Phantom corpses vulnerability to projectiles
Phantom corpses vulnerability to projectiles
I feel that phantom corpses should be invulnerable or at least mostly invulnerable to projectiles, the exception here would be ones like catapult stones, crusher ball, magic in general, and volcano attacks.
The reason being is that the corpses just are way too easy to destroy and an arrow makes no sense on destroying such things because I'm pretty sure your technically supposed to scatter/destroy the armour and arrows and the such are more likely to bounce off due to it being metal. Also they already are quite vulnerable to many other things like looting or being reanimated on the opposite team if facing other Undead's.
My suggestion is to raise the ranged dodge to either 100% or 50%.
The reason being is that the corpses just are way too easy to destroy and an arrow makes no sense on destroying such things because I'm pretty sure your technically supposed to scatter/destroy the armour and arrows and the such are more likely to bounce off due to it being metal. Also they already are quite vulnerable to many other things like looting or being reanimated on the opposite team if facing other Undead's.
My suggestion is to raise the ranged dodge to either 100% or 50%.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Phantom corpses vulnerability to projectiles
The idea was that their corpses were just more difficult to dispose than other corpses (that can be just stepped on), requiring you to spend attacks to prevent their resurrection.
In my opinon having to use 2 attacks to dispose of these corpse should be fair enough (also spells would still hit 100% the time).
@makazuwr32 what do you think about that?
In my opinon having to use 2 attacks to dispose of these corpse should be fair enough (also spells would still hit 100% the time).
@makazuwr32 what do you think about that?
Age of Fantasy design leader
Re: Phantom corpses vulnerability to projectiles
I'd still prefer the enemy have to destroy it up close though or through magic and the such over simple projectiles like arrows. That way it gives off the impression that they are disposing of them correctly rather then using it as target practice. Aside from that most likely the enemy is likely to have a unit near the corpse anyway to destroy it.
But if you want to try that first, the phantom die hard tech needs fixing then so that the phantom corpses gain +1 to there health rather then +1% to hp.
But if you want to try that first, the phantom die hard tech needs fixing then so that the phantom corpses gain +1 to there health rather then +1% to hp.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Phantom corpses vulnerability to projectiles
That is something that only @Stratego (dev) can fix
Age of Fantasy design leader
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Phantom corpses vulnerability to projectiles
sorry i dont understand what is the request to be coded.
Re: Phantom corpses vulnerability to projectiles
If you make it add 100% hp, as all of the affected units have one, it wilk achive the same effect right? So I don't think Stratego is actually need here.
Tho overall it's something we already discussed @Stratego (dev) - making the hp increase thru techs by numbers, not percents.
Tho overall it's something we already discussed @Stratego (dev) - making the hp increase thru techs by numbers, not percents.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Phantom corpses vulnerability to projectiles
https://www.ageofstrategy.net/viewtopic ... 06#p108006
On prop change effects you need to make hp to provide a linear increase of health points and hpPercent to provide an increase in % oh health points.
On prop change effects you need to make hp to provide a linear increase of health points and hpPercent to provide an increase in % oh health points.
Age of Fantasy design leader
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Phantom corpses vulnerability to projectiles
Yes but that should still be corrected, cause it is needed on other effects (also we need to be able to combine linear increase and % increase).Midonik wrote: ↑Sat Oct 03, 2020 5:50 pm If you make it add 100% hp, as all of the affected units have one, it wilk achive the same effect right? So I don't think Stratego is actually need here.
Tho overall it's something we already discussed @Stratego (dev) - making the hp increase thru techs by numbers, not percents.
Age of Fantasy design leader
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Phantom corpses vulnerability to projectiles
I think slight dodge ranged can be given but not 50-100%. at most 20%.
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™.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Phantom corpses vulnerability to projectiles
I'd rather give him some extra hp with further techs but that is a problem that requires the replacement of powerbase with armor piercing
Age of Fantasy design leader
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Phantom corpses vulnerability to projectiles
ok, Alex please email me the requested feature and alos put into "needs" section, as i can not follow here.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Phantom corpses vulnerability to projectiles
For now set as answered.
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™.