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enderandrew
03-28-2004, 10:41 PM
This is my first suggested unit. I'm looking for criticism, constructive or otherwise. Comments such as "this sux in general and I think you're mom is whore" can be directed elsewhere.

Salamander

Hit Points : 52 Movement Range : 4
Power : 19 Recovery Time : 1
Armor : 30%

Attack Pattern :
Slashes a single unit on an adjacent tile with his tail.

Special Abilities :
Immune to fire based attacks

Appearance

This draconic beast is the foul magical spawn of humans and dragon-blood. Lanky, angile, and covered in reddish-orange scales this lizard-man creation is a frightening sight to behold.

Tactics

At first glance, this unit appears much like a knight. However, the Salamander is not as strong as a Knight, and locks the ability to block. However, this lizard like creature is immune to fire, and it's thick scale-like hide provides good natural armor. It's natural speed also provides a better movement range.

Flanking is definately an issue to be aware of with no blocking whatsoever, however as the unit is immune to fire, multiple Salamanders can be deployed together without fear of a mass pyro attack.

tabula rasa
03-29-2004, 01:56 PM
Your first unit ehh? pretty good...i like it a lot.If you change anything, change its HP to like 45 or lower, and its Armor is WAY to much...drop it to 12%. Next time put everything up there. I got confused when I saw it didnt see how much blocking it had until I read further. Just put Blocking: 0% next time so everyone can see everything....pretty good unit and Original

enderandrew
03-29-2004, 05:17 PM
You're right, I think I should drop the armor. However, the knight's advantage is 80% blocking which is huge. Trading that off for immunity to fire is not entirely fair, so the Salamander should have a few other advantages. 1 movement, and 2 hp I think balances things out.

green97sierra
03-29-2004, 06:08 PM
well, this might even be the answer to the pyro rush everyone complains about. immune to fire is a BIG thing, seeing that the three units have fire attack, and depending on dsm power ups, can kill many units in as few as two hits. keeping the armor where its at, this will decimate most all pyro rushes.

enderandrew
03-29-2004, 06:39 PM
Maybe the armor is a bit high. I'm not sure, but I think the unit is overall a good idea.

I'm having badger flashbacks. That song is evil!

MasterGolem
03-30-2004, 03:52 PM
maybe make it like 40 health and abosrbs 1/3 of fire damage

enderandrew
03-30-2004, 05:23 PM
I'm not sure about trading off 80% blocking for absorbing 1/3 fire damage. Even 33% blocking is in a way superior to 1/3 absorbing fire damage because you will block 33% of all damage.

LondonJack
03-30-2004, 07:55 PM
It would be more tactical to have fire heal the salamander (maybe only a third of the adjusted fire damage, to build on the idea of absorbing), although that might make it an addition instead of a counter to bombs.

The health and armor seem excessive but you make a good point about it not having blocking. On the other hand look at the dragon (which for all intents and purposes has no blocking :)). When a dragon is armored it becomes a massive headache to kill, and your salamander as it stands would be worse, and considering its recovery it would be just as big of a powerhouse at delivering damage. My suggestion is give the unit high health (50+) and low to no armor or medium (35-40ish) health and medium (12-18ish) armor and let it's main defensive thing be healing from fire.

enderandrew
03-30-2004, 11:52 PM
Yes, in retrospect I agree that I initially gave it a little too much armor. I'm not sure about fire healing it, because as you mentioned, it might add to fire bombs, rather than counter them.

sproose moose
03-31-2004, 12:53 AM
its a great try for the frist unit keep on going:D