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Messages - Kran

#91
Units / Re: Sergeant
July 13, 2009, 11:54:18 PM
it can make it worth, but it is overpowered...
sergeant should be revised and warrior + power instead of letting things like they are.
#92
Units / Re: Warrior
July 13, 2009, 11:53:00 PM
lol. Just rush me before i get energy and commands =D
#93
Units / Re: Units that make Zatikon not Fun
July 13, 2009, 11:51:50 PM
Agree.
Mimic should still 6. Draco less cost or + power.
#94
Zatikon Support / Re: balancing random
July 13, 2009, 11:41:34 PM
That would be great, but would increase to about very much percent of draws in top level.
#95
Units / Re: Sergeant
July 09, 2009, 06:00:40 PM
If each turn you can rally 2 different units that would use 2 commands, -1 command per rally mean that you gain 2 commands, else the unit that was rallyed the other turn. A sergeant is very much stronger than a tactician. And my idea would not buff the channeler. As you say, range units often doesnt spend commands in movement, and the sergeant would still be stronger with melee. And you forgot about overlifed hydra, like mourners thing. I agree it would be a nerf, but actually it is much overpowered. You can rally 2 different units + 1 unit rallied in last turn, and if all rallied units have 3 actions, you simply gain 6 commands per turn with the sergeant. Its a lot
#96
Units / Re: New Units Ideas
July 09, 2009, 05:53:39 PM
Thanks for the feedback. But I cant understand very well why it is a wyrm-powerfull.
If it had range like 6, it would be nice. But after all, its only an idea.
Kran
#97
Units / Re: Warrior
July 09, 2009, 05:49:44 PM
If you think its fine, thats ok, but try to compare it to other 200$ units like healer, channeler, geomancer, knight, and then try to create an army with it and without combos like sergeant.
#98
Units / Sergeant
July 05, 2009, 02:41:47 AM
I was thinking about this unit, it cant rally range  becouse of the channeler. But it still can rally an hydra and making lots of heads :( I have a nice idea for this unit:

Rallied ally cost no commands to move only, instead of acting. Sergeant can rally anyone instead of only melee

Feedback apreciated =D
#99
Units / Re: Magus
July 05, 2009, 12:26:54 AM
I think the magus is perfect. Its spirit is very slow, its attack is only 3 power, and normally its not worth transending
#100
Units / Re: Warrior
July 03, 2009, 10:28:53 PM
I have some other options:
All allied units 1 range of the warrior gain +1 power until end of turn. Max 1/1 times per turn. Triggers in attack.
All allied units 1 range of the warrior gain +1 power until end of turn. Max 1/1 times per turn. Triggers when this unit kills.


#101
Units / Re: Favourite unit?
July 02, 2009, 05:50:30 PM
i was just giving some hints about how to play with them
#102
Units / Re: Favourite unit?
July 01, 2009, 11:36:40 PM
Pikemans are nice. But allways remenber that they are weak against range, and need range units to be usefull. Its allways usefull to get some other units that can cause pressure and impeace a rush (Like one or 2 footmans), otherwise the mage will be overloaded and unable to leave. Pikemans are good to support such armyes, impeacing melee units from killing your range ones. Shouldn't be never used as base of the army, becouse it cant sustain much damage, and, in normal ocasions should be used in the frontline, becouse they can be distracted. (Expecially if enemy have units like a rogue, swordsman, scout) When they are in the backline, they are usefull to protect a mage or weak unit from a fast unit like a rider. In these ocasions, remenber to never let it in a position that can be distracted. (It can only attack 2 times in a turn !) If you pretend to use it to move and attack in same turn, remenber also that attacking automatically cost it actions.
Kran
#103
Units / Re: New Units Ideas
July 01, 2009, 01:35:26 AM
Example: General is damaged by a pikeman. It become 2/4 life. Then, sequeler use Infection spell. General will be 1/1. If sequeler use fracture spell, the general will be 2/2 and power 2 in next turn.
#104
Units / Re: New Units Ideas
June 30, 2009, 12:52:08 AM
Class: Cultists
Name: Sequeler
Cost: 200$

Actions: 2
Life: 3

Move to target location. 1 range, Cost 1 action.

Infection. All enemyes that have their livepoints below maximum life, loose 1 life and maximum life is decreased to live. Cost 2 actions.

Fracture. All enemyes that have their livepoints below maximum life, loose 1 power in next turn and maximum life is decreased to life. Cost 2 actions.

Sickness. Target enemy get -2 life. 1 range. Cost 1 action.
#105
Units / Re: New Units Ideas
June 28, 2009, 02:03:47 AM
Class: (?)
Name: Fleshbender
Cost: 50$

Actions: 2
Life: 2
Power: 3
Deploy: 3

Move to target location. 1 range. Cost 1 action.
Attack target enemy. 1 range. Cost 1 action.
Target ally gain +2 armour, -1 life. Units may never have more than 2 armour. Cost 1 action. 1 range.