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Re: Corpse Flinger

Posted: Fri May 22, 2020 12:33 am
by Alexander82
Savra wrote: Thu May 21, 2020 5:13 pm Alright then how's this?

Fling plagued corpse: rng:7, requires corpse, dmg:8, aoe:2, applies zombie infection, no bonuses.

Fling burning corpse: rng:7, requires unit, dmg:=units health, applies burning, might limit this to just undead. No aoe. Applies small bonus to structures.

One is meant for groups of enemy's, the other is meant for structures.
I think in both cases "ammo" should be restricted to zombies and the likes for the first effect and skeletons for the second (I suppose that the first uses a zombie to spread its curse and the other use the well known ability of our skeletons to take fire to burn enemy buildings).

Re: Corpse Flinger

Posted: Fri May 22, 2020 3:45 pm
by Savra
That works, can we do that now though? I remember the cannon fodder had a problem with not being restricted to using goblins with its abilities.

Re: Corpse Flinger

Posted: Fri May 22, 2020 4:13 pm
by makazuwr32
That was a bug i think. Someone forgot when jsoned it to add goblins as only possible sacrifices.

Re: Corpse Flinger

Posted: Fri May 22, 2020 4:15 pm
by Alexander82
It was changed a lot of time ago to use goblins (probably more than a year)

initially we couldn't define the sacrifice category but now we can

Re: Corpse Flinger

Posted: Fri May 22, 2020 4:58 pm
by Savra
Good to hear, so are stats and abilities good?

Re: Corpse Flinger

Posted: Fri May 22, 2020 5:07 pm
by Savra
Savra wrote: Mon May 18, 2020 4:43 pm Summonable by necromancer
Requires 4 corpses. Requires research.
Corpse flinger:
Image
Hp:18
Atk:12
Rng:3-7
Sight:7
Spd:2, water:1
Arm:0
P.arm:8
Res:0%
Abilities:
Image
Fling burning corpse: requires skeleton, rng:7, dmg:=units health, burning weapon, +100% buildings, +350% fortifications, +700% megas.
Image
Fling bloated zombie: requires zombie, rng:7, aoe:2, dmg:8, infection weapon, no bonuses

Bonuses:
200% buildings
500% fortifications
1500% megas


Techs:
Image
Corpse flinger:
Cost:6
Researched at crypt.

Image
Fling burning skeleton:
Cost:5
Researched:crypt or graveyard

Image
Fling bloated zombie:
Cost:5
Requires infectios bite.
Researched:crypt or graveyard

Upgrades:
Skeleton upgrades.

Re: Corpse Flinger

Posted: Fri May 22, 2020 5:25 pm
by Savra
Updated.

Re: Corpse Flinger

Posted: Fri May 22, 2020 8:44 pm
by makazuwr32
I'd say add 100% to bonuses against buildings and fortifications and 200% against megas and it will be perfect.

Re: Corpse Flinger

Posted: Fri May 22, 2020 9:44 pm
by Alexander82
I'd give it the same bonus of catapult, 150%/450%/900%

About the ability bonuses I think they should be fine I guess

2nd ability depends much on @Stratego (dev) coding infection but it is fine

The unit itself won't be summoned but trainable or built (its tech might be used in place of ballistics)

I also noticed that this unit has waterwalking but it seems more like some sort of construct so maybe just land movement could be better.

About cost what about 6?

Re: Corpse Flinger

Posted: Sat May 23, 2020 5:06 am
by makazuwr32
The thing why i want to give it better than catapult bonuses is because it is unupgradable and has no aoe.

Agreed on tech and cost.

2nd ability can be implemented later.

Re: Corpse Flinger

Posted: Sat May 23, 2020 6:33 am
by Alexander82
makazuwr32 wrote: Sat May 23, 2020 5:06 am The thing why i want to give it better than catapult bonuses is because it is unupgradable and has no aoe.
Yes but that's why it is also cheaper, moreover at base it would end up being much better than catapult

also it has 2 abilities that catapult haven't

We can also give it the eat up a corpse (even if not literally eating we can use corpses to repair it), so what it loose in terms of power it gains in survailability

Re: Corpse Flinger

Posted: Wed Aug 04, 2021 7:12 am
by makazuwr32
Implemented