Dwarven Submarine — ARCHIVED
- makazuwr32
- Posts: 7830
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Dwarven Submarine — ARCHIVED
Submarine
Underwater submarine, designed by genious dwarven engeneers.
Builders - TC, Siege workshop when near water.
Cost 4 turns
Health - 15
Damage - 5, melee range.
Speed - 5
Sight - 7
Armor - 0/0.
Dodges: 30% melee and 30% ranged. (it is under water! It can't be so easy hit by other water units.)
Abilities:
Permanent invisibility, can't be stepped on.
Fire rocket - deals 40 piercing damage to water or amphibious unit, range 3 tiles, cooldown 1 turn.
Underwater submarine, designed by genious dwarven engeneers.
Builders - TC, Siege workshop when near water.
Cost 4 turns
Health - 15
Damage - 5, melee range.
Speed - 5
Sight - 7
Armor - 0/0.
Dodges: 30% melee and 30% ranged. (it is under water! It can't be so easy hit by other water units.)
Abilities:
Permanent invisibility, can't be stepped on.
Fire rocket - deals 40 piercing damage to water or amphibious unit, range 3 tiles, cooldown 1 turn.
Last edited by makazuwr32 on Wed Aug 01, 2018 7:01 am, edited 3 times in total.
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™.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Dwarven Submarine
rather than - 10 p armor, give other units bonus against it, actually melee units should get more bonus against it than ranged, except for destroyer ships like triremes that only float on water, mainly depending on race
i m pretty sure that merlocks and other sea creatures can still swim underwater and detect them
i m pretty sure that merlocks and other sea creatures can still swim underwater and detect them
Last edited by godOfKings on Mon May 14, 2018 10:29 am, edited 1 time in total.
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- makazuwr32
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- Joined: Tue Oct 17, 2017 9:29 am
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Re: Dwarven Submarine
One tiny problem here - many melee units can just one shot it. They have more than 15 melee damage.
And submarine has only 15 hp.
Why unit with 20-40 hp will ever need some bonus against unit with 15 hp and no armor?
And submarine has only 15 hp.
Why unit with 20-40 hp will ever need some bonus against unit with 15 hp and no armor?
Last edited by makazuwr32 on Mon May 14, 2018 10:31 am, edited 1 time in total.
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™.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Dwarven Submarine
they can b used as ranged unit, keep tanky melee ships in front, and since they r invisible it wont b easy for enemy melee units to detect where they r hiding, just give range units bonus against it instead of - p.armor
Last edited by godOfKings on Mon May 14, 2018 10:34 am, edited 1 time in total.
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Dwarven Submarine
Another problem - dwarves will not have tanky water units.
Their best amphibious unit has 35 hp and 3/3 armor and cost 6 turns (or 15 worker) and for example orc merlocks cost 2 turns and have 20 (i think) hp with 12 damage and their 1 tier upgrade has already 15 damage.
Their best amphibious unit has 35 hp and 3/3 armor and cost 6 turns (or 15 worker) and for example orc merlocks cost 2 turns and have 20 (i think) hp with 12 damage and their 1 tier upgrade has already 15 damage.
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™.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Dwarven Submarine
if two submarines together atack a single unit with 80 damage, it will die right?
and they also have enough speed to go behind the enemy unit, thus quite easy to fool the player,
i think sea creatures should b able to detect them, for humans u could give a new structure called light house or simply use a scout bird
and they also have enough speed to go behind the enemy unit, thus quite easy to fool the player,
i think sea creatures should b able to detect them, for humans u could give a new structure called light house or simply use a scout bird
Last edited by godOfKings on Mon May 14, 2018 10:41 am, edited 2 times in total.
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Dwarven Submarine
Depends on its health and on type of unit.
1. They can't attack via ability air. At all.
2. There is several amphibious units with 80+ hp and some armor. One unit of orcs even has 140 hp, 40 damage, passive regen and 10/10 armors.
Merlocks of orcs on max tier have speed 6 and each cost 2 turns.
Also remember that they can damage for 40 hp once per two turn. Not each turn.
About its op - there would be more powerful units in siege workshop to build and in tc as well. Also tc must be near water. And you can't build it via workers.
1. They can't attack via ability air. At all.
2. There is several amphibious units with 80+ hp and some armor. One unit of orcs even has 140 hp, 40 damage, passive regen and 10/10 armors.
Merlocks of orcs on max tier have speed 6 and each cost 2 turns.
Also remember that they can damage for 40 hp once per two turn. Not each turn.
About its op - there would be more powerful units in siege workshop to build and in tc as well. Also tc must be near water. And you can't build it via workers.
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™.
Re: Dwarven Submarine
A cool idea but i think arrows can not easily take out a submarine.
Even if it is so fragile it must have at least 1or 2 armor so it can withstand a hit from a merlock.
Still for balancing reasons and because of its unique and really cool ability i have to agree with the 0 armor. But i believe the 30% melee dodge must be increased to 40%
(with a technology of course)
Also i will try make a image for the unit.
Even if it is so fragile it must have at least 1or 2 armor so it can withstand a hit from a merlock.
Still for balancing reasons and because of its unique and really cool ability i have to agree with the 0 armor. But i believe the 30% melee dodge must be increased to 40%
(with a technology of course)
Also i will try make a image for the unit.
- makazuwr32
- Posts: 7830
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Re: Dwarven Submarine
It can withstand hit from merlock. Basic one. From upgrades ones no. Alas i think -10 p.armor is a bit too low. 0/0 (1/1 after researching glyph of protection) is fine. And remember that this unit is invinsible.
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™.
Re: Dwarven Submarine
Ok it seems balanced ?
We must test this unit to see how it performs !!!
We must test this unit to see how it performs !!!
Fantasy > 40k
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Dwarven Submarine
Remember that it will also need a tech to be researched first to train (like ballistics for human catapults)
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™.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Dwarven Submarine
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™.
- LordOfAles
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Re: Dwarven Submarine
Yay, more Warcraft!
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Dwarven Submarine
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™.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Dwarven Submarine
Archived for now.
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™.