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If anyone remembers me, I'm Viperlord on the Elveron forums (probably nobody else frequents that) and I'm about to do to this forum what I did to the Elveron race suggestion forum - that is, make more suggestions than everyone else put together. Unlike my behavior on that forum, I will put several suggestions in the same thread.
Here's this thread's worth of suggestions:
Mind Leech (10hp)
Armour: 0
Blocking: 100%
Movement: 2
Recovery: 1
Power: 0
Attack Pattern: Same as Knight
Special: Paralyze without focus
Landmover (20hp)
Armour: 50
Blocking: 40
Movement: 1
Recovery: 0
Power: 0
Attack Pattern: Same as Knight
Special: Attacked unit is pushed 1 step away from landmover. This is meant to be a way to move wards.
Covering Mage (30hp)
Armour: 5
Blocking: 33
Movement: 2
Recovery: 3
Power: 10
Attack Pattern: Same as Pyromancer
Special: The central space, instead of being damaged, gets Covering (no focus). Covering lasts until the unit is attacked and protects it from that attack.
Time Ward (40hp)
Armour: 20
Blocking: 100%
Movement: 0
Recovery: 3
Power: 0
Attack Pattern: Range 3, unblockable
Special: The unit targetted is stunned 2. Any units in LOS recover 1 turn faster.
BigMan9878
01-10-2006, 03:54 PM
How do you kill the leech?
And most of these seem either underpowered or overpowered
Spirit_Monger
01-10-2006, 03:59 PM
Well, the mind leeach needs to have a way to be killed. Otherwise, they all are somewhat underpowered. They have pretty much all exist right now though. (Enchantress, Barrier Ward, Berserker, etc..)
Hellblazer
01-10-2006, 04:39 PM
These are all either underpowered or overpowered and a few of 'em are a bit on the unoriginal side. Try making one good unit instead of a bunch of mini-units.
Mind Leech is not a ward - 100% blocking in the front only. And it can be killed by unblockable attacks. The paralysis is nonfocus, meanign that there is no way to remove it - the unit is gone. I think this is balanced by the slow movement and the fact that just about anythign will kill it in one hit.
The covering mage differs from the barrier ward in that the covering doesn't end when the unit moves. I'm also thinking the covering would protect from focus spells.
Maybe you'll find this one more original:
Shock Wisp ()
Armour: 15
Blocking: 0
Movement: 0
Recovery: 2
Power: 20
Attack pattern: Range 6, empty tile only. Shock wisp moves to that tile, damaging everything in LOS.
If units are overpowered or underpowered, suggest repairs and/or explain why. At least tell me which way it goes for each unit. If you find some of the units not nearly original enough, ignore them and they'll go away.
The responses to this thread were terrible. I'm not particularly proud of these units - this thread was my first post on this forum - but I'm BUMPing it so that people can talk about what the units actually do instead of making the vague complaints that were so popular in the past.
Incidentally, I haven't been to the Elveron forums for a long time. I wonder if I'm ever going back.
Shadowkill
03-06-2007, 02:58 AM
Mind Leech is not a ward - 100% blocking in the front only. And it can be killed by unblockable attacks. The paralysis is nonfocus, meanign that there is no way to remove it - the unit is gone. I think this is balanced by the slow movement and the fact that just about anythign will kill it in one hit.
The covering mage differs from the barrier ward in that the covering doesn't end when the unit moves. I'm also thinking the covering would protect from focus spells.
Maybe you'll find this one more original:
Shock Wisp ()
Armour: 15
Blocking: 0
Movement: 0
Recovery: 2
Power: 20
Attack pattern: Range 6, empty tile only. Shock wisp moves to that tile, damaging everything in LOS.
If units are overpowered or underpowered, suggest repairs and/or explain why. At least tell me which way it goes for each unit. If you find some of the units not nearly original enough, ignore them and they'll go away.
That shock wisp is like my teleblast mage.
That shock wisp is like my teleblast mage.
But the shock wisp came first. The joke's on you.
This thread is over a year old. I was just hoping these units could be properly discussed this time around.
Shadowkill
03-07-2007, 02:07 AM
But the shock wisp came first. The joke's on you.
This thread is over a year old. I was just hoping these units could be properly discussed this time around.
Heh sorry year ago i didnt even know about these forums...
warkiller
03-07-2007, 03:19 PM
Heh sorry year ago i didnt even know about these forums...
That's why most people do research on their unit to find out if any one else has used the unit or made it up
That's why most people do research on their unit to find out if any one else has used the unit or made it up
Let him off, unless you can think of a search that will pull up both his unit and mine without a hundred others. Searches don't always work.
Now, some critique on this thread's units please? If no one puts any thought into them I may have to bump this next year...
Shadowkill
03-07-2007, 03:44 PM
Let him off, unless you can think of a search that will pull up both his unit and mine without a hundred others. Searches don't always work.
Now, some critique on this thread's units please? If no one puts any thought into them I may have to bump this next year...
Of course if u want...
Mind leech - If it can reach any unit than its overpowered because any unit is worth more than it, if u can barrier it than its overpowered even more. Good for prevent units to rush you, keep it in behind when someone come hit it with this one. However, this unit die to any magic attack and then it isnt worth of wasting one unit place. This unit is overpowered or underpowered depending on conditions.
Landmover - 50 armor? Stone this guy and u have an unstoppable beast, but it cant do almost anything alone. Its useful only for moving wards, as you said. Do it break focus? Even if yes i wouldnt place it on field anyway.
Covering mage - Good from protect a surrounded unit, and opponent can get rid of it only if he attacks that unit. And yes, using this on focus units would be great, because first attacking wont break focus and you have time to barrier.
Time ward - useful for defense, imagine this 2 tiles behind a LW, and you have a LW with 3 recovery. Can even help mages or DT sometimes. This on front row would be useful even for stunning enemies.
Red Mage
03-07-2007, 03:47 PM
That shock wisp is like my teleblast mage.
You think everything is like your teleblast mage, which didn't get good feedback.
You think everything is like your teleblast mage, which didn't get good feedback.
It is like the teleblast mage. The basic concept is the same - an attack that moves through enemy units to damage them.
I agree that the mind leech is extremely polarized. I think I did a good job of evening it out, but the polarization is not good.
Pushing wards around could get very nasty. The lightning ward would become a mobile attacker. But I see now that it's too slow to have much effect on the game.
I see the covering as a counterpart of the barrier ward. The barrier can't stop the one attack right after a unit moves - the covering mage can. I would use it to move a witch into range of a lightning ward and attack, then barrier the witch as soon as the opponent breaks the covering. The same goes for the enchantress, only moreso. It would guarantee a successful enchantress paralyze, provided the covering wasn't broken before the enchantress attacked. That might bring the enchantress back into the gold game.
These are better than I remembered them as being.
warkiller
03-07-2007, 04:19 PM
I was wondering, can the effect of the time ward affect units under barrier protection?
And mind leech is underpowered if not provided with enough protection, but with good protection this unit is unstopable, great unit and nice balancing. I was wondering about this unit if you can paralyze more than one unit since it doesn't have any focus.
Yes, you could paralyze more than one unit. Basically, any unit it paralyzes is paralyzed forever. It would probably not paralyze more than one unit before getting killed (after side blocking, it can get front attacked, so it's basically done for if the opponent can get a side attack), but if you use it well you should be able to get a good trade for it.
I don't think the time ward would have any effect on barriered units, since it isn't focus. Incidentally, that brings up the possibility that a barrier would protect against the mind leech. I think it would, since only focus penetrates a barrier.
Wow, the mind leech is good... my very very first unit on this forum... my very very first post on this entire web site... I'm touched.
warkiller
03-08-2007, 02:34 PM
Wow, the mind leech is good... my very very first unit on this forum... my very very first post on this entire web site... I'm touched.
You should be. I was wondering, does the mind leech go through the barriers?
And are any of the units you named, are their attacks (any one them) blockable or they are all unblockable and go through barriers?
I think they are all unblockable and do not go through barriers.
Mind you, I'm not certain that's what I originally meant - the leech might have been blockable and the landmover might have pierced barriers - but I'll go with regular unblockable.
BlackSyphon
03-08-2007, 04:40 PM
I gotta say, the concept behind the landmover guy is nothing short of genius. The strategy that would be involved in using it is immense.
Not only can you move wards, but you can push units into range of wards, or of anything really. In addition, melee attackers cannot strike and run. You would need some additional ruling though. Like what happens if the unit is against a wall, or another unit is in the way.
I think if you push it into another unit, that unit should take some damage as well, almost like a beast rider.
du
warkiller
03-08-2007, 04:49 PM
I gotta say, the concept behind the landmover guy is nothing short of genius. The strategy that would be involved in using it is immense.
Not only can you move wards, but you can push units into range of wards, or of anything really. In addition, melee attackers cannot strike and run. You would need some additional ruling though. Like what happens if the unit is against a wall, or another unit is in the way.
I think if you push it into another unit, that unit should take some damage as well, almost like a beast rider.
du
True, but i like it the way it is. Just imagin moving your lw closer and closer to your opponent.
I gotta say, the concept behind the landmover guy is nothing short of genius. The strategy that would be involved in using it is immense.
Not only can you move wards, but you can push units into range of wards, or of anything really. In addition, melee attackers cannot strike and run. You would need some additional ruling though. Like what happens if the unit is against a wall, or another unit is in the way.
I think if you push it into another unit, that unit should take some damage as well, almost like a beast rider.
du
I believe I did this concept several times in different ways, and one of my versions dealt damage when it smashed a unit up against something else. But for the landmover, if it can't move the unit it just doesn't.
warkiller
03-08-2007, 05:27 PM
And also adding damage to this unit would be hard, since i like the idea of moving my own LW closer against my enemy.
The Coder
03-08-2007, 05:36 PM
Mind Leech (10hp)
Armour: 0
Blocking: 100%
Movement: 2
Recovery: 1
Power: 0
Attack Pattern: Same as Knight
Special: Paralyze without focus
Overpowered. Just set it at like the front line, and your opponent has no chance. It pretty much 1 hit kills
Landmover (20hp)
Armour: 50
Blocking: 40
Movement: 1
Recovery: 0
Power: 0
Attack Pattern: Same as Knight
Special: Attacked unit is pushed 1 step away from landmover. This is meant to be a way to move wards.
This is made every 3 days. This one is underpowered.
Covering Mage (30hp)
Armour: 5
Blocking: 33
Movement: 2
Recovery: 3
Power: 10
Attack Pattern: Same as Pyromancer
Special: The central space, instead of being damaged, gets Covering (no focus). Covering lasts until the unit is attacked and protects it from that attack.
Barrier ward on large scale.
Time Ward (40hp)
Armour: 20
Blocking: 100%
Movement: 0
Recovery: 3
Power: 0
Attack Pattern: Range 3, unblockable
Special: The unit targetted is stunned 2. Any units in LOS recover 1 turn faster.
Better berserker.
warkiller
03-08-2007, 05:41 PM
What you said about the mind leech is wrong, with 10 hp it can die easily, making it an underpowering unit while being overpowering, making the unit balance :)
Overpowered. Just set it at like the front line, and your opponent has no chance. It pretty much 1 hit kills
This is made every 3 days. This one is underpowered.
Barrier ward on large scale.
Better berserker.
Back when I made these units, I would have just accepted this. Hey, I accepted the much worse comments that I got. But you're putting much less thought into your comments than I put into these units, and I am going to refute every one of them.
Although the units are sparsely described and the thread title is noobish, I actually spent hours thinking about these, and weeded them out as the best of about three times as many ideas. I was coming straight out of Elveron's race suggestion boards, and I think I have grown soft from being on CAU for so long.
That first unit dies in one hit from a 2-range mudquake or better. It will probably take down one front-line unit in exchange for itself, and that front-line unit is going to be a wall for a while. Also, if the opponent gets first turn, there's a chance that it will get lwarded. On the other hand, if it is placed on defense, skillful defending could allow it to paralyze and escape alive. It's a turtle unit as much as a rush unit, and not overpowered in both.
Granted, it's the classic "high power low health," but that can carry quite a bit of strategy. The high power is balanced not only by low health but by low reach.
We do see knockback units quite often, but I think the zero wait and complete specialization is unique. This unit is fast enough to slide your lightning ward around. I can't argue the underpoweredness in the gold game, but in the grey game being able to move your wards would be a distinct advantage.
The covering mage only blocks one attack. In contrast, the barrier ward can hold the protection for a very long time in many cases. Although it's more useful in the short run of a one-turn stall, the covering mage can't protect in the long run or stick around for the endgame. It's complementary, but not a replacement.
Berserker? Is stun all you think the berserker is? The berserker deals some significant damage. This doesn't. Yes, this is more useful against the lone unit, but if the opponent has other things to do he has more time to mount an assault on other angles while you pound at the stunned unit. The secondary effect will be just as useful as the primary effect, allowing you to speed up your wait and attack again sooner.
warkiller
03-08-2007, 06:51 PM
We do see knockback units quite often, but I think the zero wait and complete specialization is unique. This unit is fast enough to slide your lightning ward around. I can't argue the underpoweredness in the gold game, but in the grey game being able to move your wards would be a distinct advantage.
Just remember, that units made, do not go to the greys, meaning that this unit is, indeed, useless.
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