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map13
04-28-2008, 08:30 PM
Name: Basher
http://i206.photobucket.com/albums/bb99/mapmeek13/5391-Iron_Golem_sm.gif
HP: 50
Power: 20 +KnockBack
Armor: 0
Blocking: 0%
Recovery: 2 (3 is too much, 1 is too little. 1 for move, 1 for attack, 2 for both)
Movement: 3
Range: 1

Knockback
for this I'm going to split units in categories so it's easier to explain. Please keep in mind that the basher only knocks units back when it's attacking, not when it's hit.

Light Units
Poison Wisp
Cleric
Enchantress
Dark Magic Witch
Dragon Speaker Mage
Pyromancer

Hit on Front- 4 spaces in opposite direction
Hit on Side- 3 spaces in opposite direction
Hit on Back- 5 spaces in opposite direction
Block on Front- 2 spaces in opposite direction
Block on Side- 2 spaces in opposite direction
Hit Light on Trail- knockback reduced by 1/4 and transfered as damage X3, Knockback transfered to unit, continue until end.
Hit Medium on Trail- Knockback reduced by 1/2 and transfered as damage X3, Knockback transfered to unit, continue until end.
Hit Heavy on Trail- Knockback reduced by fully and transfered as damage X3, Knockback transfered to unit, contiune until end.
Hit Super Heavy on Trail- Knockback reduced fully and transfered as damage X3
Hit Non-Move unit on Trail- Knockback reduced fully and transfered as damage X3
Hit by Light- Knockback along with unit, Take 1/2 the damage the main unit recieves
Hit by Medium- Knockback along with unit, take the same damage the main unit recieves
Hit by Heavy- Knockback along with unit, take x2 the damage the main unit recieves
Hit by Super Heavy- Knockback along with unit, take x4 the damage the main unit recieves

Medium Units
Berserker
Beast Rider
Furgon
Assassain
Scout

Hit on Front- 3 spaces in opposite direction
Hit on Side- 2 spaces in opposite direction
Hit on Back- 4 spaces in opposite direction
Block on Front- 2 spaces in opposite direction
Block on Side- 1 spaces in opposite direction
Hit Light on Trail- knockback reduced by 1/8 and transfered as damage X3, Knockback transfered to unit, continue until end.
Hit Medium on Trail- Knockback reduced by 1/4 and transfered as damage X3, Knockback transfered to unit, continue until end.
Hit Heavy on Trail- Knockback reduced by 1/2 and transfered as damage X3, Knockback transfered to unit, contiune until end.
Hit Super Heavy on Trail- Knockback reduced fully and transfered as damage X3
Hit Non-Move unit on Trail- Knockback reduced fully and transfered as damage X3
Hit by Light- Knockback along with unit, Take 1/4 the damage the main unit recieves
Hit by Medium- Knockback along with unit, take 1/2 the damage the main unit recieves
Hit by Heavy- Knockback along with unit, take the same damage the main unit recieves
Hit by Super Heavy- Knockback along with unit, take x2 the damage the main unit recieves

Heavy Units
Knight
Mud Golem
Stone Golem
Golem Ambusher
Frost Golem

Hit on Front- 2 spaces in opposite direction
Hit on Side- 1 spaces in opposite direction
Hit on Back- 3 spaces in opposite direction
Block on Front- 1 spaces in opposite direction
Block on Side- 1 spaces in opposite direction
Hit Light on Trail- knockback reduced by 1/16 and transfered as damage X3, Knockback transfered to unit, continue until end.
Hit Medium on Trail- Knockback reduced by 1/8 and transfered as damage X3, Knockback transfered to unit, continue until end.
Hit Heavy on Trail- Knockback reduced by 1/4 and transfered as damage X3, Knockback transfered to unit, contiune until end.
Hit Super Heavy on Trail- Knockback reduced by 1/2 and transfered as damage X3
Hit Non-Move unit on Trail- Knockback reduced fully and transfered as damage X3
Hit by Light- Knockback along with unit, Take 1/8 the damage the main unit recieves
Hit by Medium- Knockback along with unit, take 1/4 the damage the main unit recieves
Hit by Heavy- Knockback along with unit, take 1/2 the damage the main unit recieves
Hit by Super Heavy- Knockback along with unit, take the same damage the main unit recieves

Super Heavy Units
Dragon Tyrant

Hit on Front- 1 spaces in opposite direction
Hit on Side- 0 spaces in opposite direction
Hit on Back- 2 spaces in opposite direction
Block on Front- 1 spaces in opposite direction
Block on Side- 0 spaces in opposite direction
Hit Light on Trail- knockback reduced by 1/32 and transfered as damage X3, Knockback transfered to unit, continue until end.
Hit Medium on Trail- Knockback reduced by 1/16 and transfered as damage X3, Knockback transfered to unit, continue until end.
Hit Heavy on Trail- Knockback reduced by 1/8 and transfered as damage X3, Knockback transfered to unit, contiune until end.
Hit Super Heavy on Trail- Knockback reduced by 1/4 and transfered as damage X3
Hit Non-Move unit on Trail- Knockback reduced fully and transfered as damage X3
Hit by Light- Knockback along with unit, Take 1/32 the damage the main unit recieves
Hit by Medium- Knockback along with unit, take 1/16 the damage the main unit recieves
Hit by Heavy- Knockback along with unit, take 1/8 the damage the main unit recieves
Hit by Super Heavy- Knockback along with unit, take 1/4 the damage the main unit recieves[/i]

Non-Move
Lightning Ward
Barrier Ward

Never moves... Ever
Hit by Light- Take 1/64 the damage the main unit recieves
Hit by Medium-take 1/32 the damage the main unit recieves
Hit by Heavy- Knockback along with unit, take 1/16 the damage the main unit recieves
Hit by Super Heavy- Knockback along with unit, take 1/8 the damage the main unit recieves

Deathhead
04-28-2008, 08:40 PM
kinda hard to understand, but i get most of it, oh, and nice pic:)

map13
04-28-2008, 09:06 PM
thx

bloodreign
04-28-2008, 10:27 PM
A lot of effort was put forth on this unit.
But one problem i have is the fact he can knockback units so far... and he only has a 1 turn recovery.

This unit would punch holes in any turt form.
And potentialy knock their own units right into the cleric! ( that would be cool to see though)

But the Hp do balance it to a degree..after all 50 hp unarmored and no blocking is pretty open to attack.

Boreal
04-29-2008, 02:40 PM
I don't get it. 0 for understandability.

Morning Star
04-29-2008, 02:43 PM
Definitely confusing on what it does to what unit. Agree with blood though, looks like a lot of effort went into this.

The AIDS Virus
04-29-2008, 04:28 PM
Umm...what is going on with this thing?

map13
04-29-2008, 07:00 PM
A lot of effort was put forth on this unit.
But one problem i have is the fact he can knockback units so far... and he only has a 1 turn recovery.

This unit would punch holes in any turt form.
And potentialy knock their own units right into the cleric! ( that would be cool to see though)

But the Hp do balance it to a degree..after all 50 hp unarmored and no blocking is pretty open to attack.

It takes a true unit noob to fully understand a unit so complex, thx for being a cau noob blood :cool:

Yea, I don't know though, should the recovery be one higher? :huh: It's kind of iffy to me...