View Full Version : Cyclone Falcon
Pheonix
08-04-2006, 03:15 PM
Okay I lied. But this is my last unit. I know couple units have had a 'cyclone' theory, but this is simpler and different than the ones I read. Besides, just a name. Anyway, without furthur ado, #5 and final.
Cyclone Falcon:
Hp: 40
Armour: 9
Power: 15. Magic. Reductible. Same as pyro.
Block: 36% 18%
Move: 4 Teleport.
Recovery: 2. One move, one attack, two both.
Range: 3 in straight line. LoS. Same as Dragon.
Unaffected by mud quake (flying)
When the Cyclone Falcon attacks, he pushes a powerful gust of wind into the enemy...pushing it back 2 sqaures--or less if space is blocked.
http://img120.imageshack.us/img120/862/cyclonefalcongr8.th.png (http://img120.imageshack.us/my.php?image=cyclonefalcongr8.png)
The brown squares is where a Unit would be pushed if no other units/shrubs/wall is in the way. I picked the ranges accordingly so he could push back a knight, whom could not hit him on the next turn. No point to push back if he'll still be hit. However, that's to say the unit can be pushed back a full 2 sqaures, and the Falcon will be at max range away with no obstruction. The falcon is easier to kill than a scout, same Hp and armour, but around .5 the block. Same wait as well.
Tactics: Low damage, pyro damage to be exact; and only on one unit. He's not going to kill stuff for you. Advanced players would see his attack better and hopefully realize the power in it.
Offence: If a unit is in a sqaure that you need for a los shot, you can free it up and hope to take it. Or more advanced, if you do not have a furgy and need to fill a space, you can push one of your own. Helps to stifle the attack and deal minimal damage.
Defence: He's prolly much better here. Helps keep units away from you, opens up some space, makes it a more open game. Foiling plans to go for the cleric/stone as easy. In combination with furgy and frost/wisp you can effectively keep a unit lost for good.
The numbers are nothing new, it wouldn't be hard to get used/understand them. But the ability to stifle your opponent by moving them back, even a minimal amount, is powerful.
Please post your exact thoughts. No political correctness. I'd rather have harsh flame than somebody who doesn't like it but tries to not hurt my feelings. Don't worry, you won't. My last unit, most likely...too hard to make original stuff nowadays. Thanks for taking the time to read.
shatterstar
08-04-2006, 03:59 PM
hm...pushback has been worked many times before. there was a recent thing called the Rambeast.
i like the explanation. good job on that. also if i understand right, he cant push >1 unit. I would recommend lowering the blocking. right now he has pyro+ levels of blocking which isnt that simple for front hits. added to that his pushback defence. dropping the blocking to say DMW levels will make his push less powerful and also a more necessary ability.
do paralyzed/poisoned/barrieried units move?
Nice...I find it pretty good.
You Lost!
08-04-2006, 04:51 PM
Sounds,
Like a cool unit :) you might wanna edit his attack range because this unit is like a DMW and a witch put togeather I would make it one space down.
Evereything elce seems good man nice job.
The Ultimater
08-04-2006, 04:54 PM
you put some ncie effort into this unit I see. but I think you should lower the attack range. and maybe a little more blocking power!:tongue2:
Pheonix
08-04-2006, 05:26 PM
I understand your quarrels with the range..it's 3, with potential to push back 2. The range itself isn't 5.
Any less range and a knight hits the CF next turn...and the point of him to to prevent that. If a knight was able to hit him next turn, he'd be *poof* before he could gust again. He doesn't hardly hurt anything--one cleric heal after hitting a knight will gain a hit point, so damage is essentially non existant.
I only really use the knight when thinking about how he could be used. It's the lowest moving unit that people use, cept for frostie but he won't be on front lines or near them. Any other unit (mud, wisp, scout, dragon, mage, BR....) would be able to hit him next turn. So his job is kinda to keep the knights at bay.....
That's to say he can be at max range, and push somebody back 2 squares...
I thought the same thing at first...but if he can be hit, he would have to be more physically stable...which would make him overpowered. He's a fairly weak unit, and would be hard to use him well as is. He'd last fine stoned...but stone golems are not for everyone.
Thanks for the comments...hope more people can keep them coming.
Pheonix
08-04-2006, 07:00 PM
First, I apologize for the double post...so don't yell at me too hard for that. It was just easier to make a new post here than make the previous one super big and change topics in the middle.
hm...pushback has been worked many times before. there was a recent thing called the Rambeast.
i like the explanation. good job on that. also if i understand right, he cant push >1 unit. I would recommend lowering the blocking. right now he has pyro+ levels of blocking which isnt that simple for front hits. added to that his pushback defence. dropping the blocking to say DMW levels will make his push less powerful and also a more necessary ability.
do paralyzed/poisoned/barrieried units move?
The last (3) questions I didn't think about..
Barriered units I'd say no. It's not a focus type thing, barriers do block magic, I'd say it would just miss like everything else. No hit, no push.
Poisoned, I think it should. If it was your unit that was poisoned, you give him a 15 power attack to move him from there, so you prolly would lose out on that anyway. If it was his unit poisoned, you hurt him and move him, though since he would lose poison he could then attack I guess...you're better off just not using him on anything poisoned.
Paralyzed units...that's a tough one. We don't ahve a pushback element in tao, so I can't really relate it to anything else. The attack wouldn't be blocked...and the unit would stay paralyzed, but I think it would move them too.
You always give me the best Q's. Oh on a side note with the pushback, you understood correctly--only one unit.
shatterstar
08-04-2006, 10:55 PM
yes i agree with you that para'ed units should be moved. it fits with the idea of how para'ed units behave ie 0 reaction to any actions taken on them. however, that raises some more questions:
1. for a unit para'ed by a frosty, moving it would logically mean removal of paralysis.
2. for a chanty however there are 3 options - moving from inside the para-zone to out of it, moving entirely within the zone, and moving from outside the zone into it. i'll leave it to you to figure them out.
hmm..i also realized thats its possible to move a unit from 1 poisoned tile to another - since the wisp explicitly poisons the tiles, that should continue the poison.
the questions may seem anal, but then if you want a new ability they got to be answered.
Pheonix
08-05-2006, 06:13 AM
yes i agree with you that para'ed units should be moved. it fits with the idea of how para'ed units behave ie 0 reaction to any actions taken on them. however, that raises some more questions:
1. for a unit para'ed by a frosty, moving it would logically mean removal of paralysis.
2. for a chanty however there are 3 options - moving from inside the para-zone to out of it, moving entirely within the zone, and moving from outside the zone into it. i'll leave it to you to figure them out.
hmm..i also realized thats its possible to move a unit from 1 poisoned tile to another - since the wisp explicitly poisons the tiles, that should continue the poison.
the questions may seem anal, but then if you want a new ability they got to be answered.
Not anal at all.
In case with the poison and chanty, it is possible to move them and still be in range of poison. But their focus spells are cast, and don't stay enchanted in the squares. A poisoned unit can move closer to wisp in the range but lose the poison, in poisons case a move is a move.
In chanty's case, If a paralyzed unit is moved deeper in the range, or out of the range, I'd think it should still be paralyzed. Paralyzed units that get hit stay paralyzed, and it's not the range sqaures that keep the unit paralyzed but her focus. If a unit is pushed into the range after Chanty casts a spell, he shouldn't be paralyzed either....because units are freely able to walk in the range after she casts her spell, and not be paralyzed. Due to the fact she does not enchant the sqaures.
The frostie...I don't know why his case would be any different. Units that are frozen have never moved before, but it is still frozen, just closer/farther from the frostie. Maybe you meant if the unit was pushed out of the 4 square range. It's a strange question to answer as there is no pushback in tao, but I think the unit should stay frozen because...
The attack would not remove the Para:
If it was your unit that you attacked/moved, you didn't help it much. Other than have him a closer getaway when you unfreeze, but at the cost of a 15 power attack. And if you moved it farther from frostie, you would have to have the Falcon rush up close enough to get behind or in some cases the side to push it away, which could easily lose you the Falcon for nothing.
If it was your opponents unit you attacked/moved, you pushed it closer to retreat should frost ever be broken, almost helping. With low power of 15, there are better units to hit it with anyway. By freeing up the square any unit occupied, that technically helps both players equally, it's just smart to do it in a way that helps you most.
After all that, I realized it was pretty much nonsence...but I thought about the chanty/wisp again. Just like them, the Frostie targets his range and area, units move freely in/out of it. He only holds one unit captive though, so it's a little different still.
I don't know if I answered it, I tend to ramble on about my thoughts without answering anything. It's a hard question--to make it simple I think it would break poison focus and remove it, but not break paralyzation because that depends on the opponents unit moving/being attacked.
In your previous post you asked about barrierd units. I don't recall answering that. I believe it shouldn't hit them as it's a magic attack, and barrier guards it. This also would mean no move. I shouldn't have to say this part, but you won't be able to move a ward either--even though he would hit it. Wards just don't move. Thats the penalty they get for whatever they do.
Pheonix
08-07-2006, 09:24 PM
Geez....two double posts in one thread, excuse me.
I know I shouldn't bumb/double this post. I've never bumped a unit once it's died and just wanted to get a few more looks at it as it's my last, and prolly my best.
Should nobody post in here or look at it again, I will let him and all my other units rest in peace.
Hope I don't piss too many of you off after this.
shatterstar
08-07-2006, 09:52 PM
Not anal at all.
In case with the poison and chanty, it is possible to move them and still be in range of poison. But their focus spells are cast, and don't stay enchanted in the squares. A poisoned unit can move closer to wisp in the range but lose the poison, in poisons case a move is a move.
did not know that. makes sense-ish.
In chanty's case, If a paralyzed unit is moved deeper in the range, or out of the range, I'd think it should still be paralyzed. Paralyzed units that get hit stay paralyzed, and it's not the range sqaures that keep the unit paralyzed but her focus. If a unit is pushed into the range after Chanty casts a spell, he shouldn't be paralyzed either....because units are freely able to walk in the range after she casts her spell, and not be paralyzed. Due to the fact she does not enchant the sqaures.
agree on the units moving into the zone, thats what i was thinking as well.
i dunno about the units moving within the zone but it will add some tactical sense to the use of this unit. so its fine.
The frostie...I don't know why his case would be any different. Units that are frozen have never moved before, but it is still frozen, just closer/farther from the frostie. Maybe you meant if the unit was pushed out of the 4 square range. It's a strange question to answer as there is no pushback in tao, but I think the unit should stay frozen because...
The attack would not remove the Para:
If it was your unit that you attacked/moved, you didn't help it much. Other than have him a closer getaway when you unfreeze, but at the cost of a 15 power attack. And if you moved it farther from frostie, you would have to have the Falcon rush up close enough to get behind or in some cases the side to push it away, which could easily lose you the Falcon for nothing.
If it was your opponents unit you attacked/moved, you pushed it closer to retreat should frost ever be broken, almost helping. With low power of 15, there are better units to hit it with anyway. By freeing up the square any unit occupied, that technically helps both players equally, it's just smart to do it in a way that helps you most.
the pushback will help yr own frozen unit, to get it into BW range, out of DT-range. i get the pt about the attack itself not breaking the paralyzation and logically neither should the push. but for some reason moving a paa'ed unit and having it still frozen makes my toes itch. blah. its fine. nice job.
Fallin_Demon
08-07-2006, 11:34 PM
I agree, nice balence of the damage along with the pushback. Not to much and creats a very tactical unit in the end. Again nice job Pheonix.
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