View Full Version : Minotaurs
Reborn chaos
04-06-2004, 05:24 PM
HP:40
Damage:20
Block:33%
Recovery rate: 3 turns
Movement: Same as a warriors
Attack: They spin their axe in a circle, damaging all the players around them.
Misc:
1) wont step aside for players
speical:
if you attack before you move he will do a charging headbutt, in this attack he runs through all the enimes in his line of sight (5 spaces in a straite line) doing 25 damage to everything he hits, but every time he hits somthing it does 5 damage to him, after doing this he has to recharge agian, he will not be able to get through contraptions doing this
plusminus
04-06-2004, 05:42 PM
While it's pretty balanced (maybe a bit weak with that big recovery), and could be useful, it's certainly not essential - it's only a cross between a knight and an assassin. The chances of a unit like this actually getting created are slim to none, just because whenever a new unit does trickle out it's usually one that does something fairly unique.
Also, since when did a minotaur have an axe?
Reborn chaos
04-06-2004, 06:32 PM
whats so bad about changing it a little?
sproose moose
04-06-2004, 06:36 PM
put the recovery to one and also what makes as like this unit it is not good and it's not bad realy each unit needs somehting specail
about it and it needs a bit more information take that into consideration and next time it will be better oh yeah i forgot look at ents to see how to set it out a bit better or sandbeast light witch orge migi there all good
Reborn chaos
04-06-2004, 07:29 PM
k, i added a speical attk
thgonace
04-06-2004, 09:04 PM
interesting but try 10 or 15 damage not 2
Duffman
04-07-2004, 03:34 AM
I like the special attack. It's very true to a minotaur. But you have to make sure there is a square where the minotaur can stop... and obviously he couldn't charge through contraptions...
One thing those is if you put a melee attack to a high recovery they are going to get one hit then get swamped. Cause they have to be next to the person they are attacking when they attack the other unit could run circles around it cutting it to ribbons. The highest melee recovery rate is the mud golem with 2 and still that gets a lot of criticism for it. My advice is put recovery to 2. Other then that it's pretty wicked.
Reborn chaos
04-07-2004, 08:55 PM
k i added some of your ideas and changed some that i had
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