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Lordofzrings
01-12-2004, 08:18 PM
Diamond archer(in need of a better name)


HP: 30
Movement range: 4
attack range: Like a DMW, only 5
attack power: 20
Recovery: 3
Blocking: 50% front 25% sides
armor 10%

* special abilities*
The arrow goes until it is blocked,
but the chances of it being blocked are split in half
because Diamond is the hardest mateiral, so therefore it can go through even steel




Flaming Archer (in need of better name)

HP 30
movement 4
attack range a radius of 4
power 15+
recovery 4
blocking 50 on front 25 on sides
armor 10

*special abilities*
when shot the arrow has a 25% chance of ignighting the target, adding 5 to the power making the shot arrow do 20 damage




Chu Ko Nu(from AOEII)

HP: 30
movement 4
attack range: 3 ( like a dmw)
power 10 per arrow
recovery 2
blocking 40 on front 20 on sides
armor 30%

*special abilities*
the chu ko nu can fire up to three arrows per turn, it has a 50 % chance of shooting 2 and a 20% chance of shooting three, it has a short range but what it lak s in range it makes up in power



Marksmen (sniper?)

HP: 20
attack range:a radius of 7
power- 18
recovery 4
blocking 40, 20
armor 30

* special abilities *
The marksmen is almost 100% acurate at hitting an oponent in a weak spot, therefore armor is eliminated when his arrows are shot




archer commander
HP 50
power: 15+
range: same as scout
recovery 2
blocking: 45, 23
armor 30

* when this unit is in play all archers get an up one for range, also for every archer in play the commander gets a power up by 1(or 2,post what you think, after all he is the Commander)

Lordofzrings
01-12-2004, 08:34 PM
almost forgot one


Medic archer( in need of a better name)

HP: 30
Attack heal by 15
movement 3
attack range like DMW only 5
recovery 4
blocking 40, 20
armor 10


* fires a magical arrow that heals whomever it touches, it only hits first in the line,
the bad part is that it could be mistaken for an enemy arrow by your own soldiers and they can block it!*

Largo
01-12-2004, 08:44 PM
hmmm.. interesting ideas. The diamond archer could have too much power (20 power, AND the blocking ability is reduced?). perhaps to alieviate that than the range would be shorter or recovery time would be longer. but in that case it might be better to use something else. I DO like the sniper archer, and the multifire archer though.

Largo
01-12-2004, 08:48 PM
sry.. one added note. For the sniper archer to be more balanced, the power would have to be MUCH lower (more like 10 or 8). however, i think, being a sniper, not only would he have a 100% of hitting, but there would be no armor save (due to his ability to find chinks in the armor).
i DO like the archer commander, very nice unit, though i think that in order for his abilities to work, he would have to be in focus (ie: be a spell that increases the abilities of archers, and so he himself doesn't get an archer attack)

Lordofzrings
01-12-2004, 08:57 PM
okay thanks for the feedback ill do some editing on the diamond archer,

and what makes up for the snipers exelent bow skills is his hp, 20, a DMW could probably whipe it out, im not in the mood for math to figure out if it would so......

the archer comander i intended to be sort of like the DSM only the archers get the bonus,

Wrath of God
01-12-2004, 09:09 PM
I like the ideas especially since i'm so fond of scouts :D

Lordofzrings
01-13-2004, 03:00 PM
Yeilding Bowman (In need of a better name)

Hp: 30
attack 15+
attack range Same as scout
movement 4
blocking 40, 20
armor 10

*special abilities*
the yeilding archer is a slow but a powerful unit if used right,
at the start of the turn after he moves you can either attack, or end your turn, if you attack he does fifteen damage if you end your turn the "yeilding archer"s attack boost up to 18, and after a 1 turn penalty(for only moving) you can either
a. use another unit and keep the archers attack at 18
B> move and/or attack with the archer doing 18 damage(after the damage is done archers attack decreases to 15 again)
C. move/ and or wait pumping the archers attack up to 21


May seem confusng but it really isnt

Recovery-
1 for moving
2 for attacking
3 for doing over 20 damage
4 for doing over 25

Lordofzrings
01-13-2004, 05:03 PM
Arrow Ward (in need of better name)

Hp: 40
attack- 26
attack range 6 Like a DMW, hits first in LOS
recovery 4
Blocking 100
armor 8
A magical enchanted box like unit that fires multiple arrows through holes in its sides, this attack can be blocked



Tranquilizer Bowman

hp- 30
attack - paralize( 3 turns)
Attack range a radius of 4
recovery 4
blocking- 50, 25
armor 8-10

attack patern, fires a tranq arrow at a unit that cauzes it to be paralized, hits first in LOS( the paralize is only for 3 turns)
NO FOCUS FOR THIS UNIT

Wrath of God
01-13-2004, 05:51 PM
I like the tranquilizer bowman but its basically a one hit kill i think the paralyzed unit should only stay paralyzed for like 3 or 4 turns tops.

Lordofzrings
01-13-2004, 05:56 PM
k thanks for the feedback( on my server unit forum too) ive edited the trranq so its a three turn paralize max

Lordofzrings
01-14-2004, 03:20 PM
bump

ArcPaladinZero
01-14-2004, 07:46 PM
Shouldn't the Chu Ko Nu units be faster? They are a fairly fast unit in AOE2. I mean just if you wanted to follow suit and all.

Lordofzrings
01-15-2004, 06:30 PM
Yeah i guess i can lower the chuko nus recovery by one, thanks

camelman140
01-16-2004, 02:53 PM
I like the idea of a fire archer but i have some suggestions. i was thinking not so much as a fire archer but a fire arrow archer. it would have the same recovery, move radius, and armor as the regular archers but have a stronger attack like a puls 8 or 10. also i think the way its attack is should be alltered to much like a fire mage attack, to where you have 5 place that would be attaced when you shot an arrow like your ignighting everyting around where the arrow hit. so in essance you could hit a group of peole and not just one. and i think that if the fire arrow archer was in play it should give all the other archers this ability and a stronger attack or at least just a stronger attack much like the dragon speaker mage does to the other mages.

kyrios24
01-16-2004, 06:25 PM
Some comments:

Marksman can't be 1-hit by anything except a dragon. 30 armor is quite a lot. You might not realize it...so I'd say yeah, less attack, or else tone down the armor a bit. Try 10-15 attack and maybe 20 armor? That would at least make a 2-hit almost inevitable... 25 HP is a thought. Because a knight would definitely tear the marksman apart, if it could get to it. May still be too powerful though...i'm not sure.

The chu ko nu is actually fairly weak, even attack-wise. 10 x .3 + 20 x .5 + 30 x .2 works out to roughly the same as a scout. And it's much weaker in other respects. Oh, and different numbers of arrows just add another luck factor to the game. Maybe a fixed number of arrows automatically (3 or 4), take away the witch attack? I know I had an idea, I really did... but I forget.
Is it affected by LOS? If the unit gets a side block on 1 arrow, would it then be doing frontal blocks on the other arrows?
Err...try 4/5 attack range, and maybe put the movement down to 3. That would probably work better if the attack range was at 5. 4 arrows automatically, each with 10 attack. Ah. Try these stats for chu ko nu:

HP: 35
Armor: 12 (assassin)
Recovery: 2
Movement Range: 3 (so it can't get around back easily)
Attack Range: 3/4
Power: 9 (no 1-hit kills)

+ The chu ko nu releases 3 arrows at once at the target.
+ This attack is not affected by LOS. (its a looping shot, right?)
+ I think it would work better if the unit didn't turn after side blocking, but that wouldn't really be too realistic...

Definite defensive unit, and also very good for sniping out of "turtle formations" at units that get too close. It would be nice if this made the LW less necessary...I really want an excuse to put it on the sidelines.


Archer commander: I think he should count as 2 units. Harder to kill than a scout, and same stats. For a gold, he could go on the field with 2 scouts. He would have 17 attack already plus extremely pumped HP, and they would both have range boosts. Hooray. 3 uber-scouts. Then you add on some more archers, and he becomes incredibly strong. I say 2 units, and it's probably still too good. I would just love having a marksman with 8 range. Whee, an archer army would be fun though. By the way, is it a movement range boost or an attack range boost? Either way, it's very strong... try slashing down his armor, at least, or maybe movement 3 range 5? Nah, he's 2 units, after all. Just count him as 2, and maybe put his armor down to 20/25.

Ok, I'm almost done here. Flaming archer... again, luck factors should be as few as possible. Ok camelman. You just sorta gave an archer a power of 26-28 (DSM), with scout stats in regards to moving, blocking, HP, armor, and attack range. And gave all other archers an exploding arrow too. No. However...this is an idea which many people (including me, i think) have posted about. An LOS-based unit with splatter damage. And I love it. Say:

HP 30?
Armor 10/15, or thereabouts. Nah, make it 20.
Attack range 5
Movement 3
Attack: 15/10
Recovery: 3

+ The square that the arrow hits is damaged for 15, and all surrounding squares take 10 damage.
+ Attack is affected by LOS.
And you could call it...exploding archer! (in dire need of a better name)

Yes, people, I know some of you did this kinda thing already. I'm just putting it on a currently popular thread, and adding some changes of my own.

I love the medic archer, only it's unbelievably weak. Make it unblockable, or 2 recovery, or 3 recovery, or 20 attack, or more HP/armor (remember, it can't heal itself!), or get rid of that DMW attack. Especially get rid of that DMW attack. More like it, you can do a combination of those changes, since now it's just incredibly weak. Don't try to combine the recovery suggestions though... the results could be disastrous!;) If you do power it up significantly, then maybe put the attack range down to 4.

The one problem I have with unblockable is that I would love to be undeniably screwed at some point, with like a scout on one side of his knight and the medic on the other, like this:
[S][ ][ ][ ][ ][ ][K][ ][ ][ ][M]
So anyway, the scout and medic archer are yours, and the knight is his. Scout and knight both have a 1-turn recovery. Knight is facing up or down. You're dead, or have a 70% chance of dying (side scout block), or something like that. So you attack the knight with the medic archer. If he gets healed, well, that sucks for you. Or you could imagine that he was full-health already. Yeah, that's it... Anyway, if the knight blocks, then you smash him from the back since your scout will be recovered. If he doesn't, then no harm done. Exciting situation, huh? I'm sure it would come up a lot... um. So anyway, sorry for wasting some more of your precious time. I bet I get an award for longest post though, hehehe...:cool:

Serge
01-18-2004, 12:37 AM
I was reading through your ideas thinking good but i got ideas for improvements i read the guy's post above mine i got no ideas.

lalala

camelman140
01-19-2004, 02:48 PM
how bout the name igniting archer insted of exploding archer

kyrios24
01-19-2004, 04:13 PM
Hehe, exploding archer was a bit of a joke... as in, an archer who explodes. Igniting is a reasonable name. Well, that was pretty good feedback, camel. Got any other ideas?:p

camelman140
01-19-2004, 05:11 PM
this was just a thought, but what if an archer had the power to shoot an arrow into the ground and it caused a tremor that damaged 4 squares kinda like the dark witch. all the other stuff doesnt really matter, like armor and stuff, but i think it should have the same attacking distance as the regular archers though or at least near the same.

camelman140
01-25-2004, 03:50 PM
playing a game today sparked a thouhgt. i hate it when you try to shoot someone with your archer and someone is in the way and blocks it. i was thinkin there should be and archer who shoots his arrow up and it archs to hit his target, instead of a stright shot.

Serge
01-25-2004, 03:53 PM
camelman I already thought of that and posted it. I even called it Longbow man(creepy) and it was deemed useless because of scout trick shots.

ck1
01-26-2004, 01:24 PM
U should call the arrow ward something like a siege tower, and it should count as 2 units on the field, because of he archer in it that u decide. It should be able to be moved but it can only move 1 space in any direction, and it should be able to fire in a half circle with 5 units all ways, and 4 on diagonals.