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Golem

(November 12th, 2017, 05:30)Seravy Wrote: Golem
Cost : depends on the other stats
Melee : Shouldn't be too low because it's a single figure. 14-20?
Armor : ?
Health : 20. Any higher and it won't die to Crack's Call.
Resistance : High (15)
Abilities : Wall Crusher, Illusion, Fire, Cold, Stoning, Poison, Death Immunity.
Movement : ? (I still think movement is a good place to make the unit stand out, if necessary.)

Do you care if golem is less sturdy than stag beetles but deals almost as much damage? I'm trying to weaken the life armor (holy-armor/heroism/endurance) megabuff for a fighter's guild unit.

Cost: 130 (lower than hammerhands)
Melee: 15
Armor: 5
Health: 20
Resistance: 15
Abilities: Wall Crusher, Illusion, Fire, Cold, Stoning, Poison, Death Immunity.
Movement: 3-4  (not 2)

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I think we need to choose between

- Less armor but higher mobility : 4-6 armor, First Strike, 4 movement

OR

- similar to what we have now : 7-9 armor, 3 movement.
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(November 12th, 2017, 08:26)Seravy Wrote: I think we need to choose between

- Less armor but higher mobility : 4-6 armor, First Strike, 4 movement

OR

- similar to what we have now : 7-9 armor, 3 movement.

I like the idea of 4 movement, low armor (4 or 5), first strike. It gives dwarves an alternate cavalry-like fast tactical unit.

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Most races have a theme for weakness (as well as strength). Dwarf weakness is being slow. I'd rather see the golem speed 2. I think the move 4 first strike idea is bad and defeats the weakness of the race.
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Except we have removed being slow when we raised swordsmen and halberdiers to 2 moves. The race is not any slower than others at this point.

I guess it's never too late to undo that though.
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No but every other race has some units that go faster (or are intercontinental). For me, I'd rather see all dwarf (land) units speed 2.
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Fastest troll unit moves 3, like the current golem. Fastest lizardmen unit moves 2. Fastest halfling unit moves 3 (magicians).

And while we are at this topic, fastest Dwarf unit moves 4 already (Warship, yes you need wraithform or flight to use it on land, but to scout from sea, it is fast)
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Dwarves are slow but can build fast machinery. A giant golem unit can in theory move faster*, but my proposal means that hammerhands are still needed for sheer melee power. We have a handful of slow races already (Seravy beat me to it).

*In that sense, stone giants (inferior to gorgons) should also move 4.

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i like first strike, but at that point i'd make it speed 2 so it doesn't resemble a cavalry unit too much. golem shouldn't be faster than people, i picture them as slow, hulking brutes. i'm good with both magic immunity or the full suit of minor immunities, as you see fit. with 20 health, it can work with as low as armor 4. maybe consider increasing its to hit, so it's still viable as a buffable unit.
even if it's a slight nerf, i would like it to require alchemist + mechanichan + armorer guilds. in doubt, i'd balance it around an high production cost: golems should feel like a huge, sculpture-like undertaking, not a mass produced tank.
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It's not possible to require more than 2 buildings, and I'm against the armorer's guild requirement unless we go through with the armorer's guild nerf which was already rejected by everyone.

First strike with movement 2 is close to useless - the unit lacks the maneuverabiility to avoid getting surrounded and fight enemies one at a time. Being slow also means the unit needs higher armor to survive and reach enemies.


It's true that giants generally move 3 - but giants aren't powered by steam. A steam engine is more efficient, thus faster than a body powered by muscle.
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