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pyrocleric

This is a discussion on pyrocleric within the Junk Units forums, part of the Create-A-Unit category; hp:20 +unblocable power:20 recovery time:10 does damage to all opponents loses 10 hp for every atk blocking:0 armore:15...

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Old 09-21-2008, 03:41 AM   #1 (permalink)
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tactical master is sucking big time
pyrocleric

hp:20
+unblocable
power:20
recovery time:10
does damage to all opponents

loses 10 hp for every atk

blocking:0
armore:15
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Old 09-21-2008, 03:54 AM   #2 (permalink)
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ummm lets see fail.
Major Fail
F-
F--
F---
You can't make a unit that does 20 Damage and has no negative side. Especially with armor. We should name it GOD.

Your thinking to much of a pwnage unit. Think of a regular unit. For instance a Scout. Average HP, Attack. Low Armor. High Range. Very Balanced.

Your Unit: Low Average HP. High Average Damage, Armor. TO HIGH OF AN EFFECT.

Imagine a game with that unit. First Turn i hit the cleric and all the rest of his units doing 20 DAMAGE. Cleric goes to 4. Witches to 8. Pyros to 10. It would destroy the game.
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Old 09-21-2008, 05:56 AM   #3 (permalink)
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I'd pwn with this unit LOL
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Old 09-21-2008, 06:24 AM   #4 (permalink)
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Originally Posted by Death456 View Post
ummm lets see fail.
Major Fail
F-
F--
F---
You can't make a unit that does 20 Damage and has no negative side. Especially with armor. We should name it GOD.
Please try reading.

In reality, if you know how to read, this unit is quite weak.

1) It can only attack once every ten turns(20*10 = 120 damage in 10 turns, a pyro can do this much damage in 6 turns with ease, same with a dmw.)

2) everytime it attacks it loses 10 HP

3) It only has 20 hp

4) using your strategy, I do 20 damage, take off damage from armor, and then on my opponents turn, he heals and he gains almost ALL of his health back, now where are we? I have a unit with 10 hp, one shot from death, and it has no blocking(aka dead with a scout shot automatic), and it can't so much as move for 10 turns, and all his units are only slightly damaged, you are essentially down 9 units to 10 already.

It isn't a great unit, I'm not saying it is, it is overpowered if used right, but try to actually understand a unit before you make yourself look like an idiot.
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Last edited by zz99; 09-21-2008 at 06:30 AM.
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Old 09-21-2008, 06:35 AM   #5 (permalink)
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Old 09-21-2008, 07:41 AM   #6 (permalink)
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this is probably the best post you've made.
gj.
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Old 09-21-2008, 01:13 PM   #7 (permalink)
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I'm starting to wonder if this kid actually has a brain.
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Old 09-21-2008, 01:14 PM   #8 (permalink)
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Maybe not even a kid.
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Old 09-21-2008, 08:17 PM   #9 (permalink)
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Quote:
Originally Posted by zz99 View Post
Please try reading.

In reality, if you know how to read, this unit is quite weak.

1) It can only attack once every ten turns(20*10 = 120 damage in 10 turns, a pyro can do this much damage in 6 turns with ease, same with a dmw.)

2) everytime it attacks it loses 10 HP

3) It only has 20 hp

4) using your strategy, I do 20 damage, take off damage from armor, and then on my opponents turn, he heals and he gains almost ALL of his health back, now where are we? I have a unit with 10 hp, one shot from death, and it has no blocking(aka dead with a scout shot automatic), and it can't so much as move for 10 turns, and all his units are only slightly damaged, you are essentially down 9 units to 10 already.

It isn't a great unit, I'm not saying it is, it is overpowered if used right, but try to actually understand a unit before you make yourself look like an idiot.
A couple things.
Yes it can attack once every 10 turns. And not being smart, but i'm pretty sure 20*10=200. But you put it like "200 damage in 10 turns" when that would only be if everything else was frozen. Everything else can still attack. It would drop everything and then the user would have to heal or be screwed. After he heals things like lw would control the game and a scout hit would still kill a cleric. It only has 20 HP but if you have a barrier ward you have a good chance of it surviving, and with a 10 turn wait it can be healed twice or to full HP. He attacks 20-10= 10 then he heals. 10+12= 22 or in this case 20.
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Old 09-21-2008, 11:27 PM   #10 (permalink)
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Quote:
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A couple things.
Yes it can attack once every 10 turns. And not being smart, but i'm pretty sure 20*10=200. But you put it like "200 damage in 10 turns"
Yeah, I was thinking cleric and 12 on that.

Quote:
. It only has 20 HP but if you have a barrier ward you have a good chance of it surviving, and with a 10 turn wait it can be healed twice or to full HP. He attacks 20-10= 10 then he heals. 10+12= 22 or in this case 20.
It has 10 hp, and the other person has a shot at it before you can heal or barrier it.

Or the person that took the hit just heals, and *gasp* he just healed 120/200 damage, that means you just did 80 damage to 10 different units, which is 8 damage a piece, it's not that powerful. While you on the other hand, have a unit that is useless for 10 turns.

It just needs a few adjustments.

15 hp and 15 power, and it's not so overpowered, or instead of 15 hp, keep the 20 hp, and make it take 15 damage to attack.

That way, this + a scout will not kill a cleric after a heal, and this unit would have 17 hp after an attack and a heal, which means would have 2 hp and another attack, which would bring it back up to 14 after another heal, and then it would die from another attack, unless it was healed again between attacks.
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Last edited by zz99; 09-21-2008 at 11:36 PM.
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