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Coolguy changes IMPLEMENTED

Posted: Tue May 26, 2020 5:56 am
by tamtam12345
I think the egg unit Coolguy is too OP, especially when it cooperate with billista. It is quite frustrated if emeny build a 7 range billista within 6 turns. You don't have any method to strike back/defend if you are playing small map. :cry:

I don't know the stats of unit Coolguy because I don't have it.

To make it more balence, I think it can:
1.Reduce siege range bonus from +2 to +1.
2.Make it to be IS_UNIQUE
3.Affect range reduced to 1.
What do you think?
@Endru1241 @Stratego (dev)

Re: Coolguy is OP...

Posted: Tue May 26, 2020 6:05 am
by Badnorth
Huh?

Re: Coolguy is OP...

Posted: Tue May 26, 2020 7:17 am
by makazuwr32
And why are you saying that coolguy is op if you do mot have its stats??

Re: Coolguy is OP...

Posted: Tue May 26, 2020 7:39 am
by Stratego (dev)
here is stats (actually it is not unique but even LEGENDARY! that is mopre restrictive, also aurta already 1 ranged)

Code: Select all

"costTurn":2,
         "grantorShopItems":null,
         "hpMax":10,
         "power":9,
         "rangeAttack":1,
         "armorPierce":2,
         "armorNormal":1,
         "sight":4,
  
         "powerAccuracyPenalty":0.0,
         "powerRange":0,
         "powerRangePenaltyPercent":0,

         "rangeWalk":3, 
         "trnWalkTerrain":[
            {"terrainType":"TERRAINS_FORESTWALKABLE", "modifier":1},
            {"terrainType":"TERRAINS_ROUGHWALKABLE", "modifier":0.67},
            {"terrainType":"TERRAINS_FASTWALKABLE", "modifier":1.34}
         ],
            "dodgeRanged": 1.0,
            "dodgeClose": 1.0,
         "maxActionCount":1,
         "canOccupyBuilding":false,

       "trnEffectAffectTurnsLeft":["0:EFFECT_AURA_SIEGE_BONUS"], 

         "trnSpecUnitActions":["IS_INCONVERTIBLE","IS_LEGENDARY"],
         "trnCategories":["U_MELEE_FOOT"],
         "trnCanNotCarryMe":{"unitTypes":["UNIT_BATTERING_RAM"]},
         "trnBuilders":{"categories":["HIDDEN_TRAINING_UNIVERSAL"]},
         "trnBonusList":[
		{"modifier":0.5,"unitList":{"categories":["U_ARCHERS","U_HEAVY_CAVALRY"]
                   }
                }
		], 

aura stats:
        ->> "auraRadius":1, 
        ->>  "power":5,
        ->>  "rangeAttack":2,
        ->>   "convertResistance":1.0,
         ->>  "bonusMendingWhenConstructing":2.0,

Re: Coolguy is OP...

Posted: Tue May 26, 2020 4:50 pm
by Endru1241
Coolguy may seem OP, because he is the only one.
If proper ideas came - other unique or legendary units can be added (maybe even forum heroes).

Re: Coolguy is OP...

Posted: Tue May 26, 2020 5:36 pm
by phoenixffyrnig
Shouldn't he belong with the fun units? Really doesn't feel right in a no spells game. Can he be moved to the same company as tanks and uruk hai?

Re: Coolguy is OP...

Posted: Tue May 26, 2020 8:27 pm
by Endru1241
Eeee, he should be.
I was sure he was.
Well, it's a bug. I'll try to remember to correct it for the next pack.

Re: Coolguy is OP...

Posted: Wed May 27, 2020 12:04 am
by DreJaDe
Endru1241 wrote: Tue May 26, 2020 8:27 pm Eeee, he should be.
I was sure he was.
Well, it's a bug. I'll try to remember to correct it for the next pack.
Wait what?

I was sure it was a privelage for the ones who will find the egg. Aww.... And not just for Fun games.

Re: Coolguy is OP...

Posted: Wed May 27, 2020 6:18 am
by Stratego (dev)
EE units are not FUN units, normal units.

if we feel op we can nerf it but it seemed very not op for me, but Endru please suggest change if needed.

Re: Coolguy is OP...

Posted: Wed May 27, 2020 12:47 pm
by SirPat
And CoolGuy ignores all melee and ranged attacks!!!

Re: Coolguy is OP...

Posted: Wed May 27, 2020 1:19 pm
by Stratego (dev)
yes he WAS only killable with his counter units that has bonus against it (ranger, batrtering rams, scout dogs, spies, laborer)

however dodge logic chnaged since, so bonused units still get some dodge - so i changed it down to dodge 30%
is that ok?

Re: Coolguy is OP...

Posted: Wed May 27, 2020 7:32 pm
by SirPat
Yup :D

Re: Coolguy is OP...

Posted: Thu May 28, 2020 1:09 am
by AgentA
His aura range is already 1. CoolGuy can dodge all melee and ranged attack that has no bonus vs CoolGuy or Melee foot. He's not supposed to be able to dodge bonus dmg against him but the change in dodge system lets him dodge it sometimes. I just tested it now and 2 laborers should be enough to kill him but... :|

Also note that he cannot move through constructed bridges and cannot be garrisoned. But he can stay in TC after production which can be OP in some situation.

I'm in favor of reducing the bonus range to 1 though.
Stratego (dev) wrote: Wed May 27, 2020 1:19 pm yes he WAS only killable with his counter units that has bonus against it (ranger, batrtering rams, scout dogs, spies, laborer)

however dodge logic chnaged since, so bonused units still get some dodge - so i changed it down to dodge 30%
is that ok?
But spies have 0 damage bonus vs CoolGuy and it cannot attack.
The 30% dodge rate is good enough to calm the people who thought it's already game over for them once they realize CoolGuy exist in no spell games. :lol:

Re: Coolguy is OP...

Posted: Thu May 28, 2020 8:08 am
by Endru1241
I don't like 30% at all.
With all recent workings we are trying to reduce randomness - why increase it again?
Maybe just remove dodge altogether and give armor instead. E.g. ninja has armor as a representation of average ability to dodge/parry.
Some high value could work, provided hp would be a little increased too. E.g. 20 hp, 12/12 armor , ranger gets +200% damage ?
Just like originally vs dodge - bonuses can be adjusted to compensate the armor boost.


What exactly is the logic behind specific counter units?
I can understand scout dogs, rangers and spies - it could be bundled together that generally scouts should have bonus vs him.
Battering rams - should it be made as a rule, that armored siege engines with melee attack have a bonus?
Laborer - his weakness is civilian hard labor unit? Should miner (and worker if he ever gets an attack) have a bonus too? What about the blacksmith then?

Re: Coolguy is OP...

Posted: Thu May 28, 2020 8:48 am
by Stratego (dev)
it was CoolGuy's suggetsion, we can change, i send u json and feel free the change to look more fit as u think,.

Re: Coolguy is OP...

Posted: Thu May 28, 2020 9:18 am
by makazuwr32
Endru1241 wrote: Thu May 28, 2020 8:08 am I don't like 30% at all.
With all recent workings we are trying to reduce randomness - why increase it again?
Maybe just remove dodge altogether and give armor instead. E.g. ninja has armor as a representation of average ability to dodge/parry.
Some high value could work, provided hp would be a little increased too. E.g. 20 hp, 12/12 armor , ranger gets +200% damage ?
Just like originally vs dodge - bonuses can be adjusted to compensate the armor boost.


What exactly is the logic behind specific counter units?
I can understand scout dogs, rangers and spies - it could be bundled together that generally scouts should have bonus vs him.
Battering rams - should it be made as a rule, that armored siege engines with melee attack have a bonus?
Laborer - his weakness is civilian hard labor unit? Should miner (and worker if he ever gets an attack) have a bonus too? What about the blacksmith then?
I'd say than maybe 6/6 armor, 24 hp, 12 attack (along with 0 dodges) would fit better. No need for specific counter units in this case for him.

Re: Coolguy is OP...

Posted: Mon Jun 01, 2020 11:36 am
by Endru1241
I changed it to 20hp, 10/10 armor, 0 dodges. Additionally scout, war dog, ranger, ninja and rams deal enough damage to him to overcome armor.
But his category changed too. He no longer gets increased damage from cavalry.

Re: Coolguy is OP...

Posted: Mon Jun 01, 2020 12:13 pm
by makazuwr32
Good enough.

Re: Coolguy is OP...

Posted: Wed Jun 03, 2020 10:00 pm
by Tankhead
I came here cause I saw the mention of Forum heroes.
Anyways I thought Devs are Suppose to be OP.
The only way I see them Op if you can't kill them at all
( Awaiting Stratego fun unit in fantasy )