Goliath AMP scout + pawn dog IMPLEMENTED
Posted: Thu Feb 28, 2019 7:37 am
Goliath Scout (scout and support)
Cost: 4
Hp: 38
physical/energy/chemical Attack: 10/0/0 (punch) (100% bonus against structures) - Overall 10 dmg
physical/energy/chemical Armor: 1/1/1
Range: 1
Actions: 1
Speed: 4 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 5
Can't capture tc, buildable in barracks.
Abilities: Summon Pawn dog,
Pistol shoot (10 energy dmg, 2 range. No cooldown)
Pawn dog (supportive supporter for the support)
Cost: 2
Hp: 18
physical/energy/chemical Attack: 10/0/0 (bite) (50% bonus to infantry) - Overall 10 dmg
physical/energy/chemical Armor: 1/1/2
Range: 1
Actions: 1
Speed: 5 (same modifiers as basic infantry, but 2 speed on mountains)
Sight: 5
Can't capture tc, buildable in barracks.
Abilities: None
Ok so... Bonus against structures for punch attack? 100%? Three hits for factory? I question it's sense, and even if then I would lower it.
About pistol shoot... Do we necessarly need it? Well guess we could allow it.
About the pawn dog - you want it to be buildable and summonable? With vanishing? Then both would have it, I doubt sense of having a vanishing unit buildable in barracks. About the vanishing... 4 turns?
Also how about we half the damage and add one more action? I would want it for all melee units. This way they will take more damage from counters of the enemy (well fighting in melee when enemy can shoot...), and also will be worse vs armored enemies. Tho it will be able to finish more units at once. We will give the pistol 1 turn cooldown so it can be used only once per turn.
Cost: 4
Hp: 38
physical/energy/chemical Attack: 10/0/0 (punch) (100% bonus against structures) - Overall 10 dmg
physical/energy/chemical Armor: 1/1/1
Range: 1
Actions: 1
Speed: 4 (same modifiers as basic infantry, but 1 speed on mountains)
Sight: 5
Can't capture tc, buildable in barracks.
Abilities: Summon Pawn dog,
Pistol shoot (10 energy dmg, 2 range. No cooldown)
Pawn dog (supportive supporter for the support)
Cost: 2
Hp: 18
physical/energy/chemical Attack: 10/0/0 (bite) (50% bonus to infantry) - Overall 10 dmg
physical/energy/chemical Armor: 1/1/2
Range: 1
Actions: 1
Speed: 5 (same modifiers as basic infantry, but 2 speed on mountains)
Sight: 5
Can't capture tc, buildable in barracks.
Abilities: None
Ok so... Bonus against structures for punch attack? 100%? Three hits for factory? I question it's sense, and even if then I would lower it.
About pistol shoot... Do we necessarly need it? Well guess we could allow it.
About the pawn dog - you want it to be buildable and summonable? With vanishing? Then both would have it, I doubt sense of having a vanishing unit buildable in barracks. About the vanishing... 4 turns?
Also how about we half the damage and add one more action? I would want it for all melee units. This way they will take more damage from counters of the enemy (well fighting in melee when enemy can shoot...), and also will be worse vs armored enemies. Tho it will be able to finish more units at once. We will give the pistol 1 turn cooldown so it can be used only once per turn.