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Re: Praetorian Legionarre

Posted: Tue Feb 05, 2019 12:40 pm
by godOfKings
also @StormSaint373 ur image can b made better, compare the helmets and shoulder plates with this

Re: Praetorian Legionarre

Posted: Tue Feb 05, 2019 2:09 pm
by StormSaint373
godOfKings wrote:
Tue Feb 05, 2019 12:35 pm
pls stop making realistic assumptions only and start thinking whether in game units can actually kill it or not, with my suggested stats maceman wont b able to one hit kill it, and heavy knight will need 3 hits to kill one upgraded legionary if there is any aura effect on it

y should a crossbow archer that a person spends 6 turns to research, deal only 1 damage to it?
Because research for praetorian would take same time or more to research, and even more to recruit.

Thus, praetorian should outclass most other infantry, not only does hatamoto gain hp, they also gain +2 attack, +1 speed, and maybe even gain in armor
(Quite a bit for one upgrade, I must say)

Re: Praetorian Legionarre

Posted: Tue Feb 05, 2019 2:21 pm
by makazuwr32
Hatamoto gain NO additional attack. At all. Only hp (+3), armor (+1 melee only) and speed (+1).
Also what gok suggests is different. It is not like with ornithopters. It is like with crossbowman - you can recruit roman legionaries AND research at the same time upgrade for them. And after they will become this unit.

For normal legionaries gok suggests:
+5 hp
+4 attack (too much already but oh well...)
+1/+1 armor

Samurais when upgrade to hatamoto gain only +5 toral additional stats.
This one gains +11.

Re: Praetorian Legionarre

Posted: Tue Feb 05, 2019 5:59 pm
by StormSaint373
makazuwr32 wrote:
Tue Feb 05, 2019 2:21 pm
Hatamoto gain NO additional attack. At all. Only hp (+3), armor (+1 melee only) and speed (+1).
Also what gok suggests is different. It is not like with ornithopters. It is like with crossbowman - you can recruit roman legionaries AND research at the same time upgrade for them. And after they will become this unit.

For normal legionaries gok suggests:
+5 hp
+4 attack (too much already but oh well...)
+1/+1 armor

Samurais when upgrade to hatamoto gain only +5 toral additional stats.
This one gains +11.
1. You pay more for praetorian than hatamoto. Thus, leeway would be warranted there
2. I DISTINCTLY remember attack upgrade from 9x2 to 11x2, so that needs fixed

Re: Praetorian Legionarre

Posted: Tue Feb 05, 2019 6:20 pm
by godOfKings
godOfKings wrote:
Mon Feb 04, 2019 6:02 pm
I meant get rid of pilum,

upgrade tech cost 6 turns,

legionary still cost 4 turns,

base stats will increase

HP 28
Atk 12
Armor 2/3 (if u want to increase armor then go research legion training and make centurion)

Other stats remain unchanged after upgrade, this is my version of stat suggestion

If it is elite infantry might also get 50% bonus against other infantry similar to hatamoto
My original suggestion was +3 HP and +2 atk but anti infantry bonus same as hatamoto, also hatamoto base atk is 9 but gets +2 from Bushido aura,

Blacksmith upgrades need 11 turn cost each to upgrade only +2 stats, while legions for 4 turn tech cost can get insane amounts of armor,

Hatamoto is weak to arrows, legionary isn't, so most will get 5 damage from full upgraded crossbow man (and fully upgrading crossbow damage cost 17 turns, by which time one can have 2 centurions easily)
If a player exposes hatamoto there is no guarantee it will survive even 1 more turn but legionary has very high survivality, unless enemy uses cavalry or catapult/cannon spams

Anyways once again I say that I will not support anymore increase than my final stat suggestion of +4 HP, +1/1 armor and +4 atk (or +2 atk with 50% bonus against infantry)

Re: Praetorian Legionarre

Posted: Tue Feb 05, 2019 6:28 pm
by Moh556
Yes . You are right.
Bonuses can fix this
And about the helmet we can set a helmet for him just like heavy chariot or centurion

Re: Praetorian Legionarre

Posted: Wed Feb 06, 2019 2:28 pm
by StormSaint373
That'll work, shoulders were intentional.

Re: Praetorian Legionarre

Posted: Thu Feb 07, 2019 12:04 pm
by godOfKings
i m just saying colour of helmet and shoulder should b same as man-at-arms helmet, urs is more yellowish, u should use the colour of the image i provided, and armor kind of looks like a skeleton so may b that can b improved too

Re: Praetorian Legionarre

Posted: Thu Feb 07, 2019 8:25 pm
by StormSaint373
Well, that's my best at banded mail...
Was going for a bronze hue...

Re: Praetorian Legionarre

Posted: Fri Feb 08, 2019 10:58 am
by godOfKings
I have reshaded Ur image and also discovered some problems:

1. U didn't add transparent pixels for shadow, in-game it would have looked like he was standing on a gray hole

2. Ur player colour for the shield was so 'dark' it wasn't in the player colour range anymore so I fixed that

Other than that, the armour might b made much better by another expert artist who is better than me, I did the best I could....

Re: Praetorian Legionarre

Posted: Fri Feb 08, 2019 6:57 pm
by Moh556
Nice god of kings

Re: Praetorian Legionarre

Posted: Sat Feb 09, 2019 4:42 am
by godOfKings
@Alpha wat do u think of this? Should it b separate 6 turn cost unit or upgrade of legionary? Should it have storm's 6 turn cost stats? Should stats of Spartans b raised to match with this?

Re: Praetorian Legionarre

Posted: Tue Feb 12, 2019 11:37 am
by Moh556
I think this one most be implemented for next update

Re: Praetorian Legionarre

Posted: Tue Feb 12, 2019 2:29 pm
by Alpha
@godOfKings Make it a seperate unit, the upgrades for the legionary can be something different in my personal opinion.

Re: Praetorian Legionarre

Posted: Tue Feb 12, 2019 5:46 pm
by godOfKings
So b it @StormSaint373

Anyways @Alpha do u think storm's first post stat suggestion is balanced for this unit?

How about keeping storm saint's first post stat suggestion but keeping HP capped at 32 HP

Instead increasing Spartan's base HP to 35?

Re: Praetorian Legionarre

Posted: Tue Feb 19, 2019 2:06 pm
by Alpha
I think it should be buffed in terms of HP, as the Praetorian were extremely powerful/buffed as a unit considering they were bodyguards/personal unit for the emperor to use.

Re: Praetorian Legionarre

Posted: Wed Feb 20, 2019 5:20 am
by godOfKings
32 HP is pretty high for a 6 turn infantry that is immune to arrows, plus Spartans train from childhood so they would b more beefed up than praetorians, which is y I also suggest raising spartan base HP from current 31 to 35

Re: Praetorian Legionarre

Posted: Wed Feb 20, 2019 6:36 pm
by Alpha
Oh alright didn't notice the immune to arrows.

Re: Praetorian Legionarre

Posted: Thu Feb 21, 2019 2:21 pm
by StormSaint373
No one is IMMUNE to arrows, but they'd be highly resilient.

Minimum dmg taken for any attack is 1

You've got Templars that have 32 hp at start. They are cost 5

Why not for praetorian?

Re: Praetorian Legionarre

Posted: Fri Feb 22, 2019 2:11 pm
by godOfKings
Templar has only 2/2 armor so it would get higher damage from any attack

And praetorian will also get 1 damage from counter atks of most infantry

But fine... it can have spear throw ability but same damage as Maori spear throw (spear throw ability cannot b reduced by armor so it cannot b too high else it will b op)

Re: Praetorian Legionarre

Posted: Fri Feb 22, 2019 3:43 pm
by StormSaint373
I'd say 8-10

Also note, spell abilities have miss chance based on Spell Resistance

Re: Praetorian Legionarre

Posted: Fri Feb 22, 2019 4:10 pm
by Midonik
Well not necessarily, it's possible to make them bypass it... At least in AoF and other variants. They can also be made to be reduced by armor...

Re: Praetorian Legionarre

Posted: Tue Feb 26, 2019 1:44 pm
by godOfKings
how to reduce by armor? i thought spell damage only works as "hp: -(number)" in which case it wouldnt b affected by armor

Re: Praetorian Legionarre

Posted: Tue Feb 26, 2019 1:57 pm
by Midonik
You can add this special action to the affect JSON (the one in units, action effect): "trnSpecUnitActions":["IS_EFFECT_REDUCED_BY_ARMOR"],.

Re: Praetorian Legionarre

Posted: Wed Mar 20, 2019 5:59 pm
by Alpha
Bump

Re: Praetorian Legionarre

Posted: Tue Sep 03, 2019 10:21 am
by StormSaint373
It's been awhile, perhaps we can discuss and implement?

Re: Praetorian Legionarre

Posted: Tue Sep 03, 2019 10:29 am
by StormSaint373
1st.

Upgrade, or new unit

Cost: 4-6
Hp: 30
Att: 12
Armor: 4/6
Speed: 3
Vision: 4
Action/Turn: 1
Spell Resistance: 100%

Ability: throw pilum (rng 3, dmg 8, CD 1-2)

Re: Praetorian Legionarre

Posted: Tue Sep 03, 2019 11:02 am
by StormSaint373
Edited a bit

Changed a few features...

Darkened shadow

When I checked the bronziness, it seems you beat me to it, @godOfkings :lol:

Re: Praetorian Legionarre

Posted: Tue Sep 03, 2019 4:02 pm
by Endru1241
StormSaint373 wrote:
Tue Sep 03, 2019 10:29 am
1st.

Upgrade, or new unit

Cost: 4-6
Hp: 30
Att: 12
Armor: 4/6
Speed: 3
Vision: 4
Action/Turn: 1
Spell Resistance: 100%

Ability: throw pilum (rng 3, dmg 8, CD 1-2)
But as a roman unit it would get centurion aura and possibly legion training.
I say give him both of these, +1 att and make him cost 7.

Or 3/5 armor and no ability with cost 6.

Re: Praetorian Legionarre

Posted: Tue Sep 03, 2019 6:19 pm
by StormSaint373
Endru1241 wrote:
Tue Sep 03, 2019 4:02 pm
StormSaint373 wrote:
Tue Sep 03, 2019 10:29 am
1st.

Upgrade, or new unit

Cost: 4-6
Hp: 30
Att: 13
Armor: 4/6
Speed: 3
Vision: 4
Action/Turn: 1
Spell Resistance: 100%

Ability: throw pilum (rng 3, dmg 8, CD 1-2)
But as a roman unit it would get centurion aura and possibly legion training.
I say give him both of these, +1 att and make him cost 7.

Or 3/5 armor and no ability with cost 6.
Alright, cost 7