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Flamethrower IMPLEMENTED
Posted: Fri Nov 18, 2016 5:26 pm
by samuelch
A soldier bringing a flamethrower. A short range infantry but very high damage, area of effect, and burning ability.
Re: Flamethrower
Posted: Fri Nov 18, 2016 6:08 pm
by Midonik
Good idea.
Re: Flamethrower
Posted: Fri Nov 18, 2016 7:46 pm
by MightyGuy
please make the names more future, like space cannoneer or flamecannoneer
Re: Flamethrower
Posted: Fri Nov 18, 2016 7:48 pm
by Midonik
Why? Its not a future game,all humans futher units are make by add aliens technology to humans.
Re: Flamethrower
Posted: Fri Nov 18, 2016 8:16 pm
by MightyGuy
yes but tank sounds modern but if you really like it, why not?
Re: Flamethrower
Posted: Sat Nov 19, 2016 9:20 am
by Midonik
I dont know why you makeing humans modern as hell and make this modern units a basics! Laser etc are for aliens,humans use them after study it,so laser humans units are ELITE!
Re: Flamethrower
Posted: Sat Nov 19, 2016 9:46 am
by MightyGuy
How about the "Guard", i've made that topic a while ago. It's A Basic Unit Wielding A Cheap Hand Laser Gun.
Re: Flamethrower
Posted: Wed Jun 26, 2019 2:49 pm
by Midonik
Dang that thing is soooo old. We might revive it, but I'm not eternally sure how falmethrowers should work. Suggestions?
Re: Flamethrower
Posted: Wed Jun 26, 2019 4:40 pm
by Shyrik3244
There is one. You can give them a gun, as in Mancubus from the game "Doom". Which shoots fireballs
Re: Flamethrower
Posted: Wed Jun 26, 2019 4:50 pm
by Midonik
A gun? Well it would really be a flamecannonier then I guess. Not sure about that tho but it's worth considering.
We can give it either to this, reptilians salamanders or none of those.
I was thinking more of what this unit should have bonuses against and how should burning work. Cause I'm not sure if I like how it works in AoWw.
Re: Flamethrower
Posted: Sat Mar 14, 2020 8:33 pm
by Midonik
We should probably get this an image I guess
Re: Flamethrower
Posted: Sun Mar 15, 2020 11:02 am
by Midonik
Cost: 3
Hp: 30 (2 less than base)
Attack: 15 (3 more than base)
Armors: 0/0/0
Sight: 3
Speed: 3
Bonus: 25% infantry (18 damage total), 50% buildings (23 damage total)
Weapons passive: Burning effect - current lasts 5 turns, is removed by mending, deals 5 damage per turns and has 200% bonus to buildings and effects only buildings and infantry, is stackable - tbh I would make the damage more like 3 and keep the bonus at 50% - that way a single effect in 5 turns will deal 15 damage to infantry and I think 25 to buildings what I think is better and also it should be removed by heal if it effects infantry, also I would perhaps increase the damage per turn, but reduce the duration, and also in a way that it deals less damage in total, it seems a bit too much for such fire to last this long.
Buildable in barracks
This unit would have more traditional flamethrower, I would maybe give that gun to the reptilan version