Squizzle535
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Squizzle535
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Shadowntr wrote:In my opinion, I believe 1.2, 2.2, 3.2, and 4.1 are the best versions of the different units shown.
However, if I had to chose just 3 of these I would choose:
1.2 (Because it might be the only amphibious unit eventually in uniwar, allowing for some interesting situations).
2.2 (Because the idea of a krahlan meele only navel unit, with possible ship killer focused intentions would be awesome).
4.1 (Because Krahlans need another land unit badly. Especially another heavy land).
I agree on what 3 units should be used out of those 4
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Kroeger
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Kroeger
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Simsverd,
I love your original ideas especially the salamander and hover tank.
I also like the idea of the predator drone; however, I think we should give all the races a unit that can detect invisibles and then remove the indicator numbers that have made burying almost pointless at high skill levels.
I also thought it would be cool to have a type of unit that couldn't heal as an action, but always healed at the round end even after taking an action
. This would probably be a kral unit, but it would make pairing it with an support unit(s) really fun.
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anonym551653
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anonym551653
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The units that can detect invisible units aka buried units remove the importance of the ability, I rarely see this ability in effect so I am against it despite me almost never playing khraleans.
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Cpt Hawaiian
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Cpt Hawaiian
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Hmm, actually that's not a bad idea to remove the numbers of buried units. The new strategy of having invisible detecting units costs credits. And, if you destroy the detectors, you can potentially setup a new attack. I actually like the idea of having that tradeoff.
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ttmac
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ttmac
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I am not thinking of the aquatic on my ideas, my ideas are to take the weakest part of each side and offer a unit on that basis. Sapiens Weakest point - long range. Mortor This unit is designed to hit from afar, and sacrifices armor for this cause. If protected this unit is unstoppable. Type of unit - 2 x marines with mortar gun. Moves as expected in real life. Example Cost = 600 credits Mobility = 6 (has to "dig in" each turn so loses mobility of a standard marine) Range = 4-5 (has to arch when shot so cannot fire close) Ground Light = 9 Ground Heavy = 9 Air = 0 (cannot hit air units) Aquatic = 9 Defense = 3 Vision = 2 (relies on vision of other units) Repair = 1 Special ability - none. Titans Weakest point - no air unit Hunter Used to give Titans some aerial threat, this unit is quick by their standards. Useful for and anti-air mainly. Type of unit - Arial unit that fires air-to-air. Can also hit the ground although not designed to so only useful for light units. Example Cost = 650 credits Mobility = 12 Range = 1 Ground Light = 8 Ground Heavy = 2 Air = 12 Aquatic = 2 Defense = 8 Vision = 74 Repair = 1 Special ability - move after attack. Khraleans Weakest point - weak units Centurion A unit designed to take hits, sacrficing itself for the team. Type of unit - very slow moving and very tough, attack is poor to compensate. Example Cost = 400 credits Mobility = 6 Range = 1 Ground Light = 6 Ground Heavy = 6 Air = 6 Aquatic = 6 Defense = 14 Vision = 4 Repair = 2 Special ability - with that defence, none!
This message was edited 1 time. Last update was at Jun 23, 2015 12:50
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anonym551653
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anonym551653
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I won't do a quote here as it will be to big. But I prefer no titan air units. However a another aquatic to help with navy would work. Remember Titans have a lot of flaws as well as strengths which make them unique. Mortar is a good idea but a sniper would be better as it won't have dig in. It can help with anything but heavy and aquatic. The Khraleans´ unit rocks but a pinzer already does that. In fact all of them are, just less so for the others. The titan is anti air but eclipse does that. And I don't know how much I must say this but, TITANS ARE BETTER WITHOUT AIR. The mortar isn't far from battery, if it was cheap (bout 350-450) and good mostly at heavy (and possibly aquatic) but nothing else (even light units), it would make it that much cooler. A for optimism and effort, but not for quality of units . Not trying to be mean here.
This message was edited 3 times. Last update was at Jun 27, 2015 19:15
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anonym551653
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anonym551653
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I hear a lot of people requesting amphibious units, but that's just essential air units that take the same damage types as heavy units. They must have more than amphibious abilities to male them interesting. Perhaps only able to travel on water but not fight. Essentially becoming buried when traveling on water only surfacing when on land. I'm more trying to get an example so this is not a perfect idea but aquatic need more things to make them interesting and unique.
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EventHorizon
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EventHorizon
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I think that the titans need a air unit.
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anonym551653
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anonym551653
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EventHorizon wrote:I think that the titans need a air unit.
I don't think so, why...
Because the only time that air is a problem is in naval combat. If they had more navy units it wouldn't be an issue. Making air eliminated (via eclipse) for the enemy then having your own is a big advantage and if the titans have it so easily it will be OP. A race without air is more unique and makes the game more interesting. Just pick a different race. I don't want titans with air.
This message was edited 1 time. Last update was at Jul 14, 2015 22:13
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xavi
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xavi
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Here is one of the concept art for a new Titan unit.
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KingShady
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KingShady
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xavi wrote:Here is one of the concept art for a new Titan unit.
Looks like a very mobile unit
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Team - YW (YWarriors)
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kyle kroeger
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kyle kroeger
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Love the art concept for the Titan Unit (skimmer I presume?). Can't wait to see more.
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waxoid
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waxoid
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Yep, fun Will look sexy escorting hydros to war...
thanks for the teaser Xavi!
This message was edited 1 time. Last update was at Jul 15, 2015 19:10
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Gwalcmai
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Gwalcmai
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xavi wrote:Here is one of the concept art for a new Titan unit.
Is it just me or is that an intentional homage to Austin Powers? "Sharks with frickin lasers on their heads!"
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waxoid
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waxoid
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lol. Definitely some similarity!
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