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Do you think these units are balanced? (Templated ones) |
Yes |
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69% |
[ 56 ] |
No |
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11% |
[ 9 ] |
I don't care you are a sadisitic person to even come up with this crap |
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19% |
[ 16 ] |
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Total Votes : 81 |
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kunjuro Advanced

Joined: 29 May 2008 Posts: 1629 Location: Philippines
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Posted: Sat Jan 29, 2011 6:41 pm Post subject: |
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REBEL COMBINE
Thunderstorm Meka
The Thunderstorm was designed for rapid hit and run attacks and skirmish actions. Packing an energy variation of the venerable Gatling Gun - The Thunderstorm is able to rival the amount of firepower generated by the Gatlinger Meka. Highly maneuverable, and with impressive protection, the Thunderstorm's only big drawback lies with the range of its weapons - nowhere as good as that of its ballistic counterpart.
Stats
Shields: 60 [ 50%/ 30 Shields / Turn ]
Armor: 40
Controlled / Max Speed: 4 / 4
Combat Efficiency:Adv 950 ( Advance)
Weapons
2 8 1
2 8 1
2 8 1
2 8 1
Thunderstorm Meka Abilities:
- Added Energy mods receive -1 recharge
_________________
Frizz wrote: | Attempting to change mind ... Failed! (0%)
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Last edited by kunjuro on Tue Mar 22, 2011 12:39 am; edited 1 time in total |
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kunjuro Advanced

Joined: 29 May 2008 Posts: 1629 Location: Philippines
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Posted: Tue Feb 08, 2011 1:38 am Post subject: |
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United Federation
Pavise Meka
The Pavise Meka was designed to lay siege to enemy fortifications. It has a very amazing speed for a meka for its size and weight. A experimental hardened shield generator was mounted on its chassis - providing unimaginable recharging power. It also packs twin devastator cannons that demolishes any targets laid before it. Commanders who field the Pavise should be aware however that while being a stalwart and fast unit, its designers disabled shield regeneration while this meka was on the move - reroutting the power for its amazing powerplants. Thus, Commanders are advised to deploy the Pavise to positions of opportunity as fast as possible for it to utilize its venerable shields.
Stats
Shields: 65 [ 60%/ 39 Shields / Turn ]
Armor: 20
Controlled / Max Speed: 2 / 6
Combat Efficiency:Adv 950 ( Advance)
Weapons
4 40 4
4 40 4
Pavise Meka Abilities:
- This Meka does not regenerate any shields if it moved last turn
_________________
Frizz wrote: | Attempting to change mind ... Failed! (0%)
_f |
Last edited by kunjuro on Sun Mar 06, 2011 12:49 am; edited 1 time in total |
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jabujabu Advanced

Joined: 25 Apr 2010 Posts: 1715
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Posted: Tue Feb 08, 2011 5:13 pm Post subject: |
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kunjuro wrote: | United Federation
Pavise Meka
The Pavise Meka was designed to lay siege to enemy fortifications. It has a very amazing speed for a meka for its size and weight. A experimental hardened shield generator was mounted on its chassis - providing unimaginable recharging power. It also packs twin devastator cannons that demolishes any targets laid before it. Commanders who field the Pavise should be aware however that while being a stalwart and fast unit, its designers disabled shield regeneration while this meka was on the move - reroutting the power for its amazing powerplants. Thus, Commanders are advised to deploy the Pavise to positions of opportunity as fast as possible for it to utilize its venerable shields.
The damage is too imba i think ~.~
Stats
Shields: 65 [ 60%/ 6 Shields / Turn ]
Armor: 20
Controlled / Max Speed: 2 / 6
Combat Efficiency:Adv 950 ( Advance)
Weapons
4 40 4
4 40 4
Pavise Meka Abilities:
- This Meka does not regenerate any shields if it moved last turn
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_________________ Jekyll [6:45am 28]
My first slave was a gatlinger named Wendy |
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aximili11 Simple
Joined: 22 Jan 2011 Posts: 11
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Posted: Wed Feb 09, 2011 1:40 am Post subject: |
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kunjuro wrote: | REBEL COMBINE
Thunderstorm Meka
The Thunderstorm was designed for rapid hit and run attacks and skirmish actions. Packing an energy variation of the venerable Gatling Gun - The Thunderstorm is able to rival the amount of firepower generated by the Gatlinger Meka. Highly maneuverable, and with impressive protection, the Thunderstorm's only big drawback lies with the range of its weapons - nowhere as good as that of its ballistic counterpart.
Stats
Shields: 60 [ 50%/ 6 Shields / Turn ]
Armor: 40
Controlled / Max Speed: 4 / 4
Combat Efficiency:Adv 950 ( Advance)
Weapons
2 8 1
2 8 1
2 8 1
2 8 1
Thunderstorm Meka Abilities:
- Added Energy mods receive -1 recharge
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DE*I Punisher DL WH HT Overload = man I would love one of those  _________________
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kunjuro Advanced

Joined: 29 May 2008 Posts: 1629 Location: Philippines
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Posted: Wed Feb 09, 2011 5:44 am Post subject: |
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jabujabu wrote: | kunjuro wrote: | United Federation
Pavise Meka
The Pavise Meka was designed to lay siege to enemy fortifications. It has a very amazing speed for a meka for its size and weight. A experimental hardened shield generator was mounted on its chassis - providing unimaginable recharging power. It also packs twin devastator cannons that demolishes any targets laid before it. Commanders who field the Pavise should be aware however that while being a stalwart and fast unit, its designers disabled shield regeneration while this meka was on the move - reroutting the power for its amazing powerplants. Thus, Commanders are advised to deploy the Pavise to positions of opportunity as fast as possible for it to utilize its venerable shields.
The damage is too imba i think ~.~
Stats
Shields: 65 [ 60%/ 6 Shields / Turn ]
Armor: 20
Controlled / Max Speed: 2 / 6
Combat Efficiency:Adv 950 ( Advance)
Weapons
4 40 4
4 40 4
Pavise Meka Abilities:
- This Meka does not regenerate any shields if it moved last turn
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Notice the very long recharge time jub jub. It basically deals just 20 damage per turn.... =) _________________
Frizz wrote: | Attempting to change mind ... Failed! (0%)
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corclaork Council Member

Joined: 26 Aug 2008 Posts: 519 Location: The Mohawk Wasteland
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Posted: Sat Mar 05, 2011 12:12 am Post subject: |
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kunjuro wrote: | jabujabu wrote: | kunjuro wrote: | United Federation
Pavise Meka
The Pavise Meka was designed to lay siege to enemy fortifications. It has a very amazing speed for a meka for its size and weight. A experimental hardened shield generator was mounted on its chassis - providing unimaginable recharging power. It also packs twin devastator cannons that demolishes any targets laid before it. Commanders who field the Pavise should be aware however that while being a stalwart and fast unit, its designers disabled shield regeneration while this meka was on the move - reroutting the power for its amazing powerplants. Thus, Commanders are advised to deploy the Pavise to positions of opportunity as fast as possible for it to utilize its venerable shields.
The damage is too imba i think ~.~
Stats
Shields: 65 [ 60%/ 6 Shields / Turn ]
Armor: 20
Controlled / Max Speed: 2 / 6
Combat Efficiency:Adv 950 ( Advance)
Weapons
4 40 4
4 40 4
Pavise Meka Abilities:
- This Meka does not regenerate any shields if it moved last turn
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Notice the very long recharge time jub jub. It basically deals just 20 damage per turn.... =) |
it would be 10 dam per turn...
cor _________________ Contact Email: calaclark@gmail.com
in game name : corclark
Sacred_Tribune out in the wild. |
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kunjuro Advanced

Joined: 29 May 2008 Posts: 1629 Location: Philippines
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Posted: Sat Mar 05, 2011 12:48 am Post subject: |
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corclaork wrote: | kunjuro wrote: | jabujabu wrote: | kunjuro wrote: | United Federation
Pavise Meka
The Pavise Meka was designed to lay siege to enemy fortifications. It has a very amazing speed for a meka for its size and weight. A experimental hardened shield generator was mounted on its chassis - providing unimaginable recharging power. It also packs twin devastator cannons that demolishes any targets laid before it. Commanders who field the Pavise should be aware however that while being a stalwart and fast unit, its designers disabled shield regeneration while this meka was on the move - reroutting the power for its amazing powerplants. Thus, Commanders are advised to deploy the Pavise to positions of opportunity as fast as possible for it to utilize its venerable shields.
The damage is too imba i think ~.~
Stats
Shields: 65 [ 60%/ 6 Shields / Turn ]
Armor: 20
Controlled / Max Speed: 2 / 6
Combat Efficiency:Adv 950 ( Advance)
Weapons
4 40 4
4 40 4
Pavise Meka Abilities:
- This Meka does not regenerate any shields if it moved last turn
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Notice the very long recharge time jub jub. It basically deals just 20 damage per turn.... =) |
it would be 10 dam per turn...
cor |
The "it" in that sentence was referring to the meka as a whole  _________________
Frizz wrote: | Attempting to change mind ... Failed! (0%)
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Frageran Sandwich Maker
Joined: 29 Dec 2007 Posts: 3953 Location: Tucson, Arizona
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Posted: Sat Mar 05, 2011 10:59 am Post subject: |
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60% of 65 is not 6 shields..... _________________
Trerro wrote: | Onto my order I need to tack a stack of Shak Attack Pack, so I can smack back my enemies with flak. Quack. |
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kunjuro Advanced

Joined: 29 May 2008 Posts: 1629 Location: Philippines
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Posted: Sun Mar 06, 2011 12:49 am Post subject: |
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Frageran wrote: | 60% of 65 is not 6 shields..... |
Sorry about that, fixed. _________________
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kunjuro Advanced

Joined: 29 May 2008 Posts: 1629 Location: Philippines
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Posted: Mon Mar 21, 2011 7:30 am Post subject: |
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REBEL COMBINE
Hellcat Skirmisher Tank
Designed as a fast hit-and-run assault tank, the Hellcat was designed alongside the Leopard Tank. However, while the leopard balanced damage, speed and HP, the Hellcat trades armor and protection for an upsized cannon and better gunnery control at higher speeds. The hellcat was to flank enemy formations and lay down devastating fire while Leopards drew attention to themselves. While indeed having way less protection than a leopard, its ability to dish out amazing damage has earned the Hellcat respect among field commanders.
Stats
Shields: 30 [ 20%/ 6 Shields / Turn ]
Armor: 45
Controlled / Max Speed: 4 / 5
Combat Efficiency:Adv 550 ( Advance)
Weapons
AP 7 35 10
Hellcat Skirmisher Tank Abilities:
- AP: Armor piercing rounds make the Hellcat deal 25% more damage when hitting armor
On-unit Actis:
Overdrive ( : 8):Gives +2 Max Speed.
Evasive Maneuvers ( : 5):Unit is harder to hit (2 Gunnery Levels) _________________
Frizz wrote: | Attempting to change mind ... Failed! (0%)
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Last edited by kunjuro on Tue Mar 22, 2011 12:39 am; edited 1 time in total |
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Frageran Sandwich Maker
Joined: 29 Dec 2007 Posts: 3953 Location: Tucson, Arizona
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Posted: Mon Mar 21, 2011 9:52 am Post subject: |
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kunjuro wrote: | REBEL COMBINE
Thunderstorm Meka
Stats
Shields: 60 [ 50%/ 6 Shields / Turn ] |
50% percent of 60 is 30 haha. Still needs to be fixed!
kunjuro wrote: | REBEL COMBINE
Hellcat Skirmisher Tank
Designed as a fast hit-and-run assault tank, the Hellcat was designed alongside the Leopard Tank. However, while the leopard balanced damage, speed and HP, the Hellcat trades armor and protection for an upsized cannon and better gunnery control at higher speeds. The hellcat was to flank enemy formations and lay down devastating fire while Leopards drew attention to themselves. While indeed having way less protection than a leopard, its ability to dish out amazing damage has earned the Hellcat respect among field commanders.
Stats
Shields: 30 [ 20%/ 12 Shields / Turn ] |
20% of 30 is 6. 40% of 30 is 12. Haha just trying to help! _________________
Trerro wrote: | Onto my order I need to tack a stack of Shak Attack Pack, so I can smack back my enemies with flak. Quack. |
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kunjuro Advanced

Joined: 29 May 2008 Posts: 1629 Location: Philippines
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Posted: Tue Mar 22, 2011 12:38 am Post subject: |
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Frageran wrote: | kunjuro wrote: | REBEL COMBINE
Thunderstorm Meka
Stats
Shields: 60 [ 50%/ 6 Shields / Turn ] |
50% percent of 60 is 30 haha. Still needs to be fixed!
kunjuro wrote: | REBEL COMBINE
Hellcat Skirmisher Tank
Designed as a fast hit-and-run assault tank, the Hellcat was designed alongside the Leopard Tank. However, while the leopard balanced damage, speed and HP, the Hellcat trades armor and protection for an upsized cannon and better gunnery control at higher speeds. The hellcat was to flank enemy formations and lay down devastating fire while Leopards drew attention to themselves. While indeed having way less protection than a leopard, its ability to dish out amazing damage has earned the Hellcat respect among field commanders.
Stats
Shields: 30 [ 20%/ 12 Shields / Turn ] |
20% of 30 is 6. 40% of 30 is 12. Haha just trying to help! |
Thanks I really appreciate it *changes* _________________
Frizz wrote: | Attempting to change mind ... Failed! (0%)
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schorcher3 Advanced

Joined: 04 Jun 2007 Posts: 517 Location: Pittsburgh, PA
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Posted: Sun Apr 03, 2011 6:01 pm Post subject: |
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Weapons
AP 7 35 10
Hellcat Skirmisher Tank Abilities:
- AP: Armor piercing rounds make the Hellcat deal 25% more damage when hitting armor
This one looks good, but when I think of a skirmisher, I don't think of a tank with the second highest base ballistic damage in the game (1st=SSM @ 60). Might want to tone it down a bit.
>s3 _________________ I'm back, baby! Not that any of you cared about me being gone.
"I honestly did not understand a word of that. But considering the source, I assume it was stupid." |
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jabujabu Advanced

Joined: 25 Apr 2010 Posts: 1715
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Posted: Sun Apr 03, 2011 7:56 pm Post subject: |
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just because it's called a tank doesn't mean it actually has tank-like hp. _________________ Jekyll [6:45am 28]
My first slave was a gatlinger named Wendy |
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kunjuro Advanced

Joined: 29 May 2008 Posts: 1629 Location: Philippines
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Posted: Sat Apr 09, 2011 2:54 am Post subject: |
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schorcher3 wrote: | Weapons
AP 7 35 10
Hellcat Skirmisher Tank Abilities:
- AP: Armor piercing rounds make the Hellcat deal 25% more damage when hitting armor
This one looks good, but when I think of a skirmisher, I don't think of a tank with the second highest base ballistic damage in the game (1st=SSM @ 60). Might want to tone it down a bit.
>s3 |
I did intend it to be like that. Other ballistic units have multiple guns that, although deal less damage individually, have amazing damage potential. See for example, Killfoxes, Leopards, gats etc. This unit's main gun, although having more damage than most other listic units, cannot be improved by gyrojet rounds. Added to that is the fact that it is a single gun - which means D var and most damage-bonus mods don't affect it well. I think that those are sufficient drawbacks in exchange for having high damage  _________________
Frizz wrote: | Attempting to change mind ... Failed! (0%)
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