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Make the Maori Great
Posted: Sun Sep 08, 2019 6:59 am
by SirPat
I was thinking of making the Maori warriors to brutal early game soldiers just like how berzerkers destroy countless swordsmen
Stat Ideas:
12hp
5dmg
2a./1p.a.
100%spell resistance
Bonus to infantry i suggest
4 speed
2 action turns
4 sight
Trow Taiha ability same stats
100% bonus to melee & cheap melee
100%bonus to foot archers
100%bonus to flesh&blood
Because they hunt down animals right
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 7:14 am
by Lynx Shafir
It should not have any mellee armor cos
non of basic units have (like swordsman) and it's a half naked native lol
(our berseeker is not as good, what should be fixed)
As for other stats looks same for me.
NO 100% speel res
And bonuses maybe 50%to archers
LATER will get some stat improvement with tattooing tech.
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 7:34 am
by SirPat
Well the original stats were
Cost 3
10hp
4ap
1range
2 a./ 1 p.a.
Speed 4
Sight 3
2/2 action/turns
80% spell resistance
So maybe tweek this a bit even though it got 2 armor it still losses against most early game troops considering it cost 3 turns so this unit must be revamped to make that 3 turns not a waste of turns
Re:Berzerkers and Vikings
Posted: Sun Sep 08, 2019 7:42 am
by SirPat
About the Berzerkers
We should really add that Nordic Units and building and maybe give the berzerkers an aura to weaken enemies something like fear to help them raid enemy bases just like what the vikings did
Oh yeah forgot the berzerkers should be different from a viking
Cause viking's are the viking's that we know and Berzerkers are like shamans living with bears to transform them to bears theoretically they go wild like a bear and even damage tearemembe
Oh yeah they eat this kind of mushroom to make them crazy(possible skill).
There are also a branch that transforms to wolves they were not called berzerkers though they got a different name i just don't remember
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 7:44 am
by Lynx Shafir
Lol indeed, I checked, it has meele armor
May get Hp up but than I'd remove armor.
It's taita can deal 20 dmg to an unit (if dosnt misses) in one turn
So use that
Spell res already high.
A second improvement should be "eat corpse" thingy to heal
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 7:47 am
by Lynx Shafir
Our berseeker needs different bonuses and look.. and... why the heck can heal?
Don't go off topic pls
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 7:50 am
by SirPat

I DON'T KNOW TOO

MAYBE they were herbalist

gotta look that up
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 7:58 am
by SirPat
Yeah and Add corpses to the game just like AoF
So that Maori's can eat those and get healed.
Definitely increase in health and no armor.

looked up the maori it said that they believe that eating corpses will make them stronger
About give them maybe +1 or +2 hp per eaten corpse cause logically eating meat will increase body mass and muscles

or because they believe that eating there prey will make them stronger.
No increase in damage cause tiaiha throw is to powerful

Re: Make the Maori Great
Posted: Sun Sep 08, 2019 8:19 am
by LordOfAles
Corpses are unecessary for this game. They exist in AoF because technically a whole race depends on them. Adding corpses to AoS because of a 1 early-game unit sounds like a bad idea.
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 8:40 am
by makazuwr32
Actually i would like to see corpses because they also show where unit was killed lately.
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 8:42 am
by LordOfAles
They were rejected several times by Daniel himself already.
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 9:00 am
by Endru1241
Maori already "eats corpses" - he gains 5 hp heal after killing enemy flesh and blood unit.
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 9:14 am
by SirPat
Ok so no corpses but there are a lot of usless or unbalanced units in the game and the maori is one of them wish you guys accept the stat changes that me and lynx was talking about except the corpses

Re: Make the Maori Great
Posted: Sun Sep 08, 2019 9:25 am
by LordOfAles
They aren't supposed to be frontline units, they're supposed to just go around less populated (or active at all) places, and they're early. They can easily take down some basic units if played right. No stats change is needed.
Re: Make the Maori Great
Posted: Sun Sep 08, 2019 9:38 am
by SirPat
Oh..Makes sense k tnx for telling
Re: Make the Maori Great
Posted: Mon Sep 09, 2019 7:41 am
by SirPat
Hey, I played some Aos and used all of the unbalanced units and i noticed something the when i use tiaiha trow maori almost always miss at teutonic knights 7 misses out of all 8 attacks and buildings 100% miss i never get to see a maori hit a wall in my whole life but always hits cavalry, lancers to be specific but why
oh yeah tiaiha throw only deals 6 damage
Re: Make the Maori Great
Posted: Mon Sep 09, 2019 7:58 am
by SirPat
Oh actually trow taiha is actually affected by spell resistance,...........why?! So spell resistance affects every skill you can use on an enemy it should be changed to something like conversion resistance .well i know what you guys are gonna say "we can't change stuff just because of a single non-benficial troop" so ok you guys win dev pls. Closed this already

Re: Make the Maori Great
Posted: Mon Sep 09, 2019 9:28 am
by makazuwr32
But it is possible to make throw talaha ability unaffected by spell resistance.
Like magic missle ability in aof.
Re: Make the Maori Great
Posted: Mon Sep 09, 2019 9:50 am
by SirPat
Yeah

Re: Make the Maori Great
Posted: Mon Sep 09, 2019 9:50 am
by SirPat
Cool

Re: Make the Maori Great
Posted: Mon Sep 09, 2019 10:55 am
by Endru1241
Pretorian throw pilum skips resistance. It's actually just 1 additional parameter.
Re: Make the Maori Great
Posted: Tue Sep 10, 2019 1:31 am
by SirPat
Oh cool IDK about that