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This is a discussion on Chronokinetic (Human; Double Gold only) within the Great Units forums, part of the Create-A-Unit category; Chronokinetic HP: 31 Armor: - Blocking: 40% Power: Focus Haste Range: as Stone Golem Focus Haste - Creatures affected by ...
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#1 (permalink) |
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Avatar of the Heterodoxy
Join Date: Jun 2006
Location: Olympia, WA
Posts: 550
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Chronokinetic (Human; Double Gold only)
Chronokinetic
HP: 31 Armor: - Blocking: 40% Power: Focus Haste Range: as Stone Golem Focus Haste - Creatures affected by Focus Haste lose 1 additional point of recovery at the end of each turn. This ability cannot reduce a unit's recovery below 1. Note: The additional point of recovery is removed after the game's normal removal of recovery, so a unit with 2 recovery at the beginning of the turn will have one point removed by the game, then NOT have another point removed by the Chronokinetic, because the Chronokinetic cannot reduce a unit's recovery below 1. Movement: 3 Wait: 7 Special: Temporal Backlash - any adjacent creature that damages the Chronokinetic is stunned for 2 rounds. Why this Unit Is the Way it Is: HP/Armor: The Chronokinetic shouldn't die to one hit from anything, but it should die to a second hit from almost anything. Blocking: I wanted to encourage melee units to go for the side hit instead of making a front hit a near-to-sure thing. Power/Range: This unit is very akin to a Stone Golem, in that it dramatically changes what a unit can accomplish. Beause the Haste only affects units with 2 or more points of recovery, it allows 2-recovery units to be used every other turn, like a Knight, and 3-recovery units to be used every other turn, like a Scout, but doesn't affect Knights, Assassins, Beast Riders, and the like. Move: Standard human. Wait: With a 7 wait, the Chronokinetic would be ready to use again in 3 turns provided it hadn't moved, or 4 turns if it had moved (assuming it's focus isn't broken early.) More importantly, it's added incentive to break focus early, because the Chronokinetic would be out of play for some time that way. It forces a more defensive tactic on the part of the Chronokinetic player. Special: I wanted the Chronokinetic to be useful defensively, too. I figured a 2-turn stun would be enough to convince most flanking meleers to not bother attacking unless it was to break focus or kill the Chronokinetic. How This Unit would Affect the Game: Of course, this unit is most badass when paired with a Dragon Tyrant, Scout, Mud, and Stone Golem in a classic cross. A DT, Muddie, and Scout with 1-turn (or 2-turn, for the DT) recoveries and +30% armor is a frightening thought. Then again, with three units to protect from invaders (Cleric, Mud, and Chronokinetic), and 2 units taken up in the Dragon Tyrant, the Chrono/Mud player is going to be spending a lot of time keeping his back covered with his fast-recovery units. The Chronokinetic may also be particularly lethal in combination with a Golem Ambusher. Overall, however, I don't see this unit as particularly affecting a lot of setup strategies. It's powerful, but it's more powerful than tactical in some ways.
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Essence Light a man a fire, and you keep him warm for a night. Light a man on fire, and you keep him warm for the rest of his short, agonizing life. Last edited by Essence; 11-12-2006 at 01:01 AM. |
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#3 (permalink) | |
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Leave Nothing
Join Date: Aug 2005
Location: "Whenever I look at you I'm reminded of everything I hate about myself. You know it hurts."
Posts: 333
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silly cua theres only 1 scout here.
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#4 (permalink) |
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Avatar of the Heterodoxy
Join Date: Jun 2006
Location: Olympia, WA
Posts: 550
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Hasted DT:
Turn 0: DT teleports and attacks. Recovery = 3, reduced to 2 at end of turn. Turn 1: DT recovery. Recovery =2, reduced to 1 at end of turn by normal game mechanic, then unaffected by Chronomancer (because it's already at 1). Turn 2: DR recovery. Recovery = 1, drops to 0. So 3-recovery units are reduced to an effective recovery of 2 by the Chronomancer. In a similar manner, 2-recovery units are reduced to an effective recovery of 1, and 5-recovery units are reduced to 3. Turn 0: Cleric moves and Heals Recovery set to 5, then dropped to 4. Turn 1: 4 becomes 2 Turn 2: 2 becomes 1 by normal game mechanic, than unaffected by Chronomaner. Turn 3: 1 becomes 0 by normal game mechanic. I'll edit the OP to disambiguate.
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Essence Light a man a fire, and you keep him warm for a night. Light a man on fire, and you keep him warm for the rest of his short, agonizing life. |
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#5 (permalink) |
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CAU Enthusiast
Join Date: Oct 2006
Posts: 284
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I don't like this unit very much at all.
A seven turn wait isn't necessary, I'd put it to four- it's usefullness doesn't call for that much. I also despise the special. End game with only melee units left, this could win you the game just because of wait. Remember, units that are bad at everything else should have an attack and special; otherwise, it's one or the other. I give it a four. |
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#6 (permalink) |
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Avatar of the Heterodoxy
Join Date: Jun 2006
Location: Olympia, WA
Posts: 550
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Uhhh...I hate to actually use logic or anything, but:
1) The wait is four, because it always has to hit itself with it's Haste. 2) End game with only melee units left, this guy must already be dead, because he's not a melee unit. 2a) End game with only melee units left, this guy doesn't do anything, because melee units (Recovery 1) aren't affected by Focus Haste. 3) Units that are bad at everything else...like, say, a Witch or Pyro that has no special, or a Stone Golem that has no attack? Step 1: Read. Step 2: Think. Step 3: Think MORE. Step 4: Post. If you're not doing things in this order, don't expect anyone to value your opinion.
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Essence Light a man a fire, and you keep him warm for a night. Light a man on fire, and you keep him warm for the rest of his short, agonizing life. |
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#7 (permalink) |
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CAU Enthusiast
Join Date: Oct 2006
Posts: 284
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Essence, I want to say things to you that would make my mother cry, but I shall refrain.
One: Yes, I know. This I overlooked, my bad. Two: You know what I meant. As one of the last few units, this would be a pain to kill if you only had melee units. I would hate to be your teacher. Two (a): Did I say it did? It would still win the game if you had 2 knights and this versus three knights. Three: A witch and a pyro have their own forms of attack. The witch is used to hit a straight line of units doing quite a bit of damage, and a pyro is meant to hit clusters of five. this unit is meant to speed up other units, therefore it has no need for a special. |
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#8 (permalink) |
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I Push Back; Dont Test Me
Join Date: Jun 2005
Posts: 8,441
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I'd like to see the animation of this unit the same as the Haste animation from Final Fantasy Tactics where the little clock appears over the unit's head. Damn, that game had everything. It was so awesome...
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#9 (permalink) | |
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Avatar of the Heterodoxy
Join Date: Jun 2006
Location: Olympia, WA
Posts: 550
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Quote:
What? How? The 3 Knights kill your 2 Knights (a fight whch the Chronokinetic has no effect on), and then kill the Chronokinetic. You obviously haven't read, or haven't thought, or both. Try it.
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Essence Light a man a fire, and you keep him warm for a night. Light a man on fire, and you keep him warm for the rest of his short, agonizing life. |
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