Slinger changes

Put here any ideas, suggestions about unit or structure properties.

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SirPat
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Location: Bulacan, Philippines

Slinger changes

Post by SirPat » Wed Sep 18, 2019 3:26 pm

Slingers should be 1 turn cost :o think about it training a slinger which needs weeks of training is faster than training an archer which needs years or months of practice and come on slingers don't use shields nor bucklers i suggest making slingers into "cheap ranged units" 1 turn cost with lower stats same applies to master slinger

Slinger:
1 turn cost
5-10hp to match with peasant or not

Master slinger:
1 turn cost
+2 hp

I am thinking of slingers to be emergency archers

And we need a new image for the slingers
Cause let's face it he looks like Groot :lol: no offense i'm suggesting just like petardier img but with a sling
In brightest day, in blackest night, No evil shall escape my sight. Let all who worship evil's might, Beware my power, Green Lantern's light!" :mrgreen: :mrgreen: :mrgreen:

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Endru1241
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Location: Poland

Re: Slinger changes

Post by Endru1241 » Wed Sep 18, 2019 9:05 pm

I agree slinger image should be redesigned - but someone has to do it, and apparently no one has time/skills/idea. There is already topic about that.
Talking about reality - how do You figure how much training is needed for proper sling use? I only found in google something like this
The sling requires enormous skill, one that can generally only be obtained with training from childhood (Hawkins, 1847; Korfmann, 1973; Wise, 1976; Ferrill, 1985)
Most slinger units used in history were specific tribes, so it actually proves requirement of skills.

There is also huge balancing issue - making unit twice as fast in training is too much to just rebalance. Especially making any unit 1 turn.
Making any 1 turn unit is dangerous, as 1-turners can be used as tc occupier (there is many scenarios/maps having few TC just beside each other, randomly generated map can have TC quite close too, especially on tiny maps) and additionally could be amassed quickly.
Any ranged unit in mass can be very dangerous.
The current one has it's role - deals 12 damage/turn to melee units and survives 1 light cavalry attack.
The only reason it's not used more often is his miss chance - it doesn't make him much weaker, but random generator can be cruel and very, very annoying (missing all four attacks in 2 turns against skirmisher with 1hp left).

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StormSaint373
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Re: Slinger changes

Post by StormSaint373 » Wed Sep 18, 2019 9:17 pm

I find nothing wrong with his stats... But he needs to be affected by all smithing techs... Not just 1 or 2.

Here's an img to work FROM. Because, the current img of slinger looks too flat.

Ofc, this is meant for AoF...

But, I suppose someone can edit for AoS.
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Devout Survivor.png
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Beware the calm before the Tempest. . .

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SirPat
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Location: Bulacan, Philippines

Re: Slinger changes

Post by SirPat » Tue Sep 24, 2019 11:16 am

NewSlinger2.SirPat.png
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NewSlinger.SirPat.png
NewSlinger.SirPat.png (934 Bytes) Viewed 74 times
NewSlinger3.SirPat.png
NewSlinger3.SirPat.png (939 Bytes) Viewed 73 times
Like this?
In brightest day, in blackest night, No evil shall escape my sight. Let all who worship evil's might, Beware my power, Green Lantern's light!" :mrgreen: :mrgreen: :mrgreen:

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StormSaint373
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Location: USA, East Ohio

Re: Slinger changes

Post by StormSaint373 » Tue Sep 24, 2019 4:20 pm

Go with 3... Add a belt.
Beware the calm before the Tempest. . .

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