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Triththa v2

Jul 11th, 2015
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  1. Triththa
  2.  
  3. -Runesmith missing (bug)
  4. -dwarvish smith -no attack animation.
  5.  
  6. -Add from era of chaos:
  7. -dwarvish smith (rename him to dwarvish conscript):
  8. -dwarvish soldier:
  9. -dwarvish commander:
  10. -remove automaton (in favour of clockwork dwarves)
  11.  
  12. Dwarvish Smith -old image if u can use the old image for the old line. (it looks like an orange version of the level 2 icon if u can find it anywhere)
  13.  
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  17.  
  18.  
  19.  
  20. Triththa (somewhat finished)
  21. Faction overview:
  22. (slow, cost effective normal damage/health - cheaper , have leadership from supplier huge diversity of unit roles ) (Balista, Cuttle fish cheap smiths are the strengths -so they have interesting diversity for water fights and for breaking through lines (ballista)
  23. (Best shielders with their slow) Crossbowman = normal archer as good as thunderer. Ballista can cost less
  24. Mixed bag of things, have even cheap charger. Have very good level 4 vs melee damage worse then EE one, but more cost-effective. Overall great vs mundane damage and diverse.
  25. Weak because they have no magical damage like the other dwarves. (arbalester somewhat better than Thunderer because of marksman on level 3)
  26. -no magical type damage - give Plainsrider an extra fire bolt for the crossbow.
  27.  
  28. Units overview:
  29. Dwarvish Fighter - fine. (give it lower than average exp to get to level 2 so that it becomes a strenght of the faction) - average
  30.  
  31. Dwarvish Ballista - 39 gold for a level 2 unit (a bit of a all or nothing unit) if u miss 2 times in a row lose a ton of gold, if u hit 2 times ... you kill more than your unit's worth of gold in that. reduce the cost to 35 gold(idea being that you can kill 1 unit and if you lose your balista after that you'd lose 50% of the gold, while if you kill 2 units then u make it even, if you play clever (and get lucky you can get 20-35 more gold worth because of the balista.) -advantage if used right
  32.  
  33. Dwarvish Plainsrider -quicker than average scout, worse movement on anything but grass(which makes up for the 1 extra speed.(slightly too expensive for 32 HP 40% defence and 15 damage scout but not too bad) (has spike in resistances/vulnerabilities so i'll lower those down) -average-to-weakness
  34.  
  35. Dwarvish Rusher- more of a defensive charger (24 damage max) 6-2 but a lot cheaper 15 gold (lower damage then average, lower speed than a charger, but steadfast and Hp's make up for it) -average (but mostly as tank, bad as charger)
  36.  
  37. Dwarvish Shieldman - slow (helps, but not enough to justify 2 more gold)- disadvantage-to-average
  38.  
  39. Dwarvish Smith - lower Hp/gold than guardsman but more damage/gold some sort of grunt. - average
  40.  
  41. Young Cuttlefish- good but expensive water superiority unit. (if you get the first hit) -weakeness
  42.  
  43.  
  44. Dwarvish Smith(from chaos era) now renamed to Dwarvish conscript
  45.  
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  48.  
  49.  
  50. Suggested changes:
  51.  
  52.  
  53. Dwarvish fighter exp level 1-2 decreased to 34 from 42 (to make rune warriors more appealing)
  54.  
  55. Dwarvish Runefighter:
  56. Hp increased to 50 from 46
  57.  
  58. Dwarvish Runewarrior:
  59. Hp increased to 60 from 54 (so that the upgrade competes with the arcanister branch)
  60. exp level 2-3 decreased to 68 form 74
  61.  
  62. Dwarvish steelclad
  63. exp level 2-3 decreased to 68 from 74
  64.  
  65.  
  66. Dwarvish Smith:
  67. movement speed decreased to 4 from 5 (it was a bit wierd that all his upgrades have 4 movement speed and he had 5
  68. Hp increased to 29 (a bit more health to compensate for the lack of 1 movement speed)
  69. exp level 1-2 increased to 34 from 33
  70.  
  71. Dwarvish Armorer:
  72. price increased to 34 from 29
  73.  
  74. Dwarvish Runesmith:
  75. exp level 2-3 decreased to 80 from 110
  76. price decreased to 32 from 44
  77.  
  78. Dwarvish Runemaster:
  79. exp level 3-4 decreased to 120 from 220
  80. (overall cost of 117 (at 50% exp) which is average-ish (slightly cheap) for level 4 units)
  81.  
  82.  
  83. Dwarvish Shieldman:
  84. gold cost to 20 from 21
  85.  
  86.  
  87. Dwarvish Arblaster:
  88. Melee damage decreased to 8-3 from 9-3
  89.  
  90.  
  91. Dwarvish Rusher:
  92. Health decreased to 30 from 35.
  93. (sweet spot between him, smith and warrior)
  94. 2hp/gold (vs 2.37 for warrior vs 2.4 for smith) (so you use this to take early areas and defend, use warriors as main damage dealer/tank hybrid and smiths for cheap tanks (that are good early on in the game, but the longer the game the worse they become because of upkeep on a cheap unit)
  95.  
  96. Dwarvish Charger:
  97. Hp decreased to 42 from 47
  98.  
  99. Dwarvish Linebreaker:
  100. Hp decreased to 54 from 61
  101.  
  102.  
  103. Plainsrider
  104. Crossbow damage increased to 10-1 instead of 9-1
  105. extra fire ranged attack 8-1 fire
  106. Arcane resistance to 20% from 30%
  107. Cold reistance to 30% from 50%
  108. Fire vulnerability to -40% from -60%
  109. Pierce resistance to 30% from 40%
  110.  
  111.  
  112. Ballista:
  113. Cost to 35 from 39
  114. extra fire ranged attack 25-1 (not 100% sure about that one maybe leave it out)
  115. Arcane resistance to 20% from 30%
  116. Cold resistance to 30% form 50%
  117. Fire vulnerability to -40% from -60%
  118. Pierce resistance to 30% from 40%
  119.  
  120.  
  121. Dwarvish Conscript: - add from era of chaos (dwarvish smith)
  122. Hp decrease from 36 to 34
  123. advances to Dwarvish Soldier
  124.  
  125. Dwarvish Soldier: - add from era of chaos
  126. advances to Dwarvish Commander
  127.  
  128. Dwarvish Commander: -add from era of chaos
  129. Add a "field mastery" aura: (this unit gives +10% defence on flat on friendly units (up to 50%) and -10% defence on enemy units on flat (down to minimum 30%)
  130.  
  131. Reason why i'm restricting it to 30% is that ballistas will be too good if they had 80% chance to hit (and respectively kill) (and they are already good vs low defence units).
  132.  
  133. The lore of this is as triththa started roaming the world, they saw the need to train and keep a regular army, finding ways of fighting and defending themselves on open terrains mostly. (hence the commanders managed to improve their tactics and to see the gaps/mistakes in the soldiers around them increasing the defence of friendly units on flat terrain, and decreasing the defence of enemy units on flat terrain.
  134.  
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  142.  
  143. Edit: as suggested by IPS(some changes)
  144.  
  145. Dwarvish Arblaster:
  146. Melee damage decreased to 8-3 from 9-3
  147.  
  148. My analysis:
  149. (the reasons why i left it to 9-3 before was the strong trait which makes the player chose the other unit (the repeater) who is stronger against flat defences) Changing the damage to 8-3 makes its melee damage inferior (24 vs 28 and 27 vs 32(if strong))
  150. So now you want all the strong ones to turn into repeaters. (the average ranged damage of a Arblaster is 22.5(ranged) comared to the repeater which is 24.75 against factions with 50% defence in woods/hills/mountains (while being less against them in castles) So you want to pick repeater when the faction you are against has 50-60% defences at most.
  151. You want to pick the arblaster when you have a strong compunder, or when you are facing faction with 60-70% defences on woods/hills/mountains/rivers etc)
  152.  
  153. Which kind of justifies the 4-5 damage melee difference. So the slight nerf to he arblaster is ok kind of.
  154.  
  155.  
  156. Dwarvish Runesmith
  157. PENDING: Price to 32 from 44(so darn expensive for no reasson)
  158.  
  159. Dwarvish Armorer
  160. Price from 29 to 34 (leadership like aura, works on any level)
  161.  
  162. My analysis:
  163. (Hadn't looked at the ageless heroes pricing in full yet, and those two dont sound unreasonable)
  164.  
  165.  
  166. NOT ENTIRELY LIKE THAT:
  167.  
  168. Dwarvish Plainsrider (unchanged)
  169. PENDING: Make -60% fire ressistance to -30% fire ressitance (too abusive weakness is not fun!)
  170. PENDING: Make 40% cold ressitance to 30% cold ressistance (compensation of improved fire ressitance)
  171.  
  172. My analysis:
  173. the reason for this one is that 30% resistance is stronger than 30% vulnerability. And this unit needs some vulnerability(also goes with lore being wooden unit kind of) so it is -40% fire resistance instead of -60%. (it is reflected in the changes beforehand)
  174.  
  175.  
  176.  
  177. Rusher (previusly, hidden OP, just making it less OP)
  178. Health from 35 to 31.
  179. Shield damage from 6-2 (charge) to 5-2 (charge).
  180. Movement from 6 to 5 (it's "scout" unit, so rathered decreasing by 4 the hp and only 1 on movement)
  181.  
  182. My analysis:
  183. Health to 31 from 35. - ok
  184.  
  185. Im not sure if u've taken into account that while he's good against ranged units with 1 attack, If the attack is around 10-2 damage he'll take as much damage as he'll dish out(and most mages/ranged units have 6-7-8- even 12 melee damage) If you reduce the damage to 5-2 he'll be taking way too much damage in return (so his usefulness as a charger will be completely gone) Not to mention he wouldnt be worth it against any melee unit) (chargers at the moment can be good against melee units because of 30-40% blade impact resistances (as long as its not spear/pierce melee unit). Rusher is in no way good against melee units (especially since if you are charging at someone that means that most likely you will be on grass or low defence terrain so you'd have 30% defence compared to the standard charger 40%.
  186. Not Overpowered, just weird non-standard unit.
  187. About the movement speed it has better movement than horses in rough terrains while worse movement speed on flat.
  188. However on certain maps, the plainsrider just couldnt get to places as fast as other scouts so having rusher as a secondary tanky scout is not that bad. If you decrease movement to 5 then he'll be very slow thus giving huge advantage to enemies with flying scouts (particularly on random maps or maps with clusters of rough terrain)
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