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Good idea?
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 Post subject: Totally original new Sniper idea!!!!
PostPosted: Wed Apr 16, 2008 1:13 pm 
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Sniper

Cost: 5000

Vision: 4

Gas: 99

Move: Feet (IDK what it's regularly called)

Movement Type: Infantry


Weapon 1: Sniper Rifle

Weapon 1 Targets: Artillery, Rockets, Missiles, Infantry, Mechs

Weapon 1 Damages: 10% per HP on infantry, 7% on Mechs per HP, 0% on Artillery, 0% on Rockets and Missiles.

Ammunition: 10

Instead of taking damage for indirect units, instead the sniper will go for their "spotters" reducing their attack range by 1 space, for 1 turn. Also,for example, an enemy mech attacks one of your tanks during their turn, and that mech is in range, you attack that mech for 5% damage per Sniper HP.




Weapon 2: Landmines

Weapon 2 Targets: Land units

Ammunition: 3

Weapon 2 Damages: 40% on foot, 60% on a regular tank, 55% on Md. Tank, 40% on Neotank, 30% on Mega Tank

These basically work by when your choosing where to move, say you click 1 space ahead of you, and along with the wait option, you have the Bury option, which lets you bury a land mine there, and you can keep moving along your set path.

Landmines have an explosion range of 3 spaces on each side, and 2 on the diagonal parts or w/e.



Defense Category: Low


Damage Taken: 80% from machine guns, 100% from cannons

Hope you like my idea for a different kind of Sniper.
Also what if after you defend one of your units, it gives that unit you protected a morale boost.
For example, a mech attacks your anti-air, you have a full HP sniper in the area and takes out 50% of their health, that also gives that anti air unit a morale boost, giving it a small defense boost, of 1 star.


Last edited by pinksnakesintheface on Sat Apr 19, 2008 10:13 am, edited 5 times in total.

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 Post subject:
PostPosted: Wed Apr 16, 2008 1:53 pm 
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1. You don't have a complete damage table, and dealing 60% damage to armored land units sounds like that includes Mega Tanks, and dealing 60% damage to Mega Tanks with a 15k unit sounds very bad.

2. What the heck is that thing with Mechs?\


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 Post subject:
PostPosted: Wed Apr 16, 2008 7:09 pm 
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pinksnakesintheface wrote:
Sniper


i stopped reading here


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 Post subject:
PostPosted: Wed Apr 16, 2008 9:57 pm 
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Fuck, no

Have you even gave it a second thought

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 Post subject:
PostPosted: Thu Apr 17, 2008 12:04 am 
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No.

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 Post subject:
PostPosted: Thu Apr 17, 2008 2:27 am 
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The idea is new, but the biggest problem is that it's too complicated -- you'll notice that in AW many, if not all, units have no special units. The only notable difference is the Carrier and Rig in AW DoR, and those abilities are very basic extensions of other abilities (building, another airport)

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 Post subject:
PostPosted: Thu Apr 17, 2008 2:56 am 
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It's too expensive.

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 Post subject:
PostPosted: Fri Apr 18, 2008 7:14 am 
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DTaeKim wrote:
It's too expensive.

:D

[ I lol'd ]


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 Post subject:
PostPosted: Fri Apr 18, 2008 10:22 pm 
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Strangely enough, the indirect range reduction is actually an interesting and non-crap sniper ability. O_o.

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 Post subject:
PostPosted: Sat Apr 19, 2008 4:16 am 
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interesting, but still, no.

a vision of 10? what the hell?

and the landmines are too powerful. and you haven't given a range. and it's an infantry with 5 perfect movement.

the indirect idea, however, is useful. but you could tie free money (real money) to this idea and people would still say no.

i mean, it appears you may not have known, but CW as a whole hates snipers. with a fiery passion.

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 Post subject:
PostPosted: Sat Apr 19, 2008 5:16 am 
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Eskimo wrote:
i mean, it appears you may not have known, but AW communities as a whole hates snipers. with a fiery passion.


fix'd


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 Post subject:
PostPosted: Sun Apr 20, 2008 5:48 am 
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St Johnston wrote:
pinksnakesintheface wrote:
Sniper


i stopped reading here

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 Post subject: Re: Totally original new Sniper idea!!!!
PostPosted: Sun Apr 27, 2008 2:13 pm 
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pinksnakesintheface wrote:
Sniper

Cost: 5000

Vision: 4

Gas: 99

Move: Feet (IDK what it's regularly called)

Movement Type: Infantry


Weapon 1: Sniper Rifle

Weapon 1 Targets: Artillery, Rockets, Missiles, Infantry, Mechs

Weapon 1 Damages: 10% per HP on infantry, 7% on Mechs per HP, 0% on Artillery, 0% on Rockets and Missiles.

Ammunition: 10

Instead of taking damage for indirect units, instead the sniper will go for their "spotters" reducing their attack range by 1 space, for 1 turn. Also,for example, an enemy mech attacks one of your tanks during their turn, and that mech is in range, you attack that mech for 5% damage per Sniper HP.




Weapon 2: Landmines

Weapon 2 Targets: Land units

Ammunition: 3

Weapon 2 Damages: 40% on foot, 60% on a regular tank, 55% on Md. Tank, 40% on Neotank, 30% on Mega Tank

These basically work by when your choosing where to move, say you click 1 space ahead of you, and along with the wait option, you have the Bury option, which lets you bury a land mine there, and you can keep moving along your set path.

Landmines have an explosion range of 3 spaces on each side, and 2 on the diagonal parts or w/e.



Defense Category: Low


Damage Taken: 80% from machine guns, 100% from cannons

Hope you like my idea for a different kind of Sniper.
Also what if after you defend one of your units, it gives that unit you protected a morale boost.
For example, a mech attacks your anti-air, you have a full HP sniper in the area and takes out 50% of their health, that also gives that anti air unit a morale boost, giving it a small defense boost, of 1 star.


It's a good idea, but the execution is way too complicated. This sort of thing belongs in more complicated mlitary games (i.e. dai senryaku) but it's not going to work in advance wars.

Actually, I like the minelayer idea, perhaps you may want to develop on that, the potential problem is that minespam will become an issue if they're too powerful... maybe AP mines that kill or damage infantry..

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 Post subject:
PostPosted: Wed Apr 30, 2008 5:33 am 
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onewaystreet wrote:
St Johnston wrote:
pinksnakesintheface wrote:
Sniper


i stopped reading here

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