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Post by deviantsword on Feb 13, 2015 21:04:56 GMT
well that is what it is. Prestige. I suppose if it is a real issue we can change it to veteran ranking. Or battle experience. Or Level.
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Post by deviantsword on Feb 13, 2015 21:08:16 GMT
so aside from the fact that you are worried you can't defeat Heart Breaker, is she good to go? Can I start the event tonight and let it go till Sunday night?
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just14
Spec-ops
Lucky Member
Posts: 730
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Post by just14 on Feb 13, 2015 21:08:20 GMT
Oh, levels. Levels are fun. I want a level 100 Charizard.
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Post by deviantsword on Feb 13, 2015 21:09:27 GMT
Pshhaw *pulls out Ds and shows his lv 100 black Charizard.*
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just14
Spec-ops
Lucky Member
Posts: 730
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Post by just14 on Feb 13, 2015 21:11:05 GMT
It's a loser 'cause it's named ? Though. And you didn't catch it. Shows Shiny Box in PC with multiple caught shiny pokemon.
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Post by deviantsword on Feb 13, 2015 21:13:01 GMT
Touche... but how about these shinies? *Shows shiny box with multiple caught, fished, and traded shinies* ... I fear we are at an impasse....
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Post by lonewander on Feb 13, 2015 21:46:16 GMT
New Units Idea
Shiny Red Pikmin A blue colored Pikmin with all the properties of a red Pikmin except it's blue cause ya know, it's a shiny.
Shiny Blue Pikmin A yellow colored Pikmin with all the properties of a blue Pikmin except it's yellow cause ya know, it's a shiny.
Shiny Yellow Pikmin A red colored Pikmin with all the properties of a yellow Pikmin except it's red cause ya know, it's a shiny.
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Post by Bloodmancer on Feb 13, 2015 23:31:25 GMT
The word "Just14" sounds stupid, but I'm not complaining. Maybe one shot fully petrifies normal but only petrifies one body part of a special, and does even less to an Elite? Yeah, HB is good to go.
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Malefio
Spec-ops
Boss Battle
Posts: 1,395
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Post by Malefio on Feb 13, 2015 23:43:23 GMT
The word "Just14" sounds stupid, but I'm not complaining. Maybe one shot fully petrifies normal but only petrifies one body part of a special, and does even less to an Elite? Yeah, HB is good to go. If you don't think it's too OP, I'm definitely going with that.
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Post by lonewander on Feb 14, 2015 4:29:23 GMT
Alright these mercenary units look alright?
Basic
Clawed Wing Pikmin Winged Pikmin who's hands have grown to be claws instead. Their wings are also larger which while making them faster requires them to need more flexibility from their body to use them making normal armor impractical for them. Their claw hands also prevent them from using most weapons as well. Great for picking off unarmored units/ other flying creatures, not as good against fully armored targets.
10 for 15 Petals
Dwarf Posburbs ( Help on name?) A grey Dwarf Bulborb that can take a lot of punishment. Initially they are are slow until they take some damage until they enter a comatose state for a minute. During this time their skin hardens to held defend the Posburbs from further attacks. When they wake back up they are filled with adrenaline and are much faster than normal Bulborbs. Useful for prolonged fights where enemies could get pinned down as they return from playing dead or buying time as foes try to kill them in their comatose state, less useful if they get eaten before waking up.
10 for 15 petals
Dwarf Winged Crushblat Small crystal shelled Crushblats that developed a limited ability to fly. Thier shells are slightly less dense than their grounded counterparts. Although they can fly their flight patterns are extremely erratic. They can only attack by flying up rather slowly before dive bombing their target. They have a slim chance of hitting small and fast targets, their best bet is to aim for slower armored foes en masse. Highly recommended to get them in high places before battle. Extremely devastating if used correctly in combat but are very easily rendered useless if their use isn't planed well.
10 for 20 Petals
Dwarf Cave Wolloywogs Small Wolloywogs that call caves their homes. Their muscles are almost as strong as their larger counterparts letting them leap much farther in the air. Their skins aren't as tough as their larger versions with the exception of the bottom of the body. Their eyes are well suited to seeing in the dark while in the day they are forced into a constant squint limiting their vision. Best used in surprise attacks at night.
10 for 15 Petals
Special Units
Rolling Calcified Crushblat A Calcified Crushblat which had developed the ability to roll becoming a living wrecking ball. It's body is protected by a crystal shell. It needs a running start to roll but can also attack like normal Crushblats by just walking over foes and siting on them.
1 for 15 Petals
Dwarf Flying Armored Mawdad A smaller Armored Mawdad with the ability to fly. It's armor is much weaker than it's grounded counterparts but is one of the best naturally armored creatures that fly. It still has it's massive piecing jaw claws as well. It's unable to wield most weapons and is a bit slower than non armored air units. More effective against large nits while being able to shrug off most smaller units.
1 for 25 Petals
Long Tongued Swooping Snitchbug
A larger than normal Swooping Snitchbug which had developed long tongues. Despite their long tongues they actually can't eat most creatures due to the amount if space their tongue takes up in their body. They instead use their tongues to beat their foes into submission, an effective anti air against small units. They are also able to wield weapons as well due to their size. They still have about the same durability of normal Snitchbugs still.
1 for 15 Petals.
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Post by Bloodmancer on Feb 14, 2015 20:33:18 GMT
I don't see anything wrong with them.
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Post by lonewander on Feb 16, 2015 6:51:33 GMT
A few more Merc ideas. Definitely need feedback on the Jackmin, I like the concept I just feel like it needs more refinement.
Basic
Death Scornets Scornets sent by one of the Death Scornet Queens which is who actually revives the petals. Scornets with a single track mind to kill their target with their stingers filled with their venomous blood. This attack is suicidal as they pump their own blood into their victim. The victim has a few seconds to pull out the Scornet or server their body from their stinger. Usually need multiple Scornets to take out larger foes.
10 for 15 Petals
Dwarf Venomoth Phosbat
Small Phosbats which are easily blinded by light making daytime operations impossible. They can fly and shoot poison although they take a while to regenerate the poison after each spit. Best used in nighttime raids/ defense or indoors.
10 for 15 Petals
Special
Dancer Pikmin ( If it doesn't become an Emblem Warrior unit instead, feel free to take this unit into your ranks if you want. Like the Avatar Pikmin I had to write this down.)
A Pikmin that devotes themselves to the invigorating power of dancing. In battle this Pikmin increases the speed of other close allies when dancing. These Pikmin are exceptionally lucky as well when it comes to bullets, they just don't seem to touch them. Melee attacks fare slightly better as they have to rely on their speed on dodging and their dodging dancing stops the speed boost to nearby allies. Explosions or a solid radius AOE attack Still they are invaluable when working with sufficient melee protection. Refuses to wear restricting armor and won't use weapons at all.
1 for 20 Petals
Jackmin Pikmin who are grey in color wielding wrenches. They have practiced the art of vehicle hijacking into an art. If one can get them safely on a vehicle they have the know how to break into the driver's seat of most vehicles given a minute or two. They do however need help in subduing the pilots - most of the time they are stealing empty vehicles. While they are good at driving/ flying most things weapon systems are somewhat proprietary to each army at least to them. A decent chance of friendly fire if ordered to fight unless the attacking method is ramming. Armor heavily impedes this Pikmin from doing work, they also don't have a knack for weapons. Best used as a win harder unit or a desperate gambit to disable a vehicle. Needs lots of support but can have an extreme payoff if it works. Same durability as a normal Pikmin, will probably need some meat shields to do their job.
1 for 75 Petals
Sage Bulborb Hunter
Old Bulborbs that have grown efficient at hunting Pikmin. They can smell them from extremely long distances as well as know their precise location due to their honed senses. They are slower and weaker than normal Bulborbs due to their old age. They still however have the skill to annihilate swaths of unarmed Pikmin if any commander is dumb enough to let them in melee range. Under their command attacks against Pikmin groups are more effective.
1 for 20 Petals
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Post by deviantsword on Feb 16, 2015 7:29:10 GMT
The jackmin seems really REALLY weak for a special unit...
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Post by deviantsword on Feb 16, 2015 7:43:04 GMT
Ideas for mercenary outpost...
Foot Soldier Pikmin Type: Normal
These foot soldier pikmin have trained together to be a very effective front-line in combat. They know how to work together to hold the line. What they lack is follow through, as they have trained so hard at being able to be front line troops that they forgot how to use weapons effectively! They have wonderfully good defense, but they do not have much offensive capabilities at all.
Samurai Pikmin Type: Special
These pikmin have mastered the use of the Samurai sword. They are masters at close range combat, able to act swiftly and with ease. What they lack is the ability to defend from ranged attacks, and as such are highly susceptible to being taken out by any ranged attack whatsoever. Masters of close quarters combat, but lacking initial defense to deal with ranged attacks.
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Post by lonewander on Feb 16, 2015 7:48:42 GMT
Looks like good ideas to me. I was just Pik'd out after seeing all the kinds of Pikmin we currently have. Jackmin does seem weak, it's just that if it's successful you're stealing a war machine out of it. I like the idea of a unit being able to do that it's just balancing it is kinda hard. It is all just brainstorming at this point.
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