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#1
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Special Ability Ratings
Special Ability Ratings
How this works: I will post a list of related special abilities. You will copy and paste that list into a post in this thread and give a rating from 1 to 5 after each ability. Every few days, or however long it takes to get a sufficient number of ratings submitted, I will post a new list of abilities for people to rate. I will collect these ratings and when all have been rated, I will post the results. Why this project? A couple of reasons. A rating scale like this could be very useful to custom unit designers, or those evaluating custom units. My own interest is in using these ratings along with the stats of the units to try to develop a costing formula using statistics. Past efforts have failed precisely because of the inability to quantify the value of special abilities. Even if I fail again, I think the ratings could provide a useful set of benchmarks for assessing the value of custom special abilities. And if nothing else, this should generate some interesting debate! Rating Guidelines: Ratings are from 1 to 5. Your rating is your assesment of the value of that special ability relative to other special abilities. ("Value" here means how strongly an ability affects the cost of a unit, all else being equal.) You may use half-point ratings (0.5, 1.5, 2.5, 3.5, 4.5) if you wish. You may use a rating of 0 for abilities you truly feel have no practical effect on the cost of a unit. Abilities that handicap a unit and drive down its cost (Eternal Hatred, for example) should be given negative ratings. Main considerations: --How useful or powerful is the special ability? --How difficult is it to activate? --How frequently do situations arise where it can be used? --What are the limitations? --Who can be affected? Evaluate each special ability in the setting and army in which the power is likely to be used. (For example, the Dzu-Teh's Glacial Traverse should be rated based on its usefulness on a map where there are glaciers, because that is the setting in which you would draft them.) Evaluate each special ability on its own merits, independently of the units that have that ability. (For example, evaluate Crippling Gaze as a power by itself and try not to let the fact that Dund otherwise sucks and costs too much influence you.) Powers that are identical but differently named should be rated the same. (Valiant Army Defense Bonus and Disciplined Army Defense Bonus, for example.) Powers that are the sum of other powers should be rated as the sum of those ratings. (For example, Phantom Walk = Disengage + Ghost Walk.) Please rate only those abilities that you have used or seen used. It's ok not to rate an ability if you're not familiar with it. (Finally, If you just can't wait and want to rate all the special abilities, you can download and complete this Excel spreadsheet and send it to me.) List Three (Special Abilities Affecting Attack) Posted 5 December 07 For ability descriptions, see Gary Lasq's Heroscape Page. A Coward's Reward Bloodlust Deadly Shot Deadly Strike Dishonorable Attack Double Attack First Assault 3 Galloping Charge Giant Killer Highland Fury Homing Device Lava Throw Master's Assault Righteous Smite Road Strength Self-Destruct Shaolin Assault Sighting Snow Strength Stinger Drain Swamp Water Strength Sword of Reckoning 4 Unleashed Fury Wait Then Fire Whirlwind Assault Wounded Smash Zettian Targeting List Two (Special Abilities Affecting Defense) Posted 27 Nov 07 (14 Ratings Submitted) Code:
Special Mean SD Concentrated Will 1.29 0.51 Disciplined Army DB 1.64 0.63 Valiant Army DB 1.68 0.72 Dismiss the Rabble 1.71 0.78 Adjacent Tough 1 1.75 0.83 Melee Defense 1 1.76 0.65 Glacier Camouflage 1.82 0.87 Shield Wall 2.29 0.62 Tough 2.57 0.62 Defensive Agility 2.64 0.60 Stealth Armor 15 2.93 0.83 Disappearing Ninja 3.21 0.54 Smoke Powder 13 3.21 0.80 Counter Strike 3.25 0.85 Melee Defense 4 3.25 0.73 One Shield Defense 3.75 0.55 Thorian Speed 3.89 0.68 Sheilds of Valor 3.96 0.84 Evasive 8 4.04 0.46 Stealth Dodge 4.46 0.54 Vanish 9 4.54 0.69 (20 ratings submitted) Code:
Special Mean SD Wild Pack Movement 1.66 1.86 Grapple Gun 25 1.93 0.92 Berserker Charge 2.03 0.72 Ghost Walk 2.18 1.12 Glacier Traverse 2.25 0.91 Climb X2 2.35 0.88 Lava Resistant 2.53 1.22 Swamp Water Tunnel 2.68 0.63 Spear of Summoning 2.74 0.98 Stealth Leap 3.08 0.65 Slither 3.13 0.94 Charging Assault 3.20 0.80 Cyberclaw 3.58 0.67 Stealth Leap 25 3.68 0.64 Water Suits 3.68 0.67 Disengage 3.78 0.70 Grapple Arm 3.83 0.61 Improved Cyberclaw 3.98 0.79 Flying 4.15 0.61 Phantom Walk 4.35 0.54 Stealth Flying 4.93 0.24 |
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#2
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Berserker Charge - 2
Charging Assault - 4 Climb X2 - 2 Cyberclaw - 5 Disengage - 4.5 Flying - 4 Ghost Walk - 3.5 Glacier Traverse - 3.5 Grapple Arm - 4 Grapple Gun 25 - 2 Improved Cyberclaw - 5 Lava Resistant - 3.5 Phantom Walk - 5 Slither - 3.5 Spear of Summoning - 2.5 Stealth Flying - 5 Stealth Leap - 3.5 Stealth Leap 25 - 4 Swamp Water Tunnel - 3.5 Water Suits -3.5 Wild Pack Movement -1 Heb 11:1 Faith is the assurance of all things hoped for and the conviction of all things unseen. |
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#3
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Re: Special Ability Ratings
Berserker Charge - 2
Charging Assault - 4 Climb X2 - 3 Cyberclaw - 4 Disengage - 5 Flying - 4 Ghost Walk - 4 Glacier Traverse - 3 Grapple Arm - 5 Grapple Gun 25 - 2 Improved Cyberclaw - 5 Lava Resistant - 3 Phantom Walk - 4 Slither - 5 Spear of Summoning - 4 Stealth Flying - 5 Stealth Leap - 3 Stealth Leap 25 - 4 Swamp Water Tunnel - 3 Water Suits - 5 Wild Pack Movement - 2 "We meet again, Thunder God - only this time, it is ULIK who shall reign triumphant!" -Ulik, Troll champion, as Thor goes flying across the Troll King's chamber and through a cavern wall. "It is very bad when even the dice are affected by high charisma and low clothing." - Kalzazz on CriticalFumble.net
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#4
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Berserker Charge - 2
Charging Assault - 3 Climb X2 - 1.5 Cyberclaw - 3 Disengage - 3.5 Flying - 4 Ghost Walk - 2 Glacier Traverse - 1 Grapple Arm - 3.5 Grapple Gun 25 - 1.5 Improved Cyberclaw - 3.5 Lava Resistant - 1.5 Phantom Walk - 3.5 Slither - 2 Spear of Summoning - 2 Stealth Flying - 5 Stealth Leap - 3 Stealth Leap 25 - 3.5 Swamp Water Tunnel - 2 Water Suits - 2.5 Wild Pack Movement - -1.5 |
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#5
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Berserker Charge-2.5
Charging Assault -3 Climb X2-2.5 Cyberclaw-4 Disengage-4.5 Flying -4.5 Ghost Walk 3 Glacier Traverse 3 Grapple Arm 4 Grapple Gun 25 2 Improved Cyberclaw 4.5 Lava Resistant 3.5 Phantom Walk 5 Slither 3.5 Spear of Summoning 3 Stealth Flying 5 Stealth Leap 3.5 Stealth Leap 25 4.5 Swamp Water Tunnel 3 Water Suits 4 Wild Pack Movement 3 Looking for quality maps for 3+ players? Think your latest map-masterpiece deserves a place of honor? Join in the discussion of The War-zones of Valhalla It doesn't get any more classic than this: The C3V project |
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#6
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My ratings and justifications, afterwards in parenthasis...
Berserker Charge - 2.5 (with such a high roll required just to move again, it is hardly useful) Charging Assault - 3 Climb X2 - 2.5 (on a small its useful, but not incredibly so) Cyberclaw - 4 Disengage - 3.5 Flying - 4.5 Ghost Walk - 1.5 (this alone does hardly anything) Glacier Traverse - 1.5 (the farthest most people ever move with this is usually less than an average move) Grapple Arm - 4 Grapple Gun 25 - 3 Improved Cyberclaw - 5 (top 3 - Improved Cyberclaw, Stealth Flying, Phantom Walk) Lava Resistant - 3.5 (it can be insanely useful whenever theres even a little lava) Phantom Walk - 5 (sum of Ghost Walk and Disengage) Slither - 4 Spear of Summoning - 4.5 Stealth Flying - 5 Stealth Leap - 3 Stealth Leap 25 - 3.5 Swamp Water Tunnel - 2.5 (a little better than Glacier Traverse) Water Suits - 4.5 (the added defense just boosts Slither's already usefulness) Wild Pack Movement - 3 (it almost hurts to have this power because the unit requires a low move to start) A couple of things I noticed with previous posted lists... -How can Water Suits and Slither be rated the same if Water Suits gives and additional 2 defense dice? -How can Phantom Walk be rated lower that Disengage? or the same as Ghost Walk? Feedback: We could all use a little more |
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#7
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Warriors Swiftness Spirit?
XXX Movement Bonding? |
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#8
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Quote:
Many powers could fall into one or more categories. I tended to group powers that have similar mechanisms together. For example, Warriors Swiftness Spirit, Warriors Defense Spirit, and Warriors Attack Spirit are all in a category I labeled "enhancements" since the effect of these powers is to boost other units. Movement Bonding is in a category I called "Activations", along with regular Bonding and other powers (like Frenzy) that give you extra turns. It's great to see so many people participating so soon after I posted this! At this rate I should be able to post a new category every couple of days or so. |
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#9
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Quote:
Hi1, I like the justifications you provided for your ratings. They're by no means necessary but they do help stimulate discussion. |
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#10
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Berserker Charge - 2 (since a 15 is required, this almost never happens when you need it to)
Charging Assault - 4 (This ability is what makes the kozuke samurai so powerful. Well, that and their attack Climb X2 - 2 (I almost never use this) Cyberclaw - 3 (very handy) Disengage - 3.5 (useful in a pinch, usually I forget to use this) Flying - 3 (ability to ignore elevation=more mobility. That's usually good) Ghost Walk - 2 (this only is useful with disengage, so phantom walk is a better choice) Glacier Traverse - 3 (this can be useful, but not very often) Grapple Arm - 3 (the ability to move more than one space makes this useful) Grapple Gun 25 - 2 (this is really only helpful in a few situations) Improved Cyberclaw - 3 (I've never found that much use for this) Lava Resistant - 3 (on a lava board, it's kinda cool, but still not very good) Phantom Walk - 5 (very helpful for getting through choke points) Slither - 3 (speeds up the game immensely on water heavy boards) Spear of Summoning - 2 (isn't reliable, kind of boring) Stealth Flying - 4 (very helpful, but only with a lot of move to go with it) Stealth Leap - 2 (not enough move, not enough height) Stealth Leap 25 - 3 (haven't played with this, but seems marginally better than regular stealth leap) Swamp Water Tunnel - 3 (it sounds like it should be really good, but it is only okay) Water Suits - 4 (very good. If you have water on height, extremely good) Wild Pack Movement - 3 (good, but whenever you absolutely need to get maximum move, you get nothing. Plus, if this is negated, then low movement means you are toast)
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#11
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Quote:
I would suggest, if you are not doing so already, that you post the 'master' (averaged) list for discussion. Also I think when you post the master list, make it in value order instead of alphabetical. I just think those two things will encourage more debate than people posting their individual lists. I like what you're doing here! Feedback: We could all use a little more |
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#12
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Berserker Charge - 2. A high die roll makes this near worthless.
Charging Assault - 4. This is a great power. Anything that lets melee engage faster is awesome! Climb X2 - 3. Without it, the Deathreavers couldn't get anywhere. Cyberclaw - 4. Making opponents unable to move is nifty. Disengage - 4.5. Being able to bypass a lot of things, especially those Deathreavers, is a nice ability! Flying - 4. This ability, after all, is the king of getting places. Ghost Walk - 2. It doesn't come in as often as Disengage does, but it can be useful against the Deathreavers... and that's about it. Glacier Traverse - 2.5. It's similar to Grapple Arm, but with the restriction of requiring Glaicers. As h1h1h1 says, you usually move less then your average move! Ouch. Grapple Arm - 4. This ability is great. It's a great improvement over Grapple Gun 25! Grapple Gun 25 - 2. This would be useful if it wasn't for the fact I could only move one space. Improved Cyberclaw - 4.5 Being able to immobilize Theracus is a nice ability, and it is a clear improvement over Cyberclaw. Lava Resistant - 4. Being immune to Lava that would otherwise eat other units alive is a great ability! Phantom Walk - 5. See Ghost Walk plus Disengage. Slither - 3. Allows you to get to neat shortcuts, but not much use outside of that. Spear of Summoning - 3.5. Not as useful as Carry due to inconsistency, but it is still a nice ability! Stealth Flying - 5. Flying with Disengage. This is awesome! Stealth Leap - 3. Not being able to traverse Castle Walls is a major hindrance to this power. Stealth Leap 25 - 4. This, on the other hand, allows you a little more diversity and FINALLY allows you to traverse that dang wall! Swamp Water Tunnel - 3.5. A watered down version of Flying in some ways, but the ability to move 10 spaces should not be overlooked. Water Suits - 4. A more powerful Slither that allows you to get those shortcuts even easier! Wild Pack Movement - 2.5. On bad rolls, this ability can hurt. |
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| Official Units: Discussion of official HeroScape units | |||||||