grenediers

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Morningwarrior
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Re: grenediers

Post by Morningwarrior » Thu Feb 20, 2020 12:36 am

Like a smoke bomb?,well i think a unit with can thower granade is a not bad ideia,but in pass centuries the granades is very similar a bomb but can be thower,this is all knows but i think to a diferent design for granadier...
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Gral.Sturnn
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Re: grenediers

Post by Gral.Sturnn » Thu Feb 20, 2020 1:10 am

In the 16th century grenades were making part of sieges more often as well.
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makazuwr32
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Re: grenediers

Post by makazuwr32 » Thu Feb 20, 2020 5:59 am

Smoke bombs as well but i meant actual grenades. They were not that powerful, just "bang" + small explosion without clusters. Something similar to explosion from dynamite on the open space but weaker.
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Endru1241
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Re: grenediers

Post by Endru1241 » Fri Feb 21, 2020 5:36 pm

I just found thunder crash bomb.
It loooks pretty much like modern granade - metal cover which becomes shrapnel upon explosion.
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Puss_in_Boots
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Re: grenediers

Post by Puss_in_Boots » Mon Feb 24, 2020 4:08 am

I'm gonna take a moment to agonize over how grenadier was misspelled 3 times in a row and as a repeated topic.

AAAHHHHHH!!!

These are the stats I'd use.
Cost:3
Hp:16
Dmg:12
Armor:0/2
Action:1
Sight:4
Range:2 (1 AOE with 10% dmg).
Speed:3
Bonus
+ 25% foot_melee
+ 100% vs siege_machine
+50% vs fortifield_buildings
+100% vs buildings
I'd like for them to have friendly fire, since they have 100% accuracy.
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L4cus
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Re: grenediers

Post by L4cus » Mon Feb 24, 2020 1:28 pm

Y he has 0/2 in armor?
16 is too high for a 3 turns unit
Catapult has the same attack
Range is ok to me
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Endru1241
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Re: grenediers

Post by Endru1241 » Mon Feb 24, 2020 5:21 pm

Puss_in_Boots wrote:
Mon Feb 24, 2020 4:08 am
I'm gonna take a moment to agonize over how grenadier was misspelled 3 times in a row and as a repeated topic.

AAAHHHHHH!!!

These are the stats I'd use.
Cost:3
Hp:16
Dmg:12
Armor:0/2
Action:1
Sight:4
Range:2 (1 AOE with 10% dmg).
Speed:3
Bonus
+ 25% foot_melee
+ 100% vs siege_machine
+50% vs fortifield_buildings
+100% vs buildings
I'd like for them to have friendly fire, since they have 100% accuracy.
Well, it all comes from latin granata, in my main language it's granat, present english grenade came from french grenade, which evolved t into d by spanish influences (granada), originally being grenate, which by the way came from pommegranate.
You are welcome.

Going back to the topic - friendly fire should be possible if it's ability, but not in case of regular attack.
These stats seems fine, but I would increase aoe damage and remove/replace infantry bonus - 1-2 seems too little and I seriously don't know why would shrapnel be any more effective on them comparing to big unarmored body of a horse.
There is also issue, that I don't know how to lower aoe damage in abilities (environmental seems to only define chance to occur), so it would probably have to be same damage on whole area or no friendly fire.
L4cus wrote:
Mon Feb 24, 2020 1:28 pm
Y he has 0/2 in armor?
16 is too high for a 3 turns unit
Catapult has the same attack
Range is ok to me
It's the opposite of musketeer 2/0. As we are talking about 3 turns unit, which requires gunpowder tech - it's all fine.
Catapult have 16 power, +215% vs buildings and 7 range. It's still superior for it's role.
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Puss_in_Boots
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Re: grenediers

Post by Puss_in_Boots » Mon Feb 24, 2020 9:17 pm

I'd replace bonus on infantry for ships, they have a lot of hp.
Cost:3
Hp:16
Dmg:12
Armor:0/2
Action:1
Sight:4
Range:2 (1 AoE with 40% (5)dmg).
Speed:3
Bonuses:
+ 25% ships
+ 100% vs siege_machine
+ 50% vs fortifield_buildings
+ 100% vs buildings
Also no friendly fire since it's not possible as of now.
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Morningwarrior
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Re: grenediers

Post by Morningwarrior » Mon Mar 09, 2020 9:45 pm

Frendely fire can be add in the future.
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Morningwarrior
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Re: grenediers

Post by Morningwarrior » Fri Aug 14, 2020 8:36 pm

But about 15th century some infantry have this,he thower over enemy constructions and covers.
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