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- Sapper (bug when unit has 1 HP left)
- Sapper balance: costs 8 gold, deals % damage equals to the unit's current defence (so cheaper than goblin kamikazes(12) but deal a lot more damage also kamikazes are slow at 4 movement speed and get mostly bad traits(can get the slow trait) so u can escape from kamikazes but not really from sappers) Also kamikaze's damage falls off(since you need more of them to kill higher level units) while for sappers it doesn't.
- (so far it deals huge amounts of damage for only 8 gold u can kill a level 8 unit by sacrificing 16 gold and attacking with 1 unit after that. Also its easier because the units sacrifices himself so u can kill a well protected unit that has only 1 slot to be attacked at
- While on level 1 it is fine to have such unit(since you have to sacrifice 2 sappers do deal enough damage to lower the enemy unit to 1 hit(and then u gain exp from that)
- for a level 2-3-4 units it'd be disastrous So i suggest lower the damage it does to higher level units after level 1 by 50% per level. So lets say a level 1 unit tries to hide in castle and gets 60% defence boom sapper takes 60% of the health. But for a level 2 unit that'd be 30% of the health, level 3 would take 15% and level 4 would take 7.5%. This way you restrict the use of those cheap sapper units to attacking level 2 and level 1 units. (because to be honest sacrificing 16 gold to kill a level 4 unit is a huge bargain.
- this way u can still use 3 sappers to ensure a kill on a level 2 unit(while sappers cost only 24 gold)
- You';d need about 2 kamikazes to deal 50 damage to a level 2 unit which will of course do the same- ensure a kill , This way the two kamikaze-type units cost similar and deal similar damage. Sappers do better vs level 1 and level
- level-1 level-2 level-3 level-4
- 70% 60% 50% 40%
- 60% 50% 40% 30%
- 50% 40% 30% 20%
- 40% 30% 20% 10%
- 30% 20% 10% 0%
- Another alternative is to reduce the damage dealt by -10% per level difference. But then again i feel that this attack is a bit unfair towards units with high defences. (i know that its called sapper but still) Also with level 4 units you can try and stay on the grass where they'd get at most 30% damage (of their current health) this way and only if they have 60% defence on grass) (and there arent many level 4 units with huge defences on grass most of them are 40-50%
- (I think I like the second option better if its possible to implement it) What it does is it calculates the level difference, and then for each level that the unit is higher than level 1 reduces 10% of the percentage damage. So if u insist on staying in heavy cover, you will take more damage, but if you stay at 40% you will take-30% for levle 2 units(which is fine), 20% for level 3 which is not really worth it and 10% for levle 4) the point is though (something which you dont put into the calculation, that if you make the enemy unit stay on grass you deny huge defences to him/her. So just by that (fear of sappers) a level 4 unit with 60% defences in forest and 75HP for example will lose about 62 effective hit points, making him much more vulnerable (by standing on grass so the 20% damage that you lose is more than compensated for that. If he insists on staying in high cover you deal 30% of his current HP for the cost or 8 gold which is well worth the price.
- (If you could implement that those numbers can be reduced by 10% any time if the ability is still overpowered)
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