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More choices on hireables.

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Re: More choices on hireables.

Post by Grass Hopper on Tue Nov 03, 2009 5:03 pm

yeah i was thinking that too... but then i thought of DoW, and decided it fit better as a titan Razz
(oh, and neither is a monolth, so it works out Razz)

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Re: More choices on hireables.

Post by 13loodRaven on Tue Nov 03, 2009 6:00 pm

What about a Greater Knarlock? They're about half as big as a squig and having the ability to chance instant kill a non hero unit, but damage and cripple a hero?

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Re: More choices on hireables.

Post by Grass Hopper on Tue Nov 03, 2009 6:02 pm

another good idea

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Re: More choices on hireables.

Post by Fromundaman on Wed Nov 04, 2009 12:02 pm

Hehe, I like it. They're Tau right?

We need some for the Chaos/Necron/DE/etc side now. Hmmm...

Daemon Prince maybe? No clue what it's abilities are though...
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Re: More choices on hireables.

Post by Grass Hopper on Wed Nov 04, 2009 3:22 pm

defiler? Razz
destroyers?
simmer of sorts?

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Re: More choices on hireables.

Post by ChangerOfWays on Thu Nov 05, 2009 10:06 am

obiliterators.

They spawn in twos, and have different weapons. One has a lascannon, the other a heavy bolter.
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Re: More choices on hireables.

Post by Fromundaman on Thu Nov 05, 2009 11:26 am

There's an idea... but rather than have them spawn with different weapons, couldn't the 10 honor bonus be to carry one or the other? (Or hell, would it be possible to buy an upgrade to switch hireable weapons?)
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Re: More choices on hireables.

Post by Grass Hopper on Thu Nov 05, 2009 11:49 am

i thought we were brainstorming vehicles XD

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Re: More choices on hireables.

Post by Fromundaman on Thu Nov 05, 2009 1:31 pm

Hireables in general, but yeah, I would like to see waves of vehicles moreso than others Very Happy

Ummm... Maybe a Talos?
Hmmm... it would make sense to make it gain MS per kill, but this would hurt it more than help it. Maybe make it regain a tiny bit of HP over time per kill (or give it a devour that drains life?) due to it's being powered by it's victims stored in it's shell?

Also, give it an ability to fire random shots in an AoE around it (Wildfire), and otherwise be Melee.

(Oh, and vehicles in general should be immune to the Flayed's Fear, if that's easily codeable. If not, oh well.)



Otherwise I liked the idea of a ravager, but since those are mainly anti-vehicle and based on out-maneuvering them while peppering them with Dark Lance blasts, it doesn't seem like it would work too well.
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Re: More choices on hireables.

Post by Grass Hopper on Thu Nov 05, 2009 2:21 pm

it might Razz give it an auto cast that only targets vehicles Razz
talos could work for sure

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Re: More choices on hireables.

Post by ChangerOfWays on Sat Nov 07, 2009 5:45 pm

vehicles huh,

how about a looted leman russ, for orks, and a normal for imperials.

It has mainly a machine gun, but an ability called battlecannon that it fires every once in awhile.
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Re: More choices on hireables.

Post by 13loodRaven on Sun Nov 08, 2009 4:34 am

Either that or the looted tank uses its artillery on non-organic units such as buildings and vehicles. Now i think about it, imperials isent too good a name for the forces of good, the forces of man only have an appearance in the heroes...
So, hireables; Imp Guard squad, weak all round, but when an enemy is killed near the squad, the squad gains an extra member. +# bonuses for each unit in the squad?

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Re: More choices on hireables.

Post by Grass Hopper on Sun Nov 08, 2009 11:18 am

thats a nifty idea actually o.o

Imperial Guard Kaserkin (i played dow before i knew the difference between thses and storm troopers... names dont matter - could also be just a generic imp guard squad, but they are too vanilla and are gonna be summed by the commisar)

spawn count: 3 (+1 at 3/6/9 honor)
hp: 250
armor: 0 (+1/2/3/4)
movespeed: 305

damage: 12-17 (normal)
attack cd: 1 seconds
range: 500

abilities:
Field Reinforcements (when a kaserkin[wish i could spell] kills an enemy, there is a % chance that an additional member is requisitioned into the sqad)
Close Order Drill (Gains +2% attackspeed and +2% damage for each Kaserkin alive in the squad)

10 honor bonus:
need ideas for this one

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Re: More choices on hireables.

Post by Fromundaman on Sun Nov 08, 2009 9:06 pm

You could just make the 10 honor bonus give it a % chance to spawn a sergeant, with a maximum of one sergeant at a time?
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Re: More choices on hireables.

Post by GhostIV on Sun Nov 08, 2009 9:20 pm

hmmm

Is a Baneblade too Oped for a 10 honor spawn?

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Re: More choices on hireables.

Post by Grass Hopper on Sun Nov 08, 2009 9:21 pm

what would the seargent do? Razz thats what i meant.

and baneblade... prolly Razz

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Re: More choices on hireables.

Post by ChangerOfWays on Mon Nov 09, 2009 10:25 am

sergent could have an aura that also helps all other non imp guard around him to fight harder
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Re: More choices on hireables.

Post by Fromundaman on Mon Nov 09, 2009 12:23 pm

I don't know. Figured he'd be like exarches:
stronger, maybe have an aura, or maybe carry grenades?
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Re: More choices on hireables.

Post by Grass Hopper on Mon Nov 09, 2009 12:45 pm

what kind of grenades Razz

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Re: More choices on hireables.

Post by Fromundaman on Mon Nov 09, 2009 3:32 pm

I think IG/SM just get frag grenades, right? (I don't know a whole lot on IG, but I thought the Kaserkin squads got grenades in DoW.)
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Re: More choices on hireables.

Post by 13loodRaven on Mon Nov 09, 2009 6:37 pm

Yes, in DoW you research upgrades for your various units, and IG has the most I think. Karskin squads are a commando unit, and they attack crazy fast with little damage so heres my idea;

300 hp each unit, 600 for seargents.
14-16 damage
attack every .4 seconds.

Focus Fire! The karskin have been trained to attack one target at a time. (pasive)

Frag out! Every so often the seargent throws a grenade into the fray, dealing aoe damage and a 'shellshock' ais slow/miss.

And pretty much grass' name w/ field reinforcements and drills. Razz

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Re: More choices on hireables.

Post by ChangerOfWays on Thu Nov 19, 2009 10:25 am

Obliterators.

400 hp per. They come in pairs of twos.
16-18 (ish)
slow but very powerful attacks.

Living weapon: The obliterators fire a heavy bolter, spraying much of the area with deadly rain. (Small ranged AoE attack that does about 14-16 dmg)
Man, Demon, Machine: The obiliterator is a living tank, it can repair itself while still in battle. (gives it a high regen)

10 honor bonus: 3 oblits, 18-20 dmg, terrifying aura (much like the flayed ones, only on a smaller scale and doesnt effect heros but deffinitly effects creeps).
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Re: More choices on hireables.

Post by ChangerOfWays on Thu Nov 19, 2009 10:32 am

Deflier. (tank)
Movement speed: (slightly above average)
600 hp.
20-25 dmg.
range:340

Demon Machine: The Deflier is a tank possesed. It can lash out at friend or foe too close. (perioticly attacks anyone in melee range, friend or foe, and stuns for a second)
Battle Cannon: The Deflier holds a great cannon, that it fires with malicious glee. (Fires a cannon that does a small AoE and damages everyone in it by 200.)

10 honor bonus: Demon machine no longer attacks friendlies, 800 hp, and 22-27 dmg, Battle cannons AoE grows.

These two are chaos hireables ideas, you like?
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Re: More choices on hireables.

Post by Grass Hopper on Thu Nov 19, 2009 11:54 am

look good Very Happy could use some refining but definatly look good

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Heroes:
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Re: More choices on hireables.

Post by ChangerOfWays on Fri Jan 08, 2010 12:22 am

So, did we get solid ideas out, or we just gonna let extra hireables fall from preverbial grace?
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Re: More choices on hireables.

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