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Pike like unit - Not an Upgrade - Needs a new name

Posted: Sat Apr 04, 2015 10:41 pm
by djlj46
the second upgrade for the pikemen
He has + 2 attack +2 armor +1pierced armor
and is 50% less effective against Calvary just so he's not too overpowering

halberdier to improved halberd

Posted: Thu Apr 16, 2015 12:13 pm
by Ness
Like broad swordman to man-at-arms but with anti cavalry unit

Re: halberdier to halberd knight

Posted: Thu Apr 16, 2015 1:33 pm
by Darkknight
There are already lancer and heavy lancer which are strong against calvary and mounted

Re: halberdier to halberd knight

Posted: Thu Apr 16, 2015 1:35 pm
by Alexander82
I think that he wants it to be a knight as title, not mounted :D

Anyway the unit might be just Master Halberdier, or Expert or Veteran or some other elite stuff :D

Re: halberdier to halberd knight

Posted: Thu Apr 16, 2015 3:07 pm
by Ness
I mean impreved halberdier not mounted.

Re: halberdier to improved halberd

Posted: Thu Apr 16, 2015 3:47 pm
by Stratego (dev)
title changed.

Re: halberdier to improved halberd

Posted: Thu Apr 16, 2015 5:12 pm
by COOLguy
Ah makes more sense. :)

Re: halberdier to improved halberd

Posted: Fri May 15, 2015 2:20 pm
by Darkknight
For this add maybe 3 attack, 1 armor, 6 health

Re: halberdier to improved halberd

Posted: Wed Aug 19, 2015 3:54 pm
by Darkknight
The halberdier really needs another upgrade. They are quite weak.

Falangist

Posted: Sun Nov 08, 2015 7:58 pm
by Fildin
It will be an upgrade of halberdier. This unit will have an increased hp and armor and what is most important, its range will be increased to two tiles.
Those units should look like halberdier with longer weapon.

Re: Falangist

Posted: Sun Nov 08, 2015 11:32 pm
by COOLguy
How would this work along with the "Reach" tech that Alexander82 has suggested?
You can read it here: viewtopic.php?f=79&t=1948

Re: Falangist

Posted: Mon Nov 09, 2015 7:49 am
by Alexander82
I think that the longer range should achieved only by reach. Instead the longer weapon might givee some more bonus against flying units (like some sort of counter)

Re: Falangist

Posted: Mon Nov 09, 2015 2:03 pm
by Fildin
Yeah like this

Re: Falangist

Posted: Mon Nov 09, 2015 2:37 pm
by COOLguy
Alexander82 wrote:Instead the longer weapon might givee some more bonus against flying units (like some sort of counter)
I don't know about that. Remember, there is only one flying unit in AoS and it is really easy to counter anyway without a melee unit to do it as well.

Re: Falangist

Posted: Mon Nov 09, 2015 4:05 pm
by Alexander82
I see. I could have be done just on counter. But if you think it is op it should just have some more stats. Btw teach should work for any melee unit that use spears (like hoplite)

Re: Falangist

Posted: Wed Nov 11, 2015 4:49 am
by TheBluePhoenix
What about this- we make falangist with a stronger hp and power and bonus against some melee units as the halberdier is easily killed by them

Re: Falangist

Posted: Wed Nov 11, 2015 10:54 am
by Darkknight
TheBluePhoenix wrote:What about this- we make falangist with a stronger hp and power and bonus against some melee units as the halberdier is easily killed by them
This will make them too strong. Upgrades of pikemen are suppose to be a cheap unit which can easily kill mounted units but weak against swordmens. Giving them bonus to other melee units will make this strong against everything except archers

Re: Falangist

Posted: Wed Nov 11, 2015 1:56 pm
by COOLguy
Yes, I agree with that.

Re: Falangist

Posted: Wed Nov 11, 2015 1:58 pm
by Alexander82
Making him survive the first bloe might be enough

Re: Falangist

Posted: Wed Nov 11, 2015 3:08 pm
by TheBluePhoenix
Hmm okay then how about we increase his speed?

Re: Falangist

Posted: Wed Nov 11, 2015 3:34 pm
by Alexander82
I don't see why a single unit should be faster... i'd make a tech for that that affect at least any infantry unit

Re: Falangist

Posted: Wed Nov 11, 2015 8:44 pm
by HokanPL
Maybe Falangist should be a new unit, stats like pikeman, 3 turns needed to recruit, 2 tiles of range, maybe a bit less HP and bonus against mounted units (but still big)?

Re: Falangist

Posted: Thu Nov 12, 2015 2:18 am
by COOLguy
Perhaps that could be good. But I do like the idea of a level 3 upgrade for the pikeman to keep up with the man-at-arms.

How about this completely different approach: its stats remain basically the same as the halberdier only they receive an effect when they are near each other (similar to the high morale effect). That would be realistic because anti-cavalry units were more effective in formation.

What do you guys think?

Re: Falangist

Posted: Thu Nov 12, 2015 4:59 am
by TheBluePhoenix
what about this- it has a long weapon so while attacking it damages unit behind the attacked unit also?

Re: Falangist

Posted: Thu Nov 12, 2015 1:29 pm
by COOLguy
TheBluePhoenix wrote:what about this- it has a long weapon so while attacking it damages unit behind the attacked unit also?
I like that idea! :) But I don't think we have the mechanics for that yet (just area damage like the elephant).

Re: Falangist

Posted: Thu Nov 12, 2015 1:31 pm
by COOLguy
So I think for now, what if we just increased its hp and maybe a little armor so that it can survive more than 1 hit from a man-at-arms.

What do you guys think?

Re: Falangist

Posted: Thu Nov 12, 2015 1:42 pm
by Alexander82
TheBluePhoenix wrote:what about this- it has a long weapon so while attacking it damages unit behind the attacked unit also?
That was one of mt peoposal for knight and lancer, but Daniel said it would overcomplicate the game

Re: Falangist

Posted: Thu Nov 12, 2015 2:15 pm
by Darkknight
COOLguy wrote:So I think for now, what if we just increased its hp and maybe a little armor so that it can survive more than 1 hit from a man-at-arms.

What do you guys think?
I think we should give him more attack than armor becuase armor could be researched in blacksmith

Re: Falangist

Posted: Thu Nov 12, 2015 7:15 pm
by COOLguy
Okay, so hp and attack?

Re: Falangist

Posted: Thu Nov 12, 2015 8:22 pm
by Alexander82
I think would be ok