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"Heavy" isn't worth the costs
08-08-2012, 05:21 PM
Post: #31
RE: "Heavy" isn't worth the costs
Please dont introduce any 15% of the time abilities! It's so great that every move has a known outcome in this game. Don't ruin that!

How about giving the heavy an armor of some kind that negates the first point of damage each turn? Probably would be too strong though. Also it would probably ruin the marvellous simplicity of the game. Undecided

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08-08-2012, 06:57 PM
Post: #32
RE: "Heavy" isn't worth the costs
I play in the clever league and I find the heavies to be very useful (and very annoying when my opponents use them well). Maybe there is a difference with the higher leagues, but I see no balancing problem with heavies for us in the lower leagues Smile
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08-18-2012, 09:18 AM
Post: #33
RE: "Heavy" isn't worth the costs
Not sure if anyone suggested this:
+1 hp and max
-1 movement
Thus it'll be a true tank. Adjust predeployed ones Thoughts?
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08-18-2012, 10:44 AM
Post: #34
RE: "Heavy" isn't worth the costs
I think that if you add 1 HP and reduce movement it'll be useless except as a barely movable wall...snipers, anyone? It'll only be good for blocking and not much else, unlike the current heavy that can be used for offence.

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08-18-2012, 11:33 AM
Post: #35
RE: "Heavy" isn't worth the costs
Haha, if they did that I'd switch to adorables immediately Tongue
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08-18-2012, 11:34 AM
Post: #36
RE: "Heavy" isn't worth the costs
A barely movable wall unit sounds fun for a super unit, though!
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08-18-2012, 11:41 AM
Post: #37
RE: "Heavy" isn't worth the costs
(08-18-2012 11:34 AM)wonderpug Wrote:  A barely movable wall unit sounds fun for a super unit, though!

It should take up 3 adjacent hexes, like a portable base! And maybe use it as an extra spawn point? That'd be interesting...
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08-18-2012, 11:45 AM
Post: #38
RE: "Heavy" isn't worth the costs
Mobi is already close to being a mobile spawn point, but I think a "blocker" ability alone could really influence a match.

Personally I'd reall love to see an information denial unit that extends a fog of war shroud or something, but that's a suggestion for another thread. Smile
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08-22-2012, 03:55 PM
Post: #39
RE: "Heavy" isn't worth the costs
I had this idea come to me in a dream.

Make the heavies better by making them unique per team.

Fish: sharks do 4 damage(it is/was shark week after all)
Robots: hits all adjacent units (the spin animation already looks like it should)
Cuties: attack Knocks unit back 1 hex

If you think the cuties ability is a little weak, I think it offsets their uber super unit Smile. Although I think being able to move around enemy units might have some interesting applications.

Outwitted
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08-22-2012, 05:47 PM
Post: #40
RE: "Heavy" isn't worth the costs
(08-22-2012 03:55 PM)Outwitted Wrote:  I had this idea come to me in a dream.

Make the heavies better by making them unique per team.

Fish: sharks do 4 damage(it is/was shark week after all)
Robots: hits all adjacent units (the spin animation already looks like it should)
Cuties: attack Knocks unit back 1 hex

If you think the cuties ability is a little weak, I think it offsets their uber super unit Smile. Although I think being able to move around enemy units might have some interesting applications.

Outwitted

And if I think the Robots' is waaay too strong? Smile

Well, at least it can't teleport...
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