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Old November 9th, 2011, 02:17 PM
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Re: The Book of Rhino - Design

Awesome, thanks Tornado! I'll get this posted.

Quote:
Originally Posted by Tornado
C3G STANDARD PLAYTEST FEEDBACK FORM

NAME OF THE TEST UNIT Rhino

- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
?Pass

- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
?Pass

- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
?Pass

- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
?Pass

- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
?Pass

- FUN TEST/ Consider whether or not the design was fun to play.
?Pass!

- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
?Pass

- DRAFTING TEST/ Consider whether or not this design is worth drafting.
?Pass

- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
?Pass

- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
?Pass
_____________________________________________________________


Army Test
- Does it pass
, Yes or No? .Yes
- What should be the unit's point value? 220? felt a bit overpriced, perhaps 210.
- Give a brief overview. I exploited Rhino's Weak Minded(ness) as a benefit and achieved almost pseudo-bonding with Gorilla Grodd.
Map: Fulcrum.
Units: Rhino, Gorilla Grodd, & Echo vs. Hush, Two-Face, & Hawk Girl.
Spoiler Alert!

_____________________________________________________________


Army Test
- Does it pass
, Yes or No? .Yes
- What should be the unit's point value? 210 feels better once again.
- Give a brief overview. .A combination of poor OM management and Nightcrawler's Teleport Barrage was too much for Rhino's team.
Map: Fulcrum.
Units: Rhino, Pyro, & Solomon Grundy vs.
Kingpin, Hired Guns, Nightcrawler, & Jonah Hex..

Spoiler Alert!


Some final thoughts: I ran Rhino and Kingpin vs. Thor for some fun. It lasted about 4 rounds and Thor crushed them receiving only 2wounds in the process. I am not sure what this means exactly but I think it adds credit that 220 is a bit overpriced with Rhino.

The other 220 point heroes are vastly different then Rhino which makes comparison a bit difficult. The closest hero to me is Killer Croc who I think Rhino is a little tougher than. So this leads me back to a 205-215 point range.

I loved this playtest. Rhino, Ghost Rider, and Puck would have been my top three choices to design. I feel very fortunate to have playtested 2 out of 3. The way you handled Rhino Charge is very cool because it adds extra movement to this ground-pounder. A possible straight ahead move of 8 is pretty darn good and quite necessary.

I consider him being a Criminal as almost another Special Power and adds to his value. Weak-Minded is one that could go both ways depending on the draft. All in all a very good design and most importantly fun to play. I hope this helps, looking forward to his eventual release, (I assume with his Sinister friends).

My Customs: Metroid / Starcraft / Classic

Last edited by Good Pig; November 10th, 2011 at 09:43 PM.
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