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Black Guard Expansion Set

 
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garrow
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Joined: 13 Jul 2008
Posts: 1325
Location: In Ginger land!

PostPosted: Sat Oct 20, 2012 6:34 am    Post subject: Black Guard Expansion Set Reply with quote

Here is it Smile

Here is it Smile


Okay so i'll update this all to the template soon and add pictures.



Muarader Hog

This scout was for quick operations, but has a bit of kick to it, the company that first show-cased this unit placed it in the middle of an opponent army and it survived killing almost all the enemies.

Stats:

Shields/Recharge: 40/10

Armor: 10

Movement: Max: 7 Controlled: 3 Cloak: 0

Weapons: Ballistic: 15 damage/5 range/10 ammo x2

Complexity: Advanced

C.E. 530

On-unit acti's: Unit takes 50% damage this turn 5 acti's CD 3 turns

Unit deals double the damage this turn for stock weapons only, but does no damage next turn with stock weapons 5 acti's



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Tri-Eye Probe

An upgrade from the original Lone-eye probe, this scout is faster, lighter, and has more staying power than its little brother.


Stats:

Shields/Recharge: 25/5

Armor: 15

Movement: 10 max/ 0 controlled/ 0 cloak

Unit has no Weapons

Complexity Simple

C.E. : 200

Abilities: If unit did not move last turn it is harder to hit by 2 gunnary levels

If unit did not move last turn it auto-cloaks until moved.

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Moon-Burst Meka

After the sunbursts utter failure and under use, Dark Side Industries built the Moon-Burst Meka, its stronger, yet slower. It has replaced the energy weapons with two powerful ballistic weapons.

Stats:

Shields/Recharge: 75/5

Armor: 25

Movement: Max: 3 Controlled: 1 Cloak: 0

Weapons: Ballistic: Acid: 25 damage: 7 Range: 15 ammo x2

Complexity: Advanced

C.E.: 975

Unit Abiities:

All added Ballistic weapons gain +1 range and +5 ammo

Unit cannot be modded with Cloaking mods

Unit can only use Ballistic type weapons

All added Ballistic weapons gain the Acid Effect, does not stack with any other effects.

Acid: When a unit is hit by the Moon-Burst Meka they lose 4 armor per turn so long as the unit is >10 armor.


-------------------------------

Quick Slash Meka

An experimental unit that was taken from a Howitzer meka, this unit is experimenting in the fields of meele combat, it is most frequently used in large groups for maximum damage, but is equally as effect in small squads.

Stats:

Shields/Recharge: 40/15

Armor: 20

Movement: 8 max/ 5 controlled/0 cloak

Weapons: Energy: 45 Damage : 1 range : 3 charges x2

Complexity: Advanced

C.E.: 650

Unit Abilities: All added energy weapons have a maximum of 1 range, also +10 damage is added

Unit can only use energy weapons, unit cannot cloak. Speed increasing mods do not effect this unit. All added energy weapons have +1 charge added to them.


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Silent Ressurection Meka

After careful observation, a stealth salvager was finally created, its goal, get in, salvage and get out without detection.


Stats:

Shields/Recharge: 30/5

Armor: 20

Unit has no Weapons

Movement: Maximum 5: Controlled 3: Cloak 4

C.E. 750

Unit Abilities: Can salvage, no weapons can be added to this unit, if cloaked has a +25% chance of successful salvage, has a base of 25% chance to salvage. If uncloaked the bonus salvage chance does not get added.

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Legion Legate Meka

After the disappointment its little brother was, the LLM is taking position as the a combat Aegis meka. With its impressive shields and weaponry it is sure to shape the battlefield in its favor.

Stats:

Shields/Recharge: 80/30

Armor: 15

Movement: 5 Max Speed/3 controlled/0 cloaked

Weapons: Missile: WEB: 10 damage: 4 range: 10 ammo x2
Ballistic: 15 Damage: 7 range: 15 ammo x2

C.E.: 875

Abilities: If enemy unit is hit by LLM's missiles, it loses all controlled speed.
If stacked with 7 or more units LLM has a 25% chance to retarget the enemy attacks onto itself.


this is all there is so far.
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Last edited by garrow on Sat Oct 20, 2012 8:09 am; edited 1 time in total
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maXDooom
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Posts: 757
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PostPosted: Sat Oct 20, 2012 6:46 am    Post subject: Reply with quote

wut?
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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khaibar
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Posts: 1141

PostPosted: Sat Oct 20, 2012 7:18 am    Post subject: Reply with quote

looks good

support
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maXDooom
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PostPosted: Sat Oct 20, 2012 7:52 am    Post subject: Reply with quote

khaibar wrote:
looks good

support




LOLOLOLOLOLOLOOLOL xDD
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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maXDooom
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PostPosted: Sat Oct 20, 2012 8:44 am    Post subject: Reply with quote

ok, now that you fixed your post,

really cool stats, but the energy howi
2 45 energy guns wtf?
thats 90 base damage, and 135 damage at point blank, it should be 30 each
and 50 shields so it be more useful then the super nova.

and the acid effect is also 150% damage on armor, you should make it
antiA (armor) which is 150% on armor with no draw backs

other then that, cool, but i thought it was gana be named emo expansion xD


maxdoom.
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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garrow
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Location: In Ginger land!

PostPosted: Sat Oct 20, 2012 7:59 pm    Post subject: Reply with quote

its supposed to super powerful, it evens out with all its draw backs, and nowhere on that says it does extra damage to armor, it just says it does the continious damage
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snorok14
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Location: Leave me alone, your mom and I are busy.

PostPosted: Sat Oct 20, 2012 10:19 pm    Post subject: Reply with quote

maXDooom wrote:
thats 90 base damage, and 135 damage at point blank


136* Decimals round up for each gun individually.
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corclaork
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Joined: 26 Aug 2008
Posts: 518
Location: The Mohawk Wasteland

PostPosted: Sun Oct 21, 2012 12:01 am    Post subject: Reply with quote

ok first some notes on the units -
tri-eye- seems to have a lot of bonus's over the LE/SE.. so either bump complexity and ce or drop some bonus's. i mean dodge cloaking speed and hp is a bit much for 50 extra CE

moon-burst- designate a certain number of turns the acid effect would be active. its a little unclear in its wording. also perhaps drop damage to 20 or so. and might i add giving them an effect (while its strong) is a good way to limit/balance them ( no gyro range).

Quick Slash Meka- fix typo in description (, but equally as effective in small squads.)

Silent Ressurection Meka- im gonna be Debbie on this one, gonna have to hit the nerf button. first reduce cloaked speed, second +50% salvage chance for being cloaked?! are you nuts? thats better than SYM!! and may i add htat being cloaked while salvoing is a bonus . so either turn it into a cmd meka or nerf its salvo chance, cloaked speed needs to stay at 3 though to maintain balance IMO.

Legion Legate Meka- ok good up until i see loses ALL controlled speed. to keep it fair i would either reduce controlled speed loss or capp the range at 4 ( 8 ) like the DIM. theirs 2 of these guns on it so it seems super uber abusable, so making it unique or at least semi unique might help this.

a general design note: when not following template dont add cloaked speed if it doesnt have any (IE cloak speed= 0 looks to me like what the SE has) so only add that in if it has some built in.

other than that these are some of the most balanced user strux i've seen in a while. good job asshat.

on to max's comment about the high damage -
look at it this way-range is capped at 1 so compair it to a overloaded SN and very quickly you see that it isn't even close to as OP as your thinking, also all added guns get a nerfed version of overload as well as an aditional recharge. not to mention it doesnt get any help from speed mods.

cor
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garrow
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PostPosted: Sun Oct 21, 2012 12:32 pm    Post subject: Reply with quote

I'll tweak them cor, thanks for the advice on them
I'll be adding a ton more units, idk about mods and certaintly no buildings bases are fine as is.
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yoman5
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PostPosted: Mon Oct 22, 2012 2:10 pm    Post subject: Reply with quote

cant put in this energy howi i dun think, you cant make a unit that directly replaces another (katana)
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