Pike like unit - Not an Upgrade - Needs a new name
Pike like unit - Not an Upgrade - Needs a new name
the second upgrade for the pikemen
He has + 2 attack +2 armor +1pierced armor
and is 50% less effective against Calvary just so he's not too overpowering
He has + 2 attack +2 armor +1pierced armor
and is 50% less effective against Calvary just so he's not too overpowering
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halberdier to improved halberd
Like broad swordman to man-at-arms but with anti cavalry unit
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Re: halberdier to halberd knight
There are already lancer and heavy lancer which are strong against calvary and mounted
- Alexander82
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Re: halberdier to halberd knight
I think that he wants it to be a knight as title, not mounted
Anyway the unit might be just Master Halberdier, or Expert or Veteran or some other elite stuff
Anyway the unit might be just Master Halberdier, or Expert or Veteran or some other elite stuff
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Re: halberdier to improved halberd
title changed.
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Re: halberdier to improved halberd
For this add maybe 3 attack, 1 armor, 6 health
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Re: halberdier to improved halberd
The halberdier really needs another upgrade. They are quite weak.
Re: Falangist
How would this work along with the "Reach" tech that Alexander82 has suggested?
You can read it here: viewtopic.php?f=79&t=1948
You can read it here: viewtopic.php?f=79&t=1948
Thanks!
Josh
Josh
- Alexander82
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Re: Falangist
I think that the longer range should achieved only by reach. Instead the longer weapon might givee some more bonus against flying units (like some sort of counter)
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Re: Falangist
I don't know about that. Remember, there is only one flying unit in AoS and it is really easy to counter anyway without a melee unit to do it as well.Alexander82 wrote:Instead the longer weapon might givee some more bonus against flying units (like some sort of counter)
Thanks!
Josh
Josh
- Alexander82
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Re: Falangist
I see. I could have be done just on counter. But if you think it is op it should just have some more stats. Btw teach should work for any melee unit that use spears (like hoplite)
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- TheBluePhoenix
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Re: Falangist
What about this- we make falangist with a stronger hp and power and bonus against some melee units as the halberdier is easily killed by them
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
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Re: Falangist
This will make them too strong. Upgrades of pikemen are suppose to be a cheap unit which can easily kill mounted units but weak against swordmens. Giving them bonus to other melee units will make this strong against everything except archersTheBluePhoenix wrote:What about this- we make falangist with a stronger hp and power and bonus against some melee units as the halberdier is easily killed by them
- Alexander82
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- TheBluePhoenix
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Re: Falangist
Hmm okay then how about we increase his speed?
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
- Alexander82
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Re: Falangist
I don't see why a single unit should be faster... i'd make a tech for that that affect at least any infantry unit
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Re: Falangist
Maybe Falangist should be a new unit, stats like pikeman, 3 turns needed to recruit, 2 tiles of range, maybe a bit less HP and bonus against mounted units (but still big)?
Re: Falangist
Perhaps that could be good. But I do like the idea of a level 3 upgrade for the pikeman to keep up with the man-at-arms.
How about this completely different approach: its stats remain basically the same as the halberdier only they receive an effect when they are near each other (similar to the high morale effect). That would be realistic because anti-cavalry units were more effective in formation.
What do you guys think?
How about this completely different approach: its stats remain basically the same as the halberdier only they receive an effect when they are near each other (similar to the high morale effect). That would be realistic because anti-cavalry units were more effective in formation.
What do you guys think?
Thanks!
Josh
Josh
- TheBluePhoenix
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Re: Falangist
what about this- it has a long weapon so while attacking it damages unit behind the attacked unit also?
BEWARE!!!!The long lost empire of phoenicia is rising- The world is but just near the golden age,wherein men played and frolicked,without any worries at all
Re: Falangist
I like that idea! But I don't think we have the mechanics for that yet (just area damage like the elephant).TheBluePhoenix wrote:what about this- it has a long weapon so while attacking it damages unit behind the attacked unit also?
Thanks!
Josh
Josh
Re: Falangist
So I think for now, what if we just increased its hp and maybe a little armor so that it can survive more than 1 hit from a man-at-arms.
What do you guys think?
What do you guys think?
Thanks!
Josh
Josh
- Alexander82
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Re: Falangist
That was one of mt peoposal for knight and lancer, but Daniel said it would overcomplicate the gameTheBluePhoenix wrote:what about this- it has a long weapon so while attacking it damages unit behind the attacked unit also?
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Re: Falangist
I think we should give him more attack than armor becuase armor could be researched in blacksmithCOOLguy wrote:So I think for now, what if we just increased its hp and maybe a little armor so that it can survive more than 1 hit from a man-at-arms.
What do you guys think?
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