:03 PM
hm...what class is it?
ThinkTank
01-07-2006, 12:03 PM
very nice unit indeed...good job
Swordz
01-07-2006, 12:22 PM
Woohoo, a frosty with a damage ability... that's just what we need!
[/sarcasm]
All it is, is a frosty with a 7 damage ability. Not original, not very tactical, yet overpowered in the end game of a turt.
Maestro3
01-07-2006, 12:41 PM
good unit you should alert the mods to this very good idea.:eek:
strong hold
01-07-2006, 01:38 PM
To me this just looks like an overpowered PW.
It is a nice thought although is basicly an overpowered (although slowler moving)wisp.
Martyb
01-07-2006, 02:30 PM
Wow guys thanks for all the feed back. I actually thought the feedback would be much worse than that. And for all the people out there conserend about it being to powerful, i have been thinking about making its HP a whole lot lower. And also I planned for it to be like a poison whip and like a frost golem.
EmelGreenLeafer
01-07-2006, 02:35 PM
I guess its a good unit, but it would work out for real life in TAO, but good job.
Grade: A+
i know i'm ganna get hated on for using the grade function from now on :dry:
yall are ded
01-07-2006, 02:43 PM
It is a replica of the frosty just like swordz said + 1 movement and 7 damage per turn. Overpowered compared to the frosty making it obselete. This would not be an accepted idea. Nice try but unoriginal. ;) It's overpowered because if there is nothing in the way it can hit something 6 spaces away with 7 damage+paralysation. This makes it a must to destroy. but' with 60 hp that is a task that will use up at least 3 turns. With barrier arrgg I mean send it into enemy lines then attack. If you have a barrier behind your lines it is a must to attck. TAO just doesn't need another one of those(in my humble opinion). Good job for a first or second or thrid try though :)
Martyb
01-07-2006, 02:51 PM
Thanks yall are ded. I appreciate you giving me this feedback. Maybe I'll try again sometime :bigsmile:
And yes yall are ded it is my first attempt at it. Also like you said 60 HP would be too much and like i said i after looking back at it, 30 HP would be way more acceptable. and with 0 blocking and 0 armor, it is truely not that hard to destroy.
And i was thinking maybe it should have 5 attack power instead of 7....
yall are ded
01-07-2006, 03:04 PM
Nice improvements. I myself would ..ehem like a new paralysis unit.
Technochocolate
01-07-2006, 03:14 PM
dislikes
:nono: :mad:
I actually have to agree with Stronghold on this one. there isnt enough of a catch for 7 pwr (if u think about it is kinda alot).
likes
:good: :grin:
Its a good idea and a cool name. I'd like to C whatt it looks like if it comes out (not that it will), and it would B very useful 2 me:)
Martyb
01-07-2006, 03:14 PM
alright cool man...if only this could really be a new unit...
I also designed this unit because i wanted a new paralysis unit lol.....
Plus i like turtles so i kinda designed this unit to be a good end game turtle unit
Martyb
01-07-2006, 03:16 PM
dislikes
:nono: :mad:
I actually have to agree with Stronghold on this one. there isnt enough of a catch for 7 pwr (if u think about it is kinda alot).
Like i said i would lower the power on it. Would you think 5 would be too much? coz thats what i was thinking of....
Technochocolate
01-07-2006, 03:48 PM
maybe if u let armor be a factor then it might B fair. By the way nice signature xmightymigetx whered u get it?
Martyb
01-07-2006, 04:05 PM
maybe if u let armor be a factor then it might B fair.
If i let armor be a factor i would have to raise the attack power more then 5...
Spyke72
01-11-2006, 08:07 PM
Woohoo, a frosty with a damage ability... that's just what we need!
[/sarcasm]
All it is, is a frosty with a 7 damage ability. Not original, not very tactical, yet overpowered in the end game of a turt.
I'm definitely gonna side with swordz here. The frost golem is a balanced unit. Suddenly giving it the power to do 7 damage a turn unreduced by armor just creates an overpowered unit.
Something extra needs to be thrown in, like maybe the torturer has to be directly next to the unit it's torturing? That would make more sense.
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