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Thread: Ogre Mauler

  1. #1
    Crispy CAU Maker bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign's Avatar
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    Talking Ogre Mauler

    OGRE MAULER


    These civilized beasts live in the forrests, they claim it is their domain, they hate human encroachment into their territory and seem to have a NATURAL hatred for humans.They are a fierce bunch and can do more dammage to an aproaching enemy than a knight can in certain situations.

    They can swing their crude battons with wild abandon not stopping until their opponent is left in a bloody heap, yes they are fierce, but seem to be a little bit slow when moving , that seems to sap their strength the most.

    STATS
    HP:44
    POWER:19 (at a single adjacent tile)
    ARMOR:18%
    MOVEMENT:3
    RECOVERY:1(FOR MOVING)(NO RECOVERY UPON ATTACKING)
    BLOCKING:65%


    TACTICS: It seems you can use the mauler in two ways:
    #1 as a defensive threat, wait for your opponents to come to an adjacent tile, then swing away! (no recovery time)
    #2 get right into the thick of things (beside opponents with turn recovery) and try to bludgeon your opponents into submision.

    Here is a statistical breakdown of damage.
    knight vs DT: knight aproaches dt and swings 68-18 now a 1 turn wait,attacks again-18 another 1 turn wait, attacks again -18another 1 turn wait.

    So it takes 6 turns to deal 54 damage...with a 1 turn wait after.

    Now with my ogre mauler
    ogre mauler aproaches DT swings for 16 damage, now a 1 turn wait, ogre mauler swings for 16 damage (no wait) now ogre mauler swings again! (16) and again(16) with no wait for a TOTAL OF 64

    So it takes 5 turns to deal 64 damage!

    KNIGHT:54 in 6 turns
    OGRE MAULER: 64 IN 5 TURNS
    this is entirley hypothetical and does not factor in blocking, or the DT moving,
    but for sheer acumulative damage the OM win's out by 10 attack points and has the ability to move3 spaces after that!

    *edits in red*
    Last edited by bloodreign; 08-13-2006 at 11:19 PM.

  2. #2
    First off, neat picture, did you make that in paint?


    But seriously... the wait is really weird... unless that's a special about him.... change it to the normal, example;

    Move and attack: 3
    Attack only: 2
    Move only: 1

    Also... you have no attack pattern listed.

    "I want people to be afraid of how much they love me." -Michael Scott

  3. #3
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    Playing with the recovery time like that is interesting. It's feasable, though, if part of the attack includes restoring one of its own recovery. It's really funny to think that ogres have an easier time swining their weapons than walking.

    And again, the art is awexome. But the spelling could use work, aach. I use www.dictionary.com.

    It might be a little too powerful as compared with the scout and assassin. Technically, it's the same class of units as the knight is instead of the infiltrators like the other two. The stats in general seem too high, but I bet lowering movement to 3 would change all that. That would mess with recovery and stuff, but it might be for the better. I dunno, I'll think it through and respond again later, maybe.

  4. #4
    Crispy CAU Maker bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign's Avatar
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    Hey DELERYN you gave me a good idea! perhaps for this unit, he only gets a 0turn recovery for attacking if it was a SUCCESSFUL attack! if it was blocked then it goes to +1

    indeed a twist......

    it is like some sort of BLOODLUST attack where if he hits and see's blood he can attack right after.....brilliant deleryn brilliant.

    but i think i will keep him as is....for now.


    if so i think the 4 movement might be warranted!

  5. #5
    Quote Originally Posted by bloodreign
    Hey DELERYN you gave me a good idea! perhaps for this unit, he only gets a 0turn recovery for attacking if it was a SUCCESSFUL attack! if it was blocked then it goes to +1

    indeed a twist......

    it is like some sort of BLOODLUST attack where if he hits and see's blood he can attack right after.....brilliant deleryn brilliant.

    but i think i will keep him as is....for now.

    if so i think the 4 movement might be warranted!
    So he gets rewarded for hitting a unit, so not only are you angry that you didn't get a block... but now his ogre mauler doesn't have wait... I think it should be the other way around, if it hits, he has wait, if not, he doesn't.

    And the attack pattern you've indicated is he can attack any adjacent tile. Can he attack diagonal tiles? or is it like a knight?

    Overall I like this unit, might be a little bit overpowered, and still needs some tweaking with the special wait ability.

    "I want people to be afraid of how much they love me." -Michael Scott

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    I didn't think of anything.


    If you wanted to make a "berzerker/barbarian/battlerage" dude, then he'd probably have less blocking than this

  7. #7
    Crispy CAU Maker bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign's Avatar
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    This balancing act is soo hard to do, i wanted a character with STATS blended and similar to the other units, true it is a tad powerful but not by much!

    Basicaly i added all the other character stats (SCOUT,KNIGHT,ASSASIN,BEAST RIDER)
    divided it and gave the unit a unique twist.

    Here is the original blend:
    hp:42
    power:19
    armor:15%
    blocking:65%
    recovery: 1 .....>twist< (upon moving)
    movementleans toward 4) but decided on 3

    maybe that will suffice

    now you see out of those 4

    the ogre mauler comes 2nd in HP
    tied for second in POWER
    tied for second in ARMOR
    3rd in blocking
    tied for 4th in MOVEMENT
    1ST in RECOVERY TIME!

    a good blend perhaps too good

  8. #8
    Quote Originally Posted by bloodreign
    This balancing act is soo hard to do, i wanted a character with STATS blended and similar to the other units, true it is a tad powerful but not by much!

    Basicaly i added all the other character stats (SCOUT,KNIGHT,ASSASIN,BEAST RIDER)
    divided it and gave the unit a unique twist.

    Here is the original blend:
    hp:42
    power:19
    armor:15%
    blocking:65%
    recovery: 1 .....>twist< (upon moving)
    movementleans toward 4) but decided on 3

    maybe that will suffice

    now you see out of those 4

    the ogre mauler comes 2nd in HP
    tied for second in POWER
    tied for second in ARMOR
    3rd in blocking
    tied for 4th in MOVEMENT
    1ST in RECOVERY TIME!

    a good blend perhaps too good
    Wait what...
    Is this the same unit... or a new one? Or what?

    "I want people to be afraid of how much they love me." -Michael Scott

  9. #9
    Crispy CAU Maker bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign's Avatar
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    here is another alteration

    OGRE INFILTRATOR:
    hp:45
    power:19 (one adjacent square. in all directions aka- diagonaly)
    armor:18%
    movement:4
    recover: 2 for movement! none for attack.

    so the beast could rush in swing once, wait, wait, swing, swing ,swing,

  10. #10
    Crispy CAU Maker bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign has become immortal bloodreign's Avatar
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    toledo it's a WIP
    WORK IN PROGRESS

    it's evolving MUHAHAHHAHAHHH!

  11. #11
    Please don't double post... and it's better to just edit the original.

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  12. #12
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    Quote Originally Posted by bloodreign
    OGRE MAULER


    STATS
    HP:44
    POWER:19 (at a single adjacent tile)
    ARMOR:18%
    MOVEMENT:3
    RECOVERY:1(FOR MOVING)(NO RECOVERY UPON ATTACKING)
    BLOCKING:65%


    TACTICS: It seems you can use the mauler in two ways:
    #1 as a defensive threat, wait for your opponents to come to an adjacent tile, then swing away! (no recovery time)
    #2 get right into the thick of things (beside opponents with turn recovery) and try to bludgeon your opponents into submision.

    Here is a statistical breakdown of damage.
    knight vs DT: knight aproaches dt and swings 68-18 now a 1 turn wait,attacks again-18 another 1 turn wait, attacks again -18another 1 turn wait.

    So it takes 6 turns to deal 54 damage...with a 1 turn wait after.

    Now with my ogre mauler
    ogre mauler aproaches DT swings for 16 damage, now a 1 turn wait, ogre mauler swings for 16 damage (no wait) now ogre mauler swings again! (16) and again(16) with no wait for a TOTAL OF 64

    So it takes 5 turns to deal 64 damage!

    KNIGHT:54 in 6 turns
    OGRE MAULER: 64 IN 5 TURNS
    this is entirley hypothetical and does not factor in blocking, or the DT moving,
    but for sheer acumulative damage the OM win's out by 10 attack points and has the ability to move 4 spaces after that!
    *edits in red*
    I don't know if you've edited those stats since, but the way I see that now it's crazy powerful. No wait turns on anything just isn't right. You hit a side shot on something, next turn back attack, and again, and again, 19 power every turn automatically is, no. Toledo (think it was you) said something about him missing and that gives him no wait, that's much better. But no wait regardless after attacking? And you think this unit is only a little overpowered? Put in the high block, quite good armor, and decent hp...who needs knights? No way I'd rather use a knight than him, and any unit that completly overshadows the knight is just wrong. Your example shows that as he does more damage in less turns than the knight....I'm apparently either quite wrong about that kind of power or nobody else read it that way.
    Maybe it's also because these are new stats and prior comments had other stats.
    -The Elite-



  13. #13
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    The example with the dragon was if the dragon were to sit there and let either unit wail on it. I was worse before, with 4 movement. It isn't really overpowered because it has to be in knight range (I'm assuming) which is difficult without moving every turn.

    Now, in an example where the dragon does damage too, I'm fairly certain that it would win by virtue of its ranged attack. The dragon has better movement and range, so it should usually go first, but we'll start with the Ogre Mauler moving first just to see what happens.

    I'll add the % armor to both units' hitpoints to make things easier. No blocking (which favors the DT anyways), the dragon can take about 79 power due to its armor. OM = 52. Blue has OM, Red has DT.

    1st turn blue: move, attack DT - 19 = 60
    1st turn red: attack, moveOM - 28 = 24
    2nd turn blue: recover
    2nd turn red: recover
    3rd turn blue: move, attack DT - 19 = 41
    3rd turn red: recover
    4th turn blue: recover
    4th turn red: recover
    5th turn blue: attack DT - 19 = 22
    5th turn red: attack OM - 28 = -2

    Edit: I just noticed that this example was as if the Ogre Mauler moved 4 squares/turn. If not, it has to waste a turn moving (like the scout) before another attack is made. This would mean that the unit only gets 2 attacks against the Dragon Tyrant.

    Supposedly, Knights have a chance of beating Dragon Tyrants. Ogre Maulers don't. Even against an opponent who recovers for 3 turns, the Ogre Mauler doesn't really have an advantage if it moves first. In my mind, this makes it a tactical unit. Adding other units to the mix makes things interesting.

    The worst thing that could happen is that pyromancers get easier to kill, as if knights didn't already do that well enough. Scouts get attacked the same number of times as if a knight did it.

    Perhaps I don't like it so much because it would be a great addition to the game as much as it made me think of the game in a new way.
    Last edited by deleryn; 08-13-2006 at 08:57 PM.

  14. #14
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    its tactical and its an interesting way to play with recovery so i commend that.

    i do not like it for one simple reason, it hurts teamplay. recovery ensures that you cant just wale on a target with the same unit or 2 constantly. a rush for example has to coordinate and use the mudd, scouts, drag and whoever else; not just 'port a mudd and keep quaking, then move a scout in and keep sniping.

    it creates tactics, but not in a good way.

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  15. #15
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    Quote Originally Posted by shatterstar
    its tactical and its an interesting way to play with recovery so i commend that.

    i do not like it for one simple reason, it hurts teamplay. recovery ensures that you cant just wale on a target with the same unit or 2 constantly. a rush for example has to coordinate and use the mudd, scouts, drag and whoever else; not just 'port a mudd and keep quaking, then move a scout in and keep sniping.

    it creates tactics, but not in a good way.
    Did you even read my post? This isn't one of those 0-recovery units that you can respond to stereotypically.

    If you read all of his post, then you'd know that it gets 1 turn recovery when it moves. Only a newbie or a moron would waltz his units next to this with their backs facing toward it so it can attack every turn.

    Think of what happens when you attack with your knights. You generally move sometime, right? Of course; it's free to move with knights and you can make minor tactical adjustments by moving before or after your attack. The Ogre Mauler gets penalized for this. It uses tactics to draw enemies toward it and make them face in directions that enemies wouldn't generally face. Regardless of the fact that it doesn't need to recover after attacking one turn, a smart player using it probably wouldn't attack with it every turn anyways because sound tactical reasoning provides better alternatives.

    And it is a "team player" because it can keep away annoying mages and dragons and Golem Ambushers away from your weak units better than any other single unit. It would ward away other units too with a good deal of damage should they attack weaker ones 2 spaces away. In any good game, I'd guarantee you'll find yourself actually using your scouts or cleric more than it anyways. But how often does the average grey actually use his lightning ward?

    Your offensive example really doesn't work at all when the player on defense can make adjustments for as close to free as things get on TAO. Because of the movement problems, it would be about as bad as a knight that attacks every turn unless you get your scout caught between it and your cleric (which would be hard because it would move down there as fast as a pyromancer of witch would).
    Last edited by deleryn; 08-13-2006 at 09:30 PM.

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