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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#973
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Re: CHCG24 Discussion Thread
I could see lowering it to 7. That's equal with DW9K, but I wouldn't want to go any lower than that. I still think removing trample stomp and making it so he can't attack the same figure more than once is the way to go.
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#974
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Re: CHCG24 Discussion Thread
I guess the question now is whether or not krysto liked any of these suggested power tweaks.
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#975
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Re: CHCG24 Discussion Thread
Quote:
When I first designed this figure's card (as that is where I always start) I imagined a lumbering DW, each footfall leveling the terrain about him (this is me flashing back to my days of MW4), then settling into position, surveying his surroundings and opening up a barrage of his entire arsenal (the idea came not only from MW's alpha strike ability, but also from classic cartoon robots apparently having missile bays covering 95% of their armor, down to the finger tips). Another solution is to reverse the ammo barrage and start with 8 and work down to 1 from 1 range to 8. I am willing to drop this guy down to 7 and 7, but like Chardar pointed out, this would warrant major point revision. I'm going to bed for the night, I've got a long day coming up tomorrow and it won't be any better with all of today's stress still piling up. Sometimes, you just have to start over.
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#976
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Re: CHCG24 Discussion Thread
The problem with the Special Attack is that it's either completely lame (if he's engaged) or completely overpowered (if he's not engaged and can attack a zillion times).
I like to see some consistency. |
#977
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Re: CHCG24 Discussion Thread
That's what makes it so theamatic for a Deathwalker.The incredible power coupled with extreme unreability.
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#978
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Re: CHCG24 Discussion Thread
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The point value is the major debate here, as that's the gamble you are placing in. This figure CAN be killed, don't get me wrong, one bad roll and he's dead, unlike Captain America, who by definition is this guy on crack. High defense, attack, life and a powerful ranged attack with great synergy. So if you can't think of anything to comment aside from "lame" and "sucks" and so on, please try to give useful feedback. "I like" and "good" don't serve a purpose here either. Now that making semi-official units is more important, I think we should be a little more professional than opinions without founding. Now that I've vented my spleen from school, let's look for a solution. How can this ability be balanced out without completely breaking the unit. Here's my suggestion; let's switch it to 1 range 8 attack and reverse the flow. In an engagement he can still attack, but unless he kills the figure he's wasted. We can also easily take this guy down to 1 to 7 or 1 to 6 with a major point adjustment (maybe 160-170) and still have no problems. I admit it needs rewording, that much is true, but the underlying concept of a shift from light range to heavy melee is the founding concept. We're talking about a giant robot here, not a metal pansy. Sometimes, you just have to start over.
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#979
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Re: CHCG24 Discussion Thread
I already gave a suggested word fixing, but you ignored it because you didn't approve that I disagree with your custom.
Ammo Barrage Special Attack Range 8 - Special. Attack 1 + Special. When Deathwalker 10000 attacks with his Ammo Barrage Special Attack, he may attack 7 additional times. After each attack with Ammo Barrage Special Attack, subtract 1 space from Ammo Barrage Special Attack's Range value and add 1 die to Ammo Barrage Special Attack's Attack value. Deathwalker 10000 may not use this special power if he moved this turn. Heroes of 'Scape- Heroscape meets RPG! Heroes of 'Scape Battle Summaries Let me help you play with yourself? |
#980
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Re: CHCG24 Discussion Thread
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Ammo Barrage Special Attack Range 8 - Special. Attack 1 + Special. If unengaged, Deathwalkker 10000 may choose to attack with his Ammo Barrage Special Attack. When Deathwalker 10000 attacks with his Ammo Barrage Special Attack, he may attack 6 additional times. He cannot attack the same figure more than once. After each attack with Ammo Barrage Special Attack, subtract 1 space from Ammo Barrage Special Attack's Range value and add 1 die to Ammo Barrage Special Attack's Attack value. Deathwalker 10000 may not use this special power if he moved this turn. This revision prevents the engagement problem, solves a huge over-powered problem and provides a quick easy counter. By the way, on a separate note, if I ever could find the right pre-existing dream figure for him (readily available) then I'd try and make it about the same size as TKN, which is what I initially based him off of, though for the sake of practicality I'm abandoning this. And lastly to finish off, there have been a lot of complaints regarding TS, so I suggest that the ability be altered so as to only affect small figures, renamed and the figure re-sized to match Q9 as a proxy, which is by far the easiest proxy for him. Sometimes, you just have to start over.
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#981
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Re: CHCG24 Discussion Thread
Sounds good. Post an updated card and we'll discuss it...
Brandon I'm HipHoppa on Urban Rivals! Get cool rewards for your first credit purchase with my invitation code 6360776! The B.I.V.'s Big Bad Custom Creations The B.I.V.'s Big Bad Heroic Creations |
#982
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Re: CHCG24 Discussion Thread
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If you guys really don't like this guy (he's not my favorite either) we can either work on one you do like (Gordyrr or even one of the 'crons) or skip it altogether. Like I said, from what I gather, you guys just don't seem to like DW10k at all, especially since someone went to all the lengths to tell me it sucks. Be back later, we'll discuss this then. Sometimes, you just have to start over.
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#983
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Re: CHCG24 Discussion Thread
Skip it.
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#984
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Re: CHCG24 Discussion Thread
Technically it is past the deadline, but we were are a little inactive here because of the recent news, so I think we can give him a little extra time.
Go ahead and post an updated card like the BIV said. |
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