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Saper +IMG

Posted: Tue Sep 06, 2016 8:49 pm
by Midonik
Non-combat infantry unit which dissarm mines.

Re: Saper

Posted: Tue Apr 17, 2018 1:22 pm
by samuelch
Unit with mend rate and some useful abilities.
Create dug in: Applied to all land units. +5 explo armor and disable movement for 3 turns. No Cooldown
Create sandbags: Applied to all infantries and artilleries. +5 explor armor, disable movement, and +3 normal armor for 2 turns. No Cooldown
Remove mines: Instantly remove mines. Cooldown: 3 turns.
Can start construction of pillboxes, mines, and sandbag bunker.
Dug in and sandbags can be stacked on one unit.
Cost=2 turn.
Can see mines.

The engineer unit also need ability to see mines and start construction of pillboxes.

Re: Saper

Posted: Tue Apr 17, 2018 2:08 pm
by Midonik
Not too good for two turns? I like the idea, but mayby 3 cost.

Re: Mine sweeper

Posted: Tue Apr 17, 2018 4:55 pm
by Belfry777
How about we rename this unit because this was the name of my post a year ago and it was an engineer, how about a mine sweeper that could step on mines and not take damage.

Re: Saper

Posted: Tue Apr 17, 2018 9:19 pm
by makazuwr32
samuelch wrote:Unit with mend rate and some useful abilities.
Create dug in: Applied to all land units. +5 explo armor and disable movement for 3 turns. No Cooldown
Create sandbags: Applied to all infantries and artilleries. +5 explor armor, disable movement, and +3 normal armor for 2 turns. No Cooldown
Remove mines: Instantly remove mines. Cooldown: 3 turns.
Can start construction of pillboxes, mines, and sandbag bunker.
Dug in and sandbags can be stacked on one unit.
Cost=2 turn.
Can see mines.

The engineer unit also need ability to see mines and start construction of pillboxes.
if change cost to 3 turns they will become viable units.
for 2 turns they are way too good.

Re: Saper

Posted: Thu Apr 19, 2018 4:54 pm
by Belfry777
This topic is answered if this is like the engineer I have a post like this one a year ago.

Re: Saper

Posted: Fri Apr 20, 2018 1:17 pm
by samuelch
This is a combat support unit. Engineer is for base building.

Re: Saper

Posted: Fri Apr 20, 2018 6:17 pm
by Belfry777

Re: Saper

Posted: Sat Apr 21, 2018 4:48 am
by samuelch
Your engineer idea is only as builder, not combat support. Sapper will be like a mix of casters in AoF and labourer in AoS.

Re: Saper

Posted: Sat Apr 21, 2018 9:48 pm
by Belfry777
Yes that idea was supposed to be the aos builder, however the engineer won the race and this topic can be modified to the other topic and have this topic ANSWERED. But I am full okay with this topic going on if you want.

Re: Saper

Posted: Sun Apr 22, 2018 2:11 pm
by samuelch
US sapper

Re: Saper

Posted: Sun Apr 22, 2018 2:22 pm
by samuelch
Dug in icon.

Re: Saper

Posted: Sun Apr 22, 2018 10:49 pm
by Belfry777
The image on top needs small fixing but the "digging in icon" is good, First the hand is missing, second they had heavy back packs which is not portrayed in the image.

Here is an image of a modern Russian Sapper: https://cdn3.img.sputniknews.com/images ... 857034.jpg

Re: Saper

Posted: Mon Apr 23, 2018 2:10 pm
by samuelch
Fix hand

Re: Saper

Posted: Tue Apr 24, 2018 6:51 pm
by Belfry777
Nice the hand is much better so is the backpack.

Re: Saper

Posted: Sat Jun 09, 2018 12:41 pm
by samuelch
Sandbag ability icon

Re: Saper

Posted: Sat Jun 09, 2018 1:03 pm
by General Brave
looking well, but that arm seems not long enough.

Re: Saper

Posted: Sat Jun 09, 2018 1:09 pm
by Belfry777
Try to put more banging the image.

Re: Saper

Posted: Sat Sep 15, 2018 1:51 pm
by samuelch
Should the dug in gives more explosive armour like +10?

Re: Saper

Posted: Fri Nov 30, 2018 7:44 pm
by godOfKings
BTW if unit gets 0 movement for 3 turns while staying dug-in, wouldn't that mean units with miss chance gets 100% accuracy to hit it? (Acc.penalty*0=0)