Page 3 of 3

Re: Cyclops

Posted: Mon Aug 20, 2018 9:14 pm
by Savra
Or just make it look like the ettins one.

Re: Cyclops

Posted: Mon Aug 20, 2018 9:15 pm
by makazuwr32
Yep. Like it is roots of tree there.

Re: Cyclops

Posted: Mon Aug 20, 2018 11:50 pm
by LordOfAles
Done.

Re: Cyclops

Posted: Tue Aug 21, 2018 3:09 am
by Savra
That looks better, now I don't know about that simple face, the horn and teeth seem fine but that eye gives it the look of a friendly giant. (Exept to the goblins it's been eating.)

Re: Cyclops

Posted: Tue Aug 21, 2018 4:12 am
by Savra
So, this ready? I vote for tank, goblin user, because it's stats are ready and balanced. Honestly, orcs don't need another healer because two are fine especially with the troll shaman.

Re: Cyclops

Posted: Tue Aug 21, 2018 4:25 am
by Savra
makazuwr32 wrote:
Mon Aug 06, 2018 7:12 pm
Cyclops:
11 turn cost, trainable at Volcano only.
Hp - 150
Attack - 40, halved standart bonuses to buildings.
Power range - 2
Range - 1
Armor - 2/2
Speed - 4, in water - 2
Sight - 9
Spell resist - 100%
Abilities:
Throw goblin - throws allied goblin (only goblin-based units) nearby, dealing damage of 100% of current hp unit had. Range - 7, no cooldown. Deals same bonus damage as cyclops itself has.
Eat goblin - Eats nearby goblin to heal 50% of max hp.

Special:
When attacks in melee it deals damage to ALL units including allied and your own. Deals same damage on counter and to all units in range as well.
Can't be healed by orc or troll shamans, can't be affected by any spells or effects (both positive and negative) excluding dot effects (like poison).

This what i have in mind.
Here's the ready stats with image. :D

Re: Cyclops

Posted: Tue Aug 21, 2018 4:30 am
by Savra
Umm, Makazuwru, looking at the eat goblin ability now coincided with goblin spikers cheap cost of goblins cheap cost in general wouldn't it be better to lower it from 50% to maybe 20%?

Re: Cyclops

Posted: Tue Aug 21, 2018 4:34 am
by makazuwr32
Hm. I need to think a bit.

Re: Cyclops

Posted: Thu Aug 23, 2018 7:54 pm
by DoomsdayDragonfire
For me, cyclops are just one eyed ogre/troll in general, so i think they should have similar stats, but whatever...

I think such unit would be easily unused since you can have ettins that are just a bit weaker, but they can join the field faster, can be almost insta healed from death and deal a big dmg aswell... I would not lose 3 turns (compared to ettin) to make such unit with these current stats...

I would reduce health, cost and spell resist to 40%, btw the rest is ok.

Re: Cyclops

Posted: Fri Aug 24, 2018 12:16 am
by Savra
Maybe give mountain walk one, lower eat goblin to 20%, but other then that I can see this unit getting used, it's a volcano only unit were ettins are able to be built in monster caves. To me it would be worth getting despite the setbacks. It's kinda like choosing between a orc warrior and armoured orc warrior. The second has higher cost with slightly better stats while the lower is cheaper and faster to get.

Re: Cyclops

Posted: Fri Aug 24, 2018 1:36 am
by Alexander82
makazuwr32 wrote:
Mon Aug 06, 2018 7:12 pm
Cyclops:
11 turn cost, trainable at Volcano only.
Hp - 150
Attack - 40, halved standart bonuses to buildings.
Power range - 2
Range - 1
Armor - 2/2
Speed - 4, in water - 2
Sight - 9
Spell resist - 100%
Abilities:
Throw goblin - throws allied goblin (only goblin-based units) nearby, dealing damage of 100% of current hp unit had. Range - 7, no cooldown. Deals same bonus damage as cyclops itself has.
Eat goblin - Eats nearby goblin to heal 50% of max hp.

Special:
When attacks in melee it deals damage to ALL units including allied and your own. Deals same damage on counter and to all units in range as well.
Can't be healed by orc or troll shamans, can't be affected by any spells or effects (both positive and negative) excluding dot effects (like poison).

This what i have in mind.
The cost is too high.
Training ettins is still better (same damage output and can be healed without a sacrifice, powerange 1 bur range 2)

More hp but no regeneration is a too strong downside

Not being able to train it at the monster cave will make it unusable in certain maps and will penalize its use (probably better to go olog)

The throw goblin mechanic can't be done so you will end up throwing anything and anyway is not a great ability.

Orc have many heavy hitters. I believe we can do something more original than "me big giant, eat goblins" 😁.

Anyway I like both designs. With some improvements we might use both.

Re: Cyclops

Posted: Fri Aug 24, 2018 2:08 am
by Savra
Well if that mechanic isn't in then Here's my new suggestions 8-) gives
Keep the way abilities 50% heal and just let it eat anything.
Raise rng to 2.
Give mountain walk 1-2.
Allow it to throw any unit with same dmg as unit has with health.
Keep cost.
Maybe make it affected by allied spells since it being able to hit its own units is a downside enough.

Re: Cyclops

Posted: Wed Nov 28, 2018 6:13 am
by Savra
Hmm, that Shepard ideas growing on me, but we might try and add a few other things too. With the addition of putting Ettins, and giant marksmen in the final giants upgrade we could add this in their as well.
Then that tier unlocks:
Giant Marksmen
Ettin
Cyclops
Olog hai upgrades

Re: Cyclops

Posted: Tue Dec 18, 2018 6:53 am
by Savra
Alright, how's this?
Cyclops:
Image
Cost:11
Trained: Volcano
Requires giant upgrade tier 2
Hp:150
Atk:40
Aoe:2 hits allies as well.
Rng:1
Sight:9
Spd:3, mnt:1, water:1
Arm:2
P.arm:2
Res:100%
Abilities:
Eat unit: sacrifice a unit and heal this unit for the sacrificed units hp amount.
Throw unit: basically same as the giant zombies one.
Enrage - same as ghost krakens.

Summon highland sheep - research:6, cool:0, rng:1

Highland sheep:
Desc: A highland sheep that cyclopses Shepard.
Stats are the same as sheep but controllable.

Is effected by the Same things olog hai are. Except potions.

Same bonuses, same mostly everything.
This seems a bit more worth the 11 turns.

Re: Cyclops

Posted: Tue Dec 18, 2018 9:52 am
by makazuwr32
Uhm about that sheep summon. What point of researching for summoning 5 hp 2 speed unit?
I don't like enrage ability for it.
It must be brutal and deadly, capable of hitting your own units as well.

Re: Cyclops

Posted: Wed Dec 19, 2018 4:07 am
by Savra
That's why I said it was pretty much the same.

Sheep, if you want we could just put it as normal summon. It could have a gentle (ish) side and they would be more unique. Basically bringing the Shepard idea and our original back together.

Remember, what we need is to make it worth the cost and make it more worth getting over just a simple ettin.

So far I've noticed we have 100% resistance which more then any of the orcs resistances. (Its the highest there is.) We make it cross mountains and it becomes even better, but I lowered the speed to compensate.

Re: Cyclops

Posted: Wed Dec 19, 2018 4:09 am
by Savra
Updated.

Re: Cyclops

Posted: Wed May 15, 2019 10:29 pm
by Alexander82
@Savra @LordOfAles I was thinking that we might make 2 different units.

I guess that the simpler might fit the sheperd/healer while the other looks more aggressive.

They both need work but they are a good start.

Also Savra image might fit for an ogre too (and it would be perfect as a savage hitter).

Re: Cyclops

Posted: Fri Aug 16, 2019 12:30 am
by Savra
I take it the other ones will be in a new topic or this going to be changed to compensate all 3? I presume my first guess was right and that you might be waiting till you get the other stuff in till we move forward with this?

Re: Cyclops

Posted: Mon Aug 19, 2019 3:44 am
by Savra
I just realized we could go with a sorta different approach with the Cyclops that was probably mentioned in your discord servers,

Since the troll shaman is pretty much the best healer for the orcs, plus they do have 2 other healer units already suggested. On top of all that, I remember reading that spell casters (I assume this includes support) are supposed to be weak. We could make it like a land variant of the ghost vessel, for orcs and without the need of a corpse.

Cyclops:
Requires the giants tech
Trains: monster cave, carved cave
Cost:6
Hp:60
Atk:16
Rng:1
S.rng:1
Spd:2 water:1
Sight:4
Res:40%
Arm:1
P.arm:1
Ability:
Summon sheep: cool:7-5 rng:1

Sheep
Hp:5
Atk:0
Rng:1
Sight:3
Spd:3
Res:0%
Arm:0
P.arm:0
-1 to unit cost.

Because orcs don't need it in their main army they could get it with their giants were it is actually needed, Just a thought.

@Alexander82 would this be helpful?

Re: Cyclops

Posted: Mon Aug 19, 2019 5:38 am
by makazuwr32
Uhm i don't like only cooldown 1 on summon sheep. It is free (i mean you don't sacrifice any production for that like humans) so it must have higher cooldown.

Summon wisp ability supposed to have 5 turns cooldown.

For this one i suggest 7 turns because it is on trainable unit which is not limited to amount of tcs and such.

Re: Cyclops

Posted: Tue Aug 20, 2019 5:03 am
by Savra
Whatever works.

Just remember you need the giants pack to get the unit first so that in itself is an added cost.

Re: Cyclops

Posted: Tue Aug 20, 2019 6:39 am
by makazuwr32
And for summon wisp you will need 8 turn cost research.

Re: Cyclops

Posted: Tue Aug 20, 2019 2:19 pm
by Savra
This one you need to research giants tech first, that itself might be enough.

Re: Cyclops

Posted: Thu Aug 22, 2019 5:59 pm
by patroid
Hi
changed the head a bit.

Patroid

Re: Cyclops

Posted: Thu Aug 22, 2019 11:25 pm
by Savra
Nice!

And thx, I take it the colour table on the left of the image is the colours used for it? Could change the whole thing to that colour scheme maybe.🤔

Re: Cyclops

Posted: Sat Aug 24, 2019 5:40 pm
by Puss_in_Boots
That's not a bad idea.

Re: Cyclops

Posted: Thu Aug 29, 2019 4:12 am
by Savra
?

Re: Cyclops

Posted: Thu Aug 29, 2019 3:41 pm
by Puss_in_Boots
It's great.