Uruk Update

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Savra
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Uruk Update

Post by Savra » Wed Oct 17, 2018 5:08 pm

All units are trained in both volcano,and Uruk tent.
Image
Desc: The mighty Uruk hai. Breed for war, fearing death nor pain, they are a terror to behold. Uruks are clad in the finest armour and have the best weapons then their lesser brethren. With such reckless hate who can stand against?


Uruk Warlord:
ImageImageImageImage
Desc: Uruk Captain's inspire fear into their fellow Uruks to prevent them from turning. Only the strongest can manage to reach this rank.
Cost:7
Hp:40/48/56/64
Atk:18/21/24/27
Rng:1
Sight:4
Spd:3
Arm:3/4/5/6
P.arm:3/4/5/6
Res:40%
Abilities:
Aura of resistance -passive- rng:3, adds +20% to all Uruks (Not Ologs) resistance.
Standard bonus to buildings.

Uruk Bezerker:
ImageImageImageImage
Desc: Uruk Bezerkers are a menace on the battlefield. They are the strongest of the Uruks and have no fear of death of pain. The red tint of their skin is due to the blood of their enemies that they put in their helmets to syche them up before battle. They are a force to be reckoned with.
Cost:5
Hp:45/53/61/69
Atk:19/21/24/27
Aoe:1
Act:2
Rng:1
Sight:5
Spd:4
Arm:0
P.arm:0
Res:20%
Abilities:
Wirlwind


Uruk Champion:
ImageImageImageImage
Desc: These Uruks wield 2 blades and are expert swordsman. They fear neither death nor pain.
Cost:5
Hp:34/42/50/58
Atk:14/16/18/20
Act:2
Rng:1
Sight:4
Spd:3
Arm:2/3/4/5
P.arm:2/3/4/5
Res:0%
Standard bonus to buildings, fortifications, mega buildings.

Uruk Murauder:
ImageImageImageImage
ImageImageImageImage
Desc: These Uruks are skilled with both sword and bow alike. They have lighter armour to allow for more mobility.
Cost:4
Hp:30/36/42/48
Atk:melee:14/17/20/23, ranged:9/10/11/12
Rng:1, ranged:4/5/6/7
Sight:4, ranged:5/6/7/8
Spd:3
Arm:0/1/2/3
P.arm:0/1/2/3
Res:0
Abilities:
Transform into ranged/melee
Melee standard bonus to buildings
Ranged standard bonus to infantry.
Last edited by Savra on Mon Dec 09, 2019 3:08 pm, edited 9 times in total.

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Savra
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Re: Uruk expansion pack

Post by Savra » Thu Oct 18, 2018 5:11 pm

Updated.

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Savra
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Re: Uruk expansion pack

Post by Savra » Fri Oct 19, 2018 2:39 am

Updated.

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Tankhead
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Re: Uruk expansion pack

Post by Tankhead » Fri Oct 19, 2018 6:23 am

Since this is going to be a sub they need a tech Icon to showing they are unlock
( banner, shield, flag ) something
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Savra
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Re: Uruk expansion pack

Post by Savra » Fri Oct 19, 2018 4:35 pm

I don't think Uruks need that. Orcs right now lack sub race factions, and are just full of sub races. They'll be fine as they are now. Phantoms are the same way.

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Tankhead
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Re: Uruk expansion pack

Post by Tankhead » Fri Oct 19, 2018 5:17 pm

It was already been decided Uruks are going to be sub Especially with expansion
You you have to unlock them in game like any other sub race
Also Alex is making imperials a sub so it may come down to phantoms also
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Savra
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Re: Uruk expansion pack

Post by Savra » Fri Oct 19, 2018 9:54 pm

Well, all their symbol is, is a white hand on a black flag.

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Savra
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Re: Uruk expansion pack

Post by Savra » Sat Oct 20, 2018 2:56 am

Updated. That's all of them. Should the symbol be on a shield or flag?

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Tankhead
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Re: Uruk expansion pack

Post by Tankhead » Sat Oct 20, 2018 2:57 am

Depends on you
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Savra
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Re: Uruk expansion pack

Post by Savra » Sat Oct 20, 2018 3:02 am

Finished.

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Savra
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Re: Uruk expansion pack

Post by Savra » Sat Oct 20, 2018 3:08 am

Btw, @makazuwr32 feel free to post the Uruk rebalance here so we get it all in one. I believe their was a cost increase and range deduction for some units?

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makazuwr32
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Re: Uruk Update

Post by makazuwr32 » Sat Oct 20, 2018 5:06 am

If they will become subrace than this depends on cost of building and cost of researches.
I don't want to touch uruks now until we will know about that building more.

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Savra
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Re: Uruk Update

Post by Savra » Sun Oct 21, 2018 6:04 am

That's what I thought originally. Imperials, Uruks, sentinels, phantoms, mithiril guard, and brutes all should be elite groups you start out with,and sub races should just be extensions of your face you play as. For example,
You have the starting human units (including imperials) and depending on the situation or your point of reference, you choose a sub faction to go with. Now we could make it so that you only can choose one, but the sub factions should only bring things that the race lacks e.g. Builders, ranged, navy, etc.

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Savra
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Re: Uruk Update

Post by Savra » Sun Oct 21, 2018 4:59 pm

Ya, we shouldn't make Imperials, Uruks, Sentinels, Phantoms, Mithiril Guard, and Lizardmen Brutes into sub factions their fine the way they are. We have a lot of units for sub factions anyway.

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Tankhead
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Re: Uruk Update

Post by Tankhead » Sun Oct 21, 2018 5:02 pm

Alex said Imperials are tho

Btw I think Instead of making them a sub ( which means adding troops )
Just have them lock until you unlock them in game ( no Tiers )
Cost 6 unlock this
Its like putting Tiers on main races
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Savra
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Re: Uruk Update

Post by Savra » Sun Oct 21, 2018 5:27 pm

That would be interesting. Do the same for the other elites and make them unlockable through the mega building since all elites are buildable at their mega buildings.

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Savra
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Re: Uruk Update

Post by Savra » Sun Oct 21, 2018 5:30 pm

Now all we need is a icon for the rest of the elites.

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General Brave
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Re: Uruk Update

Post by General Brave » Sun Oct 21, 2018 7:57 pm

What I know he only said the imperials, he didn't say anything about the other Elites. But if you wish to be prepared then I guess I can't stop you.
Wise, Might, Loyalty. Forever stands Warfell.

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Savra
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Re: Uruk Update

Post by Savra » Sun Oct 21, 2018 9:44 pm

Yes. But I still say imperials should just be a tier and not a sub race, it makes no sense because other sub races have more to offer, Imperials are just the humans main elites.

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Savra
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Re: Uruk Update

Post by Savra » Mon Dec 09, 2019 3:07 pm

Updated. Changed uruk captain to uruk warlord. Removed caragor rider since he's already in.
Removed the bezerkers rate ability and replaced with wirlwind, removed one of the warlords abilities.

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Savra
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Re: Uruk Update

Post by Savra » Mon Dec 09, 2019 3:23 pm

Currently I'm only concerned about the captain, others can come in far later, captain could come in after scaledfolks get updated.

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SirLuciano
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Re: Uruk Update

Post by SirLuciano » Mon Dec 09, 2019 10:00 pm

Wait so the imperial knights might have some new units or new appearances?
LONG UNLIVE THE UNDEAD!

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Savra
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Re: Uruk Update

Post by Savra » Tue Dec 10, 2019 2:25 am

Every elite sub race will, but don't get your hopes up on all these uruks because 10-1 most will be rejected.

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SirLuciano
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Re: Uruk Update

Post by SirLuciano » Tue Dec 10, 2019 4:07 am

Well Orcs are already powerful enough and we need to expand the scaledfolks so currently I'm trying to think of a scaled unit....maybe my last post went a little too far trying to add a celestial unit
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Savra
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Re: Uruk Update

Post by Savra » Tue Dec 10, 2019 5:01 am

Well, the only expansion orcs main race needs is their goblins, I mean they almost seem to be put on the back burner for the orcs because now you can just build any unit you want to counter the enemy in the orcs tent. I actually hardly use the goblins due to orcs having better stuff and only use goblin spikers mainly.

Personally I had some ideas to make orcs easier to combat with for other races. I'll make a topic about my suggestion and see what others think, but I think it would be a major game changer for other races. And allow for some of the remaining goblin units like the pyromancer, and the goblin shaman to get in.
Last edited by Savra on Wed Dec 11, 2019 4:33 am, edited 1 time in total.

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makazuwr32
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Re: Uruk Update

Post by makazuwr32 » Tue Dec 10, 2019 5:56 am

Goblins still have 5 rather useful units:
Goblin piker, for dragon sacrifices;
Goblin halberdier and second polearm goblin, as infantry counter to enemy cavalry;
Goblin bat rider, best flyer early game;
Goblin squig rider, rather powerful cavalry that is able to jump over enemy units.

That is my side of view alas.
And only land units which i am not using for orcs from goblin tent are goblin archer (because orc archer is much, much better) and fodder cannon (because it is hard to unlock and when you unlock it you already usually have better options).

But we are planning to remake fodder cannon into proper normal siege unit.

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Savra
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Re: Uruk Update

Post by Savra » Wed Dec 11, 2019 4:36 am

Oh, btw don't get too attached to that uruk warlords look, it's next on my redo list and the other will look more clear.

Kharaxx
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Re: Uruk Update

Post by Kharaxx » Wed Dec 11, 2019 11:33 am

To be honest I dont find a porpouse for all these Units.

Right now Orks have like 15 different infantry/Giant Units to choose from, maybe even more after Minotaur rework.

Adding 4 additional ones will not change anything.

If they are OP the old ones will ignored, if they arent they will be ignored...

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makazuwr32
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Re: Uruk Update

Post by makazuwr32 » Wed Dec 11, 2019 12:25 pm

Whom exactly?
Goblins? Or uruks?

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Re: Uruk Update

Post by Kharaxx » Wed Dec 11, 2019 1:22 pm

The new Uruks.

Especially with the Berserker it's like this:

Now the perfect situation for a Unit with tons of dmg + Aoe.
Let's build......Hamletback.

OK, no Goblin Upgrade..
Let's build something different....Troll

OK, cave is too far away
Let's build Olog-Hai

OK, 7 cost is too expensive
Let's build Axe Uruk

You get the point, with all this simmilar Units it would turn out one is the best and the rest will be ignored.

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