Headhunter

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Badnorth
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Headhunter

Post by Badnorth »

Headhunter
Description:
Headhunters are primitive savage warriors that hunts heads for trophies. They plunder villages, towns etc. By killing People, Stealing loot, capturing the living, they gain rank and power. Overall, Headhunters are warriors that is fast, sturdy and powerful. Can burn down structures.
Stats:
Headhunter
Cost: 4
Trained at: Primitive Veterans Hut
Hitpoints: 24
Power: 11
Speed: 3
Armor: 3/0
Sight: 4
Mental Resistance: 45%
Heal Bonus: 1.5
Damage Bonuses:
50% Archers
75% Buildings, Siege Machines
150% Fortifications, Siege Machine Armored
500% Mega Buildings
Abilities:
Burning Weapon

Categories:
Medium Foot Melee, Primitive, Anti-archers, Anti-buildings.

Pros:
Burning Weapon
High Melee Armor
Moderate Mental Resistance
Fast Movement speed
Moderate Damage
Cons:
Vulnerable to Archers
Moderately high Cost
Primitive Unit

Affected by Tattoos (And Probably Blacksmith Melee Weapons tech to make it have some added damage in mid-late game).
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Badnorth
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Re: Headhunter

Post by Badnorth »

@Endru1241 What do you think?
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Morningwarrior
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Re: Headhunter

Post by Morningwarrior »

It looks good to me, but 4 turns to do it, it's kind of unbalanced
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Re: Headhunter

Post by Badnorth »

Morningwarrior wrote: Fri Jun 11, 2021 6:20 pm It looks good to me, but 4 turns to do it, it's kind of unbalanced
?

Please explain why it is unbalanced.
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Re: Headhunter

Post by Badnorth »

@godOfKings Hm, I guess i should ask you also. (as u are the only active one here lol). What do you think?
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Re: Headhunter

Post by godOfKings »

Looks balanced, but do u have some fetish with green? U even made the fire green colored.... not that i m against it since it looks more primitive and savage this way

Also as a 4 turn unit, how does it match with eagle warrior, which is also 4 speed?
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Re: Headhunter

Post by Badnorth »

godOfKings wrote: Sat Jun 12, 2021 6:51 am Looks balanced, but do u have some fetish with green? U even made the fire green colored....

Also as a 4 turn unit, how does it match with eagle warrior, which is also 4 speed?
Fetish:
Weird, i'm pretty sure it was yellow. But i guess shading the yellow made it look like green.

Eagle Warrior Stuff:
Honestly, i've forgotten about that guy. But here's what i can think of:
Eagle Warrior has more Pierce armor (2), While Headhunter does not (As he is a melee combat specialist). Eagle Warrior has bonuses to Flesh and Blood, While Headhunter has none (Excluding Archers only). And maybe, just maybe, there will probably be an Aztec Aura stuff that affects only aztec units. Which Headhunter will not be affected. But i won't lean on that.

I'll reduce the speed by -1 i guess. And add +1 more health as compensation.
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Re: Headhunter

Post by Badnorth »

Done. Changed stats. Alas, this will reduce the effectiveness of targeting vulnerable siege equipment like Ballistas and Hwacha.
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Re: Headhunter

Post by godOfKings »

Actually even with flesh and blood, it basically only has bonus to weaker categories like archers, throwers, light and medium melee, i saw it doesnt have bonus against heavy class
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Re: Headhunter

Post by Hyuhjhih »

The stat seems not good in my eyes 👀. Why do headhunters bother about buildings and sieges anyway?
If you don't feel bad, i will try to make a new stat.

Headhunter

Cost 4
Hp 30
Att 10
Rng melee 1
Arm 0/0
Speed 4
MR 50%

Active effect
Low morale, range 3

Passive effect
On hit
Bleeding,
-2 hp/ turn
.50 heal bonus
stacking
Last 2 turn

Bonus
Heavy foot melee 70%
Heavy cavalry [except slow] 50%

full counter

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Do not advantage from melee blacksmith upgrades.
Do advantage from primitive upgrades like tattoos
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Re: Headhunter

Post by Hyuhjhih »

Also, how about replacing the green boron oxide flaming torch to another axe.
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Re: Headhunter

Post by Badnorth »

godOfKings wrote: Sat Jun 12, 2021 7:04 am Actually even with flesh and blood, it basically only has bonus to weaker categories like archers, throwers, light and medium melee, i saw it doesnt have bonus against heavy class
Hm, i don't know much about it as i do not use the primitive units much. ( I see them as weak to be honest ). Well they are Primitive, mostly weak units. Thus, leading me to expand them by suggesting Primitives like Javelineer and Headhunter. Both good units i say with burning weapons (As they do not have good siege units) :) Well, i hope endru approves of them.
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Re: Headhunter

Post by Badnorth »

Hyuhjhih wrote: Sat Jun 12, 2021 7:08 am The stat seems not good in my eyes 👀. Why do headhunters bother about buildings and sieges anyway?
Bruh, i was suggesting an anti-building unit for primitives as they do not have a good one right now. You just changed it to another anti-infantry unit.
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Re: Headhunter

Post by Hyuhjhih »

Uh oh ... But the title was head hunters. Not building demolisher.
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Re: Headhunter

Post by Badnorth »

Hyuhjhih wrote: Sat Jun 12, 2021 7:09 am Also, how about replacing the green boron oxide flaming torch to another axe.
Would definitely clash with wolf warrior. And idk if i'd like to go with your idea.
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Re: Headhunter

Post by Badnorth »

Hyuhjhih wrote: Sat Jun 12, 2021 7:13 am Uh oh ... But the title was head hunters. Not building demolisher.
The Previous proposed Head Hunter is a unit that has anti-archer bonuses with burning weapon: (Torch). Alas, not having anti-infantry bonuses. Also, Is swordsman named building demolisher ? Hm?

Headhunter, here btw, is a unit that (says in the description) Pillages or Plunders villages, towns, settlements. Hence, why i made it have Anti-building bonuses. The Moderate Damage and Melee armor already states that this unit is a melee combat specialist. I think it can have anti-infantry bonuses also, to make it have an effect of the name "Headhunter". Alas, will have to do some tweaks in the previous stats. Though, i don't think it'll be much of a problem..
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Re: Headhunter

Post by Badnorth »

I especially do not like the passive effect of a "Bleeding" weapon. As weapons (bladed or whatever) cause bleeding when a living being is sliced or stabbed. With this added, then all combat units should have Bleeding too. As they all carry a weapon capable of dealing an effect of bleeding. Archers, Spearmen, Knights etc. I think having this one unit with the bleed effect is definitely a no-go, Or any unit in the game. The bleed effect just doesn't make any sense here.
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Re: Headhunter

Post by Hyuhjhih »

Mmm.. don't mess with the swordsman. He is the legal jackhammers of AoS universe. And he also mentioned he don't like to be questioned by his name.
Badnorth wrote: Fri Jun 11, 2021 7:22 am Headhunters are primitive savage warriors that hunts heads for trophies. They plunder villages, towns etc. By killing People, Stealing loot, capturing the living, they gain rank and power. Overall, Headhunters are warriors that is fast, sturdy and powerful. Can burn down structures.
Here hunt heads✔
Plundering villages by killing,looting, capturing ✔
Fast,sturdy,powerful✔

Apart from burning, they are quite good being the normal 👨‍🦲 hunters.

And for an efficient anti building, the aztec maceman, swordsman etc.. are good enough for their cost. Also, as I remember you are the one who proposed druid right? pairing these little buddies to a druid is an immense pressure over buildings with the +5 att.

And even if they need a fire guy to flame down sieges, atleast give him yellow or orange and even red flames. Not green. ☹. And he could be anything from north like badgers, brigades, or even the ME unit pillagers version or even a lightweight 2D pixelated badnorth with a flamethrower.
Badnorth wrote: Sat Jun 12, 2021 7:37 am I especially do not like the passive effect of a "Bleeding" weapon. As weapons (bladed or whatever) cause bleeding when a living being is sliced or stabbed. With this added, then all combat units should have Bleeding too lol. As they all carry a weapon capable of dealing an effect of bleeding. Archers, Spearmen, Knights etc. I think having this one unit with the bleed effect is definitely a no-go, Or any unit in the game. The bleed effect just doesn't make any sense here.
And here you can take privilege to question why swordsman not changing his name and why he carry a anti building sword unlike that of knights.
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Re: Headhunter

Post by Badnorth »

Wait wait, are you thinking that this is a celt unit? I seem to have said that this is a primitive. Druid's abilities only affect units with Celtic category. Not Primitive.
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Re: Headhunter

Post by Badnorth »

Hyuhjhih wrote: Sat Jun 12, 2021 7:39 am And for an efficient anti building, the aztec maceman, swordsman etc.. are good enough for their cost. Also, as I remember you are the one who proposed druid right? pairing these little buddies to a druid is an immense pressure over buildings with the +5 att.
Druid abilities only affect Celt units. At least when i last played. I have no idea if it was changed or something.
Hyuhjhih wrote: Sat Jun 12, 2021 7:39 am And even if they need a fire guy to flame down sieges, atleast give him yellow or orange and even red flames. Not green. ☹. And he could be anything from north like badgers, brigades, or even the ME unit pillagers version or even a lightweight 2D pixelated badnorth with a flamethrower.
I said it already above, it was yellow when i added it. But alas, was changed to green looking due to the shading i've given it. I can change it later.
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Re: Headhunter

Post by Badnorth »

Hyuhjhih wrote: Sat Jun 12, 2021 7:39 am And here you can take privilege to question why swordsman not changing his name and why he carry a anti building sword unlike that of knights.
Although, off-topic, swordsman is a nickname of a group of soldiers or militia that is unexperienced in combat, but having equipment suited for siege, E.g. Hammers, Shovels, or something that will make them capable of taking down what's inside or outside structures. Knights however, is cavalry that charges. I.e Cavalry charge. Swordsman cannot have Knight's bonuses because of not having mounts, not having mounts like war horses makes them unable to do a cavalry charge, Which makes them not having anti-infantry bonuses and larger attack in-game.
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Re: Headhunter

Post by Hyuhjhih »

Ah, ... oops my bad. I got somewhat shuffled with my ongoing campaign progress on celts and Aztecs. Ok leave the druid..
Badnorth wrote: Sat Jun 12, 2021 7:59 am
Hyuhjhih wrote: Sat Jun 12, 2021 7:39 am And here you can take privilege to question why swordsman not changing his name and why he carry a anti building sword unlike that of knights.
Although, off-topic, swordsman is a nickname of a group of soldiers or militia that is unexperienced in combat, but having equipment suited for siege, E.g. Hammers, Shovels, or something that will make them capable of taking down what's inside or outside structures. Knights however, is cavalry that charges. I.e Cavalry charge. Swordsman cannot have Knight's bonuses because of not having mounts, not having mounts like war horses makes them unable to do a cavalry charge, Which makes them not having anti-infantry bonuses and larger attack in-game.
Yeah i know the groupism. But i was mentioning the bleeding concept on regards to the anti buildings concept.

The stats , the cost etc.. seem too weak on comparing with the all time powerful berserk. Any way. Just my suggestions. Thats all.
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Re: Headhunter

Post by Badnorth »

Berserker loses it's use once the drugs wear out, leaving the combat field and waiting for the ability to recover again. While Headhunter does not, as it only has the burning weapon as a passive.

On topic, As Headhunter name implies a hunter hunting for heads (People or something), it might be good to have this unit get the Veteran effect. Each kill will grant more power and hp permanently, representing Heads taken. Also, would fit the description.

I've thought of this before but i've heard somewhere that Endru doesn't like the Veteran ability so much. Hence why i didn't add it. But just saying.
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Re: Headhunter

Post by Badnorth »

Perhaps a similar effect to Veteran Power, but alas, wears off in a few turns.

So, Inspire Killing or Killing Spree or something, something Passive Effect:
When Headhunters kills a unit, it gets +1 action which wears off after 2 turns. So, when Headhunter kills a unit, it gets an additional action to do another attack. Effect cannot stack. Perhaps this can replace the burning weapon effect if the Veteran suggestion ability get's a no.
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Re: Headhunter

Post by Endru1241 »

I really like idea of free action after killing - it fits headhunter.
Non-stackable buff is good with action I think.
Killing Spree is killing the contest of names, imho.

It's not, that I am especially against veteraning-like abilities.
It's just hard to balance.
And I wouldn't like that for all units.
Especially not for archers.

In this case killing spree could even be stackable one with different boost (or if unit would have been balanced towards more actions at the start - e.g. low damage 2 action base).

BTW. Morningwarrior was probably trying to tell, that unit looks too weak with original stats - I had the same feel around first post. Good remark here.
Although I, myself often think just like North here - by balanced I often mean "it is not OP". Maybe because it's much more game-breaking to bring OP unit, than UP and later nerfing always gives much more negative feelings than boosting.

Concept is more clear this time - anti-building unit for primitives with some quirks.
It could be tweaked a little though - if their speciality would be plundering then maybe take fortified bonus and lessen mega?
Instead some ability could be brought - e.g. area effect burn with damage or just stronger anti-building damage with fire lasting ( whatever it would be - could later be used for some other ideas still in query ) and then changing bonuses completely.

As for image - already mentioned, but I agree - too green. Fire is lacking too.
Also - I couldn't really discern anything on the face, but it's not looking bad.
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Re: Headhunter

Post by Endru1241 »

Just one off topic thought
- better save those images though, because after 50 years we could hear - "this is one of the earlier works of green period of BadNorth's artistry. As you should know, during digitalism, pixel art was still used as only a component of bigger works of art - primitive video games of that time. Works were barely sold or even contributed for free in hopes of wider recognition. Poor authors could only afford limited color palletes licenses, so there is a speculation - BadNorth painted in green, because of running out of other licences."
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Re: Headhunter

Post by Hyuhjhih »

Endru1241 wrote: Tue Jun 15, 2021 11:41 pm Just one off topic thought
- better save those images though, because after 50 years we could hear - "this is one of the earlier works of green period of BadNorth's artistry. As you should know, during digitalism, pixel art was still used as only a component of bigger works of art - primitive video games of that time. Works were barely sold or even contributed for free in hopes of wider recognition. Poor authors could only afford limited color palletes licenses, so there is a speculation - BadNorth painted in green, because of running out of other licences."
:lol: Endru , from where did you get a sudden sense of wit? I haven't noticed anything witty from you before.😇
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Re: Headhunter

Post by Badnorth »

Endru1241 wrote: Tue Jun 15, 2021 7:23 pm Killing Spree is killing the contest of names, imho.
Hahah, yeah. I guess that's the one.
Endru1241 wrote: Tue Jun 15, 2021 7:23 pm In this case killing spree could even be stackable one with different boost (or if unit would have been balanced towards more actions at the start - e.g. low damage 2 actio
Nice. I'd like that.
Endru1241 wrote: Tue Jun 15, 2021 7:23 pm BTW. Morningwarrior was probably trying to tell, that unit looks too weak with original stats - I had the same feel around first post. Good remark here.
Although I, myself often think just like North here - by balanced I often mean "it is not OP". Maybe because it's much more game-breaking to bring OP unit, than UP and later nerfing always gives much more negative feelings than boosting.
Oh, lol. I thought he was saying that it looked OP, because most of the time my suggestions were Overpowered. Needed nerfs all the time. And i didn't really get why he said that because there was no explanation.
Endru1241 wrote: Tue Jun 15, 2021 7:23 pm Instead some ability could be brought - e.g. area effect burn with damage or just stronger anti-building damage with fire lasting ( whatever it would be - could later be used for some other ideas still in query ) and then changing bonuses completely.
Area affect burn sounds really cool and unique for them. But stronger anti-building damage sounds more simple and effective.
I'm fine either way.
Endru1241 wrote: Tue Jun 15, 2021 7:23 pm As for image - already mentioned, but I agree - too green. Fire is lacking too.
Too Green: I'll change some parts of green to a different color. Brown perhaps.

Fire: I still didn't changed it yet. But i guess it lacks in orange and the thing i would only change is to turn it to yellow. I'll change it later.

Mask: Maybe i'll remove it and give some face paint and an angry face as replacement.
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Re: Headhunter

Post by Badnorth »

Endru1241 wrote: Tue Jun 15, 2021 11:41 pm Just one off topic thought
- better save those images though, because after 50 years we could hear - "this is one of the earlier works of green period of BadNorth's artistry. As you should know, during digitalism, pixel art was still used as only a component of bigger works of art - primitive video games of that time. Works were barely sold or even contributed for free in hopes of wider recognition. Poor authors could only afford limited color palletes licenses, so there is a speculation - BadNorth painted in green, because of running out of other licences."
:oops:

Well, i guess i am a little hasty on picking my color. So the two of my images were full of GREEN. Xd, don't worry i'll change those to brown. I hope.
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Re: Headhunter

Post by Badnorth »

Change. Not really liking the new look but i'll wait for opinions.

I'd prefer to keep the mask on.
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