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CAU Challenge: Traveler [discussion]

This is a discussion on CAU Challenge: Traveler [discussion] within the Create-A-Unit forums, part of the Legends Community category; Essence, your unit is really something. 1. Is the 15 power unblockable and/or unreducable to all in range (and/or counts ...

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Old 08-01-2008, 10:05 PM   #21 (permalink)
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Essence, your unit is really something.

1. Is the 15 power unblockable and/or unreducable to all in range (and/or counts as magic)?

2. I can't decide if it would be better in turtle or rush. Probably turtle, because most gold forms have Dragon Tyrants and most greys have Dark Magic Witches.

3. I suppose it would also create some strategy with times when you should heal with your Hellwasp Swarm.

4. This is a very well balanced unit. I thought of saying that it would be overpowered when armored, but then again most units are. Hah.
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Old 08-03-2008, 06:51 AM   #22 (permalink)
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Quote:
Originally Posted by Forest_Archer View Post
Essence, your unit is really something.

1. Is the 15 power unblockable and/or unreducable to all in range (and/or counts as magic)?

2. I can't decide if it would be better in turtle or rush. Probably turtle, because most gold forms have Dragon Tyrants and most greys have Dark Magic Witches.

3. I suppose it would also create some strategy with times when you should heal with your Hellwasp Swarm.

4. This is a very well balanced unit. I thought of saying that it would be overpowered when armored, but then again most units are. Hah.
In order:

1) It is unblockable, but armor still applies. It does 'hellfire' damage (I guess it would count as magic), both DMW type and Pyro type.

2) Yup. It could be good in a BW-backed rush, since both DTs and DSMs are turn-2.

3) That was the major idea. If you can get it Stoned and then *lightly* injured, you can get a pretty survivable unit that still has decent movement.

4) Agreed. Thank you!



GUIDE: How is it that a Hunter -- that cannot attack enemies directly adjacent -- attacks the first unit it runs into while in Endurance? Is that an entirely different form of attack, or just a special exception to the targeting rules?
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Last edited by Essence; 08-03-2008 at 06:58 AM. Reason: Added question for Guide.
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Old 08-03-2008, 07:16 AM   #23 (permalink)
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A special exception to the targetting rules. Great unit, btw (or is it units? It's a swarm, after all).
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Old 08-04-2008, 12:22 AM   #24 (permalink)
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Unit Grades

1.
Draining Whelk
Gypsy
1st unit
77

Creativity: 20

Even though there is already a Berserker, this is a creative take on the theme. Interesting background of the unit.

Balance: 17

Movement range is still way high, though the stats are balanced fairly well.

Adaptability: 18

The movement range is still a bit high, even though it's balanced. The Mud Golem and Poison Wisp are supposed to be the units with the largest movement in the game and this blows it out of perspective. The recovery time is also a little sketchy.

Strategy: 22

It would definitely make the opponent think about their unit placement and recovery times. It will dictate which combinations they'll choose.

2.
Charger
MBurns
1st unit
88

Creativity: 20

Good, but I've seen a few CAU's in the past with the same special, or similar to it. It works well with the challenge, though, and you completed it well.

Balance: 23

Nice job balancing it even with the special attack. Compared to the knight, it's slightly weaker and then it has the additional information which makes it a good unit to use. The straight line special could be fairly easily blocked.

Adaptability: 21

Very adaptable because it would be a good and balanced melee unit. It works well with traditional offensive strategy too. The only downfall is that the special is a bit too extreme if it can happen all the time.

Strategy: 24

Great strategies. Great offensive unit.

3.
Hellwasp Swarm
Essence
1st unit
85

Creativity: 23

I've seen similar "-health= +damage/movement" units, but this is a great example of one. Interesting unit concept and it fits the statistics well.

Balance: 23

It's very well-balanced, but still too extreme in some

Adaptability: 15

It's too extreme for TAO. Sorry, but it really is.

Strategy: 24

Good explanations and discussion about the strategy. It would put a lot of pressure on opponents that can't finish it off right away or when you have to heal the wasp swarm.
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Old 08-05-2008, 01:20 AM   #25 (permalink)
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Unit Grades

4.
Hunter
Pikachu!
1st unit
50

Creativity: 9

This is very basic. It really is. You did comply with the challenge, but you didn't go anywhere with it. The existing units are too similar to this.

Balance: 16

With its movement having no recovery unless it does its special, it's very comparable with the scout. In this sense, it is basically superior. It can travel 6 spaces in the time that a scout can travel 4, which makes up for its lack of range. However, what really loses the points for you is that it wouldn't be balanced if allowed into the TAO game. Alongside the existing offensive forces, this would too greatly tilt TAO to being all offense.

Adaptability: 14

There is already a Golem Ambusher and Scout combination. It would too greatly upset the offensive scale in the game. Also, stick with traditional recovery time, because it's traditional and it makes sense. I don't want to be that guy that isn't open for new things in TAO, but recovery time will not change.

Strategy: 11

Not much going on here. Of course there are combinations with offensive units, but it's very limited. It has the same strategy as the Scout does.
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Old 08-09-2008, 12:10 AM   #26 (permalink)
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I made a new unit ready to be graded. C'mon people! Throw in ideas
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Old 08-12-2008, 12:56 AM   #27 (permalink)
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MBurns, about your Molecule unit,

1. For such a cool concept, the attack isn't very creative.

2. If the host unit is paralyzed, poisoned, barriered, etc., is the Molecule?

3. Why such a high movement range? 10 is all you need.
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Old 08-12-2008, 04:15 AM   #28 (permalink)
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Well the requirements were "able to go from a side to the other in 1 move"

6 + 6 + 1 = 13?

As for the attack not being creative, to be honest I think I should've capitalized the last part where it says "you can choose the facing side of the enemy unit". I think that ability can be key in many situations.

If the host is paralyzed, then so will the molecule.
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Old 08-12-2008, 10:55 AM   #29 (permalink)
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Comments/Suggestions/Praise please.
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Old 08-13-2008, 12:46 AM   #30 (permalink)
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Originally Posted by MBurns View Post
Well the requirements were "able to go from a side to the other in 1 move"

6 + 6 + 1 = 13?

As for the attack not being creative, to be honest I think I should've capitalized the last part where it says "you can choose the facing side of the enemy unit". I think that ability can be key in many situations.

If the host is paralyzed, then so will the molecule.
You don't need 13. You only need 10. I'm not sure where you're getting your numbers from.

The attack just seems kind of random. Especially the part about changing the orientation of the enemy unit. With such a cool concept, the attack is not very fitting.
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