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-   -   SC's vs Thugs (http://forum.shrapnelgames.com/showthread.php?t=27554)

Endoperez February 10th, 2006 12:58 PM

Re: SC\'s vs Thugs
 
I think the line goes in survivability. Prot is one side, hits another, def yet one more. Maybe two of those three, and at least five defensive/survivability-enchancing abilities (, immunity/high resistance to an element, air shield, ethereality, luck, regeneration/life drain) and at least one way of reliably getting rid of the enemies (damage shield or aura, effective attacks, Fear rating, trample; possibly a battle-wide spell, but that might be in its own category, or at least not cost-effective as fatique is yet another SC-killer).

shovah February 10th, 2006 01:23 PM

Re: SC\'s vs Thugs
 
a lucky etheral astral shielded regenerating reinvigorated golem with the unquenqed sword and soulstone of the wolves is fun, very hard to kill, deadly, and while wolves attack people they catch fire http://forum.shrapnelgames.com/images/smilies/laugh.gif so 2 free battlefield wide spells per fight is fun

Oversway February 10th, 2006 01:29 PM

Re: SC\'s vs Thugs
 
Quote:

One person mentioned the 3 stats (Prot/Attack/Def). Is that where that line is drawn, at statistical markers? Does Hitpoints play a factor at all? Are there certain effects that must be present?

Yeah, sorry, hitpoints are important as well. I would also say you need some way to avoid fatigue - like reinvigoration or life drain or 0 enc. Or a combination.

There is no easy rule to decide what is and SC vs. Thug. Everyone has their own opinion.

Tom_Scudder February 10th, 2006 01:29 PM

Re: SC\'s vs Thugs
 
You left out astral weapon, I b'lieve.

RonD February 10th, 2006 01:53 PM

Re: SC\'s vs Thugs
 
the reason there is no line is because it makes no difference. Your unit is what it is. Your golem will not become more effective just because you decide to call it an SC rather than a thug http://forum.shrapnelgames.com/images/smilies/wink.gif

shovah February 10th, 2006 02:13 PM

Re: SC\'s vs Thugs
 
Quote:

Tom_Scudder said:
You left out astral weapon, I b'lieve.

left it out on purpose because unless fighting something very big his strength+the 16 or so ap damage is enough

quantum_mechani February 10th, 2006 03:05 PM

Re: SC\'s vs Thugs
 
Quote:

Folket said:
Does CB increase damage of arbalests? Last I looked they did 13ap damage.

Yes, they are now 17 damage.

shovah February 10th, 2006 03:08 PM

Re: SC\'s vs Thugs
 
im guessing its to make up for the lack of speed? next you'll be telling me smiths come with e2 AND f1

OG_Gleep February 10th, 2006 03:40 PM

Re: SC\'s vs Thugs
 
Quote:

RonD said:
the reason there is no line is because it makes no difference. Your unit is what it is. Your golem will not become more effective just because you decide to call it an SC rather than a thug http://forum.shrapnelgames.com/images/smilies/wink.gif

This is true. I could call it a doggiepooperdoodle but it won't change what it is. The title in this case however is a reflection of application, tactical application. Sending a thug to do a SC's job will end up costing you a lot of gems. And on the flip side, Sending a SC in a huge stack will be a unefficient use of an even larger supply of gems.

There is definatley a line that keeps units, no matter how they are equipped, from performing in the SC role. Thats basically what I was trying to determine. If you have that, you can basically quickly look at a unit and determine if it could be deployed and utilized as a SC would.

Morkilus February 10th, 2006 04:32 PM

Re: SC\'s vs Thugs
 
Quote:

shovah said:
im guessing its to make up for the lack of speed? next you'll be telling me smiths come with e2 AND f1

It is relatively easy to look at the mod file itself, in a text editor, and see the changes for yourself. I believe the Readme file is still not updated from 5.0 (maybe I could do this in my "free" time...)

There is no need to be smart-***; if you don't like the mods, don't use them and don't play in multiplayer games that do. If changes concern you, look them up.


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