PR#3 Lack of effective anti-air for undead IMPLEMENTED
PR#3 Lack of effective anti-air for undead IMPLEMENTED
Right now the only unit that has anti-air property for undead is plague knight ranged form which has 24 attack and 7 range. This translates into 36 damage before armor reduction on flying units which means it is better to use magical arrow that deals 30 damage and ignores armor in most cases. The other option is using phantom archers that have 32+4 = 36 attack + 10% bonus = 39 attack and 9 range. Against enemy flying units like flying draconians with ~300 hp, you need around 10 hits from phantom archers or magic arrows from casters to kill the unit.
Other races have adequate answers to flying units:
humans have great shooters like imperial archer, longbowmen
Orcs have minotaur archers, orc archers
Eleven archers are the best shooters which can deal with flying units easily
Dwarves and scaledfolk have melee flying units of their own which can counter enemy flying units.
In addition, all other races can buff their anti-air units to make them deal even more damage(minotaur archer can reach 100 damage to flying units)
Solution: add anti-air property to phantom archers which will give them a 50% bonus to enemy flying units
Other races have adequate answers to flying units:
humans have great shooters like imperial archer, longbowmen
Orcs have minotaur archers, orc archers
Eleven archers are the best shooters which can deal with flying units easily
Dwarves and scaledfolk have melee flying units of their own which can counter enemy flying units.
In addition, all other races can buff their anti-air units to make them deal even more damage(minotaur archer can reach 100 damage to flying units)
Solution: add anti-air property to phantom archers which will give them a 50% bonus to enemy flying units
- makazuwr32
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Re: PR#3 Lack of effective anti-air for undead
We have stats wise and image wise ready gargoyles for undeads, we just need to implement those.
Among them there will be 3 turn cost melee gargoyle with 100% bonus to flying and 1 thrower gargoyle with same 100% bonus to flying. All of them will be constructible.
And that will be dangerous — stone gargoyle with 26 attack will be able to deal 52 damage to flyers and only speed 4 will somewhat make it balanced (but not when you have like 20 of 'em — they are constructible! And 4/10 armor will make them quite tough to destroy them fast).
Marble gargoyle with 33 damage will be able to deal 66 damage to enemy flyers at range 4 while having speed 5.
Crystal gargoyle (33 magic damage at range 6 or 2 new debuffs), ice gargoyle (up to 70 piercing damage once in a while!) or obsidian gargoyle (248 hp and 64 attack) will also do the trick (yes they also are constructible).
Among them there will be 3 turn cost melee gargoyle with 100% bonus to flying and 1 thrower gargoyle with same 100% bonus to flying. All of them will be constructible.
And that will be dangerous — stone gargoyle with 26 attack will be able to deal 52 damage to flyers and only speed 4 will somewhat make it balanced (but not when you have like 20 of 'em — they are constructible! And 4/10 armor will make them quite tough to destroy them fast).
Marble gargoyle with 33 damage will be able to deal 66 damage to enemy flyers at range 4 while having speed 5.
Crystal gargoyle (33 magic damage at range 6 or 2 new debuffs), ice gargoyle (up to 70 piercing damage once in a while!) or obsidian gargoyle (248 hp and 64 attack) will also do the trick (yes they also are constructible).
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: PR#3 Lack of effective anti-air for undead
While gargoyles sound great and will be really helpful for undead, i still suggest adding anti-air for phantom archers because otherwise it will almost always be better to build crossbowmen instead. Here are the stats for phantom crossbowmen vs archers:
Phantom crossbowmen:
cost: 4
attack: 30 + 4
range: 7+1
Phantom Archer:
cost: 5
attack: 32 + 4
range 8+1
Crossbowmen has anti-shielded attribute so it deals +50% damage to most melee units, while Archer deals just +20%. This means that crossbowman will usually deal more damage to enemy frontline. The only advantage that archer has is the +1 range, however its low attack value means that it is not good for sniping units especially as undead cannot buff units. This means that archer is overshadowded by crossbowman and its use will be very very situational. Adding anti-air for archers will help give archers some utility.
Phantom crossbowmen:
cost: 4
attack: 30 + 4
range: 7+1
Phantom Archer:
cost: 5
attack: 32 + 4
range 8+1
Crossbowmen has anti-shielded attribute so it deals +50% damage to most melee units, while Archer deals just +20%. This means that crossbowman will usually deal more damage to enemy frontline. The only advantage that archer has is the +1 range, however its low attack value means that it is not good for sniping units especially as undead cannot buff units. This means that archer is overshadowded by crossbowman and its use will be very very situational. Adding anti-air for archers will help give archers some utility.
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Re: PR#3 Lack of effective anti-air for undead
others please confirm if this is a balance problem.
Re: PR#3 Lack of effective anti-air for undead
Undead have good spell with high possible damage - hell of pain by sacrifice but here is the problem: that spell could make no damage cause it doesnt avoid spell resistance...
Making this spell to avoid spell resistance - will solve most undead problems. Like dwarf giants and fly elite forces.
Making this spell to avoid spell resistance - will solve most undead problems. Like dwarf giants and fly elite forces.
Re: PR#3 Lack of effective anti-air for undead
Hell of pain by sacrifice has another problem too, you cannot select the unit to sacrifice. Let's say you were counting on using skeleton wrym to deal 440 damage to the enemy but a skeleton soldier is sacrificed instead, you will will then need to figure out an alternate plan. Yes you can empty other cells near lich but that means 7 cells with no units. It would be really helpful if we could select the unit to sacrifice
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Re: PR#3 Lack of effective anti-air for undead
i like the idea as that spell is literally unused now (at least by me), and for the sacrifice it should go tru any defenses.Vladneral wrote: ↑Mon May 02, 2022 5:29 am Undead have good spell with high possible damage - hell of pain by sacrifice but here is the problem: that spell could make no damage cause it doesnt avoid spell resistance...
Making this spell to avoid spell resistance - will solve most undead problems. Like dwarf giants and fly elite forces.
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Re: PR#3 Lack of effective anti-air for undead
yes, that i think will be in only in Unity version (much ui coding)Laxus wrote: ↑Mon May 02, 2022 6:01 am Hell of pain by sacrifice has another problem too, you cannot select the unit to sacrifice. Let's say you were counting on using skeleton wrym to deal 440 damage to the enemy but a skeleton soldier is sacrificed instead, you will will then need to figure out an alternate plan. Yes you can empty other cells near lich but that means 7 cells with no units. It would be really helpful if we could select the unit to sacrifice
also i suggest surrounding with same units not by emptying - you probably have more of that type you want to sacrifice
- makazuwr32
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Re: PR#3 Lack of effective anti-air for undead
I am fine with hell of pain to ignore spell resist — in general i think spell resist must be used only for spell type debuffs.
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™.
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- Joined: Fri Apr 25, 2014 9:28 pm
Re: PR#3 Lack of effective anti-air for undead IMPLEMENTED
ok it si done
IMPLEMENTED
IMPLEMENTED