Merlock leader - IMPLEMENTED

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Savra
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Re: Merlock leader

Post by Savra »

I honestly don't see why we should the the merlock upgrade into the orc upgrade. Uruks are understandable but merlocks I don't think so, they're their own race.
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Alexander82
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Re: Merlock leader

Post by Alexander82 »

Cause they are a subrace

I was thinking to use the orc/goblin techs and use the merlock tech as "water units upgrade"
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 »

Alexander82 wrote: Thu Sep 13, 2018 7:32 am use the merlock tech as "water units upgrade"
Like previous raptor and wolf rider upgrades became now cavalry upgrade for orcs, right?

But this won't solve this problem
Alexander82 wrote: Mon Sep 10, 2018 8:23 pm The only problem is that I want to avoid having a +3 aura plus a +2 aura (that might happen if you keep the merlocks to elite level while keep the orcs to master level).
makazuwr32 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...
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Alexander82
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Re: Merlock leader

Post by Alexander82 »

There are 2 solutions:

1) they will use exactly the same techs, this way they will upgrade together.

2) their auras will have a different effect (like level 1 + attack, level 2 +1 water speed to all merlocks, level 3 +1 land speed to all merlocks, but we might think of something different)
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Savra
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Re: Merlock leader

Post by Savra »

Whichever is easiest for you.
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Savra
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Re: Merlock leader

Post by Savra »

Merlock leader:
Image
Cost:6
Trains:Merlock hut
Hp:44
Atk:20
Aoe:1
Rng:1
Sight:6
Spd:4 Land:2
Arm:3
P.arm:3
Res:50%
Abilities:
Group attack 1: passive:rng:3


Bonuses: Same bonuses as merlock.

Merlock Warlord:
Image
Hp:57
Atk:25
Aoe:1
Rng:2
Sight:7
Spd:5 Land:2
Arm:4
P.arm:4
Res:50%
Abilities:
Group attack 2:Passive: rng:3


Merlock King:
Image
Hp:70
Atk:30
Aoe:1
Rng:2
Sight:8
Spd:6 Land:2
Arm:5
P.arm:5
Res:50%
Abilities:
Group attack 3:passive: rng:4
Last edited by Savra on Mon Oct 29, 2018 5:39 am, edited 1 time in total.
Midonik
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Re: Merlock leader

Post by Midonik »

Alexander proposed different aura for them.
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Savra
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Re: Merlock leader

Post by Savra »

Ya, I know, that's just a placeholder, besides it's set as pending.
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 »

Also. No range increase for aura.
All auras must have range 4.
7 range is a bit waaay too much.
makazuwr32 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...
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Savra
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Re: Merlock leader

Post by Savra »

That's the actual range of the orc leaders auras. I checked it.
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Tankhead
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Re: Merlock leader

Post by Tankhead »

Then its just another thing to correct for Orcs
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 »

7 range of aura for orc king? Lol.
makazuwr32 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™.
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Savra
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Re: Merlock leader

Post by Savra »

Alright, did a quick read through and it seems their was 2 options for the merlock leader.
Alexander82 wrote: Thu Sep 13, 2018 10:43 am There are 2 solutions:

1) they will use exactly the same techs, this way they will upgrade together.

2) their auras will have a different effect (like level 1 + attack, level 2 +1 water speed to all merlocks, level 3 +1 land speed to all merlocks, but we might think of something different)
Which do you prefer.
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 »

I don't want higher speed for merlocks.
So better variant is 1.
makazuwr32 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™.
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Savra
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Re: Merlock leader

Post by Savra »

Alright so I'll just update it and lower range at final to 4.
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Savra
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Re: Merlock leader

Post by Savra »

And now I take it he's ready?
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Alexander82
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Re: Merlock leader

Post by Alexander82 »

Yes, all merlocks will use the same techs as normal orcs (we might use the current techs for something else or simpy remove it)
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makazuwr32
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Re: Merlock leader

Post by makazuwr32 »

Savra wrote: Fri Oct 26, 2018 3:41 pm Merlock leader:
Image
Cost:6
Trains:Merlock hut
Hp:44
Atk:20
Aoe:1
Rng:1
Sight:6
Spd:3 Land:2
Arm:3
P.arm:3
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.

Bonuses: halved standart bonuses to buildings, 1% to flying.

Merlock Warlord:
Image
Hp:57
Atk:25
Aoe:1
Rng:2
Sight:7
Spd:3 Land:2
Arm:4
P.arm:4
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.
Merlock swimming (passive aura): +1 water speed to all merlocks (only). Range - 4.

Merlock King:
Image
Hp:70
Atk:30
Aoe:1
Rng:2
Sight:8
Spd:4 Land:2
Arm:5
P.arm:5
Res:50%
Abilities:
Group attack 1 (passive aura), as usual.
Merlock swimming (passive aura): +1 water speed to all merlocks (only). Range - 4.
Water Goblin swimming (passive aura): +1 water speed to all water goblins (only). Range - 4.
Changed bonuses, speed and auras for them.
All are counting as sea giants.
makazuwr32 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™.
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Alexander82
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Re: Merlock leader - IMPLEMENTED

Post by Alexander82 »

IMPLEMENTED
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