Axe Thrower Master Upgrade

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Axe
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Axe Thrower Master Upgrade

Post by Axe » Tue Jun 06, 2017 7:47 pm

This Upgrade Will Make it more stronger and More HP so i would created this topic. Axe Thrower Master has now more longer ranges to improve.

STATS:
+10 HP
+1 Ranges
+2 Damages
+1 Armor

I have two versions of Axe thrower master and you may choose one which is better?
Attachments
Axe Thrower Master One.png
Full Armor chest V1
Axe Thrower Master One.png (1.28 KiB) Viewed 3458 times
Axe Thrower Master Two.png
Half Armor chest V2
Axe Thrower Master Two.png (1.37 KiB) Viewed 3458 times
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Axe
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Re: Axe Thrower Master Upgrade

Post by Axe » Tue Jun 06, 2017 7:57 pm

Here is The Tech need to research
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tech_axe_thrower_master.png
tech_axe_thrower_master.png (839 Bytes) Viewed 3454 times
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Puss_in_Boots
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Re: Axe Thrower Master Upgrade

Post by Puss_in_Boots » Tue Jun 06, 2017 8:17 pm

I choose the second one! :)

+10 hp may be too much, try to lower it and it might still be used more often in battle.
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Axe
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Re: Axe Thrower Master Upgrade

Post by Axe » Tue Jun 06, 2017 9:03 pm

STATS:
+7 HP
+1 Ranges
+2 Damages
+1 Armor

7 HP??
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Puss_in_Boots
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Re: Axe Thrower Master Upgrade

Post by Puss_in_Boots » Tue Jun 06, 2017 10:59 pm

Axe wrote:7 HP??
No, +7 is still too much. This would give it more than the broad sworsdman, take a look at the stats progression from each upgrade.

I recommend +3
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Axe
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Re: Axe Thrower Master Upgrade

Post by Axe » Wed Jun 07, 2017 12:12 am

STATS:
+3 HP
+1 Ranges
+2 Damages
+1 Armor

we need more forumers to discuss about it STATS
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DoomCarrot
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Re: Axe Thrower Master Upgrade

Post by DoomCarrot » Sun Jun 18, 2017 4:14 pm

I think this unit needs at LEAST a plus 10 in stats, to make it possibly competetive.

As in, maybe plus 6 Hp, plus 2 attack, 1 range and 1 armor to make it viable, or some other combo that adds up to plus 10
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Puss_in_Boots
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Re: Axe Thrower Master Upgrade

Post by Puss_in_Boots » Sun Jun 18, 2017 10:00 pm

DoomCarrot wrote:I think this unit needs at LEAST a plus 10 in stats, to make it possibly competetive.

As in, maybe plus 6 Hp, plus 2 attack, 1 range and 1 armor to make it viable, or some other combo that adds up to plus 10
I always saw this unit as a glass canon...

3+hp 4+attack 1+/1+armors 1+range.
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Puss_in_Boots
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Re: Axe Thrower Master Upgrade

Post by Puss_in_Boots » Sun Jun 25, 2017 6:46 pm

Alright, maybe 4 attack is not so good! :)

New stats:
Hp+4
Power+3
Armor+1
Armor pierce+1
Range+1

Are these stats perfect?
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DoomCarrot
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Re: Axe Thrower Master Upgrade

Post by DoomCarrot » Mon Jun 26, 2017 12:27 am

Those stats seem reasonable
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Magnus
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Axe Thrower upgrade ?

Post by Magnus » Fri Sep 22, 2017 12:07 pm

Is a very good cheap unit but i think it need an upgrade like the archers and the skirmishers with doble shot like the slinger

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Puss_in_Boots
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Re: Axe Thrower upgrade ?

Post by Puss_in_Boots » Fri Sep 22, 2017 8:12 pm

Already been proposed by the coincidentally named, "Axe."
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Stratego (dev)
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Re: Axe Thrower upgrade ?

Post by Stratego (dev) » Fri Sep 22, 2017 8:51 pm

yes, please check the forum before posting, now you make work for me or alexander to merge the topics...

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Re: Axe Thrower upgrade ?

Post by Magnus » Fri Sep 22, 2017 9:21 pm

ok sorry about that

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makazuwr32
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Master Axeman

Post by makazuwr32 » Tue Feb 13, 2018 9:15 pm

This is second part of improving axemen and making them as useful units.
First part - Rebalance for Axeman

Upgrade cost: 7 turns.

Stats:
20 hp (+3 to base)
7 damage (same)
5 range (+1 to base)
1 piercing armor (same)
2 actions/turn (+1 to base)
3 speed (same)
Cost 3 turns (same)

Can be upgraded via blacksmith upgrades (as his normal version).
Last edited by makazuwr32 on Tue Feb 27, 2018 8:41 am, edited 2 times in total.
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Patrol3110
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Re: Master Axeman

Post by Patrol3110 » Wed Feb 14, 2018 8:10 pm

A third upgrade would be OP I'm against
'Next time it will be better'
That is what i keep telling myself after each battle'

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makazuwr32
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Re: Master Axeman

Post by makazuwr32 » Wed Feb 14, 2018 8:26 pm

This unit will have only 1 unpgrade in barracks and all infantry upgrades in blacksmith.
No "third-tier upgrade"
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Patrol3110
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Re: Master Axeman

Post by Patrol3110 » Wed Feb 14, 2018 8:36 pm

understood wrong sorry :D :roll:
'Next time it will be better'
That is what i keep telling myself after each battle'

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Puss_in_Boots
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Re: Master Axeman

Post by Puss_in_Boots » Thu Feb 15, 2018 12:36 am

Axe man upgrade was already suggested. Just let me find the link in a second...

Edit:
Here, please merge. It's got the image for it. :D
viewtopic.php?f=81&t=3878
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COOLguy
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Re: Axe Thrower Master Upgrade

Post by COOLguy » Sat Feb 24, 2018 5:51 pm

Merged all axe thrower upgrade topics. Thanks to mak for finding all three (and Puss)
Thanks!
Josh

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Puss_in_Boots
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Re: Master Axeman

Post by Puss_in_Boots » Sun Feb 25, 2018 1:39 am

makazuwr32 wrote:Upgrade cost: 7 turns.

Stats:
20 hp (+3 to base)
8 damage (+1 to base)
5 range (+1 to base)
1 piercing armor (same)
2 actions/turn (+1 to base)
3 speed (same)
Cost 3 turns (same)

Can be upgraded via blacksmith upgrades (as his normal version).
These are the final stats, and now that we have the image provided by axe. I declare this topic is finished. :D

At this point, we wait for it to be accepted.
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COOLguy
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Re: Axe Thrower Master Upgrade

Post by COOLguy » Tue Feb 27, 2018 5:46 am

It looks pretty good - I'm not sure that I agree with the 5 range. That makes him throw the axe as far as a bowman shoots before upgrades. And all the stats are not the ones in game - can anyone adjust those and see how they look? But other than that I think it is finished. If someone can provide the changes or explain why this way is best, then I will accept it!
Thanks!
Josh

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makazuwr32
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Re: Axe Thrower Master Upgrade

Post by makazuwr32 » Tue Feb 27, 2018 6:32 am

Rebalance for axeman
makazuwr32 wrote: Cost 3 turns (still trainable at barracks)
Hp - 17 (by 1 less than swordman, +3 after upgrade)
Attack - 6-7 (melee type, 50-100% bonus to all living targets (infantries, archers, cavalry, but not chariots, elephants) and ignores armor at range of 2, gains 8 attack after upgrade)
Has additional 20% chance to miss for each point of speed higher than 3 (after upgrade that chanse lowered to 10% per each point of speed higher than 3)
Range - 4 (stays same after upgrade)
Armor - 0
P.Armor - 0 (gains +1 after upgrade)
Actions/turn - 1 (gains +1 after upgrade)
Speed - 3
Sight - 6
still counts as infantry for archers.
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