Light infantry unit who can throw torches that will burn buildings periodically also it can fight other light infantry units.
Trained: barracks (if its added on multiplayer)
Cost: 3 (if its added ob multiplayer)
Hp: 20
Attack power:9
Range: 1
Armor: 1
pierce armor: 0
Speed: 3
Sight: 4
Spell resistance: 0%
ability: torch
Reach: 2
Damage: 12 + fire (targets buildings)
Cooldown: 2 turns
https://l.facebook.com/l.php?u=https%3A ... 4CtYuBYf0c
viking raider/sea raider
- Gral.Sturnn
- Posts: 1877
- Joined: Tue Feb 13, 2018 11:29 pm
viking raider/sea raider
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Last edited by Gral.Sturnn on Sat Aug 24, 2019 1:14 am, edited 4 times in total.
~Gral.Sturnn
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: viking raider/sea raider
What cost? What cooldown for ability?
I think also 12 damage for ability is a bit too high. Lower it to 6.
I think also 12 damage for ability is a bit too high. Lower it to 6.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Gral.Sturnn
- Posts: 1877
- Joined: Tue Feb 13, 2018 11:29 pm
Re: viking raider/sea raider
1. Its meant to target buildings so damage is ok i thinkmakazuwr32 wrote: ↑Fri Aug 23, 2019 5:21 am What cost? What cooldown for ability?
I think also 12 damage for ability is a bit too high. Lower it to 6.
2. Would this unit be accepted in multiplayer? Or just map editor?
3. If so, then just from barracks and 3 cost
~Gral.Sturnn
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: viking raider/sea raider
1. For games as well (if you want him as trainable unit) his attack should be 6 but also should have bonuses to fortifications and megas. It also should apply as after effect burning stack. Alas ability can do 12 damage if it will have 3 turns cooldown. 5 damage if no cooldown.
2. Depending on will my recomendations be applied or not.
2. Depending on will my recomendations be applied or not.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Gral.Sturnn
- Posts: 1877
- Joined: Tue Feb 13, 2018 11:29 pm
Re: viking raider/sea raider
I appreciate your proposalsmakazuwr32 wrote: ↑Fri Aug 23, 2019 4:12 pm 1. For games as well (if you want him as trainable unit) his attack should be 6 but also should have bonuses to fortifications and megas. It also should apply as after effect burning stack. Alas ability can do 12 damage if it will have 3 turns cooldown. 5 damage if no cooldown.
2. Depending on will my recomendations be applied or not.
1. I would prefer it as a map editor unit unless it shows a higher strategic value. (Tell me if it has a strategic value in the meta, I estimate you knoweldge of the game)
2. As for damage it think 7 or 8 would be proper for a turn 3 unit it should have a similar attack power to the regular swordman.
3. For the cooldown 3 turns would be ok and the fire damge stacking would be good too.
4. Yes it should have the same bonuses of the swordman against buildings
~Gral.Sturnn
- Gral.Sturnn
- Posts: 1877
- Joined: Tue Feb 13, 2018 11:29 pm
Re: viking raider/sea raider
TOPIC REVIVAL - I want this unit .
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: viking raider/sea raider
this a ME unit ? It could fit as a ingame melee unit of the raider.
Viking raider
Trained at : Barracks , Nordic hall
Cost: 3
Hp: 18
Att: 10
Spd: 4
Armor: 0/0
Sight: 5
Bonuses:
120% Buildings
150% Fortifications
700% Mega
Viking raider
Trained at : Barracks , Nordic hall
Cost: 3
Hp: 18
Att: 10
Spd: 4
Armor: 0/0
Sight: 5
Bonuses:
120% Buildings
150% Fortifications
700% Mega
For newcomers, click here for discord links. Hopefully they aren't expired.