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Messages - Jezebeau

#1
Bug List / Re: Serg and Incanter
July 29, 2009, 04:30:01 AM
The artificer, you mean?
#2
Units / Re: Favourite unit?
July 18, 2009, 07:12:48 AM
Hah!  JoeMaster, you and Kran are going to get along famously!   ;D
#3
Units / Re: Warrior
July 12, 2009, 11:00:29 AM
Try to create an army with channeler without combos like command post!
#4
Units / Re: Units that make Zatikon not Fun
July 12, 2009, 10:59:29 AM
I can agree on the changeling.  A unit as powerful as the changeling should require support or a good set-up play, as would be required if it were range 5.  As it is, it's completely self-sufficient at maximum range.
#5
Units / Re: Sergeant
July 12, 2009, 10:55:36 AM
The channeler is quite obviously the exception to the "ranged units don't move very often" theme.  I particularly dislike the idea because the sergeant is one of the few units that could make the warrior worth 200 points.
#6
Units / Re: Warrior
July 08, 2009, 01:41:56 AM
The warrior is fine.  Every expensive melee unit is vulnerable without support.
#7
Units / Re: New Units Ideas
July 08, 2009, 01:39:36 AM
Fleshbender is an interesting idea, but very few things that have zero armor have more than 2-3 life.  It would be a great combo for barbarians and little else.

Sequeler is wyrm-powerful.  A single-target ability at specific range that lowered maximum life to life-minus-one could be nifty, but as it's written it's broken.
#8
Units / Re: Sergeant
July 08, 2009, 01:30:03 AM
So nerf melee to buff channeler?  Ranged don't use that much command moving.  Hydra's more acceptable than the channeler because it still has a static limit on the number of moves it can make.  It would be a significant nerf to its usefulness on melee units.
#9
Units / Re: Magus
July 08, 2009, 01:26:14 AM
For one thing, the spirit isn't a big threat to 2-armor units and structures, even at three power.  If your opponent drops 350 points on a 3-power, 2-action unit that doesn't die, and you can't make up for that with 350 points of your own, you have bigger problems.  It's really only unfair against mages and other 2-3 life unarmored units.  Again, you get what you pay for.
#10
Units / Re: New Units Ideas
June 25, 2009, 06:45:15 AM
Generally it's going to be used to advance a unit rather than retreat it, so costing an action isn't going to be a big deal, as it probably won't be attacking, then moving.  It would most likely be used in combination with a wizard to advance a heretic, martyr, or a paladin up to 8 spaces in one turn.  Also, I get a funny image of an elephant climbing onto a pegasus.  It's very silly.   :P
#11
Units / Re: Balancement of Units
June 24, 2009, 04:20:15 AM
Quote from: Kran on June 23, 2009, 10:28:32 PM
But at my opine, there are many units in the game and most of them are never used in constructed, or only used with other combo units.
Most of your suggestions are to boost melee units and nerf ranged/support.  You hate units that require support.  You hate units whose primary purpose is to support.  I guess that fits your play-style, but there's more than one way to play Zatikon.  If you hate combos so much, start bringing horsemen you can sacrifice in a rush to take them out.

The changeling + artificer combo doesn't fall under "no unit".  It's two units, costing 500.

I think the only unit in the game right now that people generally agree not to use is the diplomat.
#12
Units / Re: Balancement of Units
June 23, 2009, 08:11:40 AM
I think most of that is unnecessary.
Diplomat does need a nerf.  It'll come.
General could use a buff and 4 power would not be overpowered.
Chieftain is fine.
Changeling-artificer means they steal one unit from you.  Just don't reuse the changeling.
Golem does not need 10 life.  It's hard enough to kill for low-power armies already.
Footman is not a fanatic.
Warrior is a beautiful unit when it's got a group of targets, and it doesn't need more life.
Armory is great as is.  Turns confessors into avenger-bots and soldiers into something useful.  Everything benefits from them and it's not unbalanced.
Abjurers are one of those nicely balanced units, kind of like the geomancer.  They have three useful abilities.  What more do they need?
Portals, I'll admit, should be shorter range, but should still summon killer.  It's not as much of a problem at range 3.
I like alchemist, but alch + scouts is a bit on the powerful side.
Artificer works well in specific circumstances.  More of a sideboard piece, and either a blessing or a fatal curse in random.
I don't see the problem with the wizard, particularly if it's comboing with a mage.  Sure, you get one good unit, but it's one good unit for 700 points, a couple turns of setup, and at least 3 command per spell cast by the mage.

FS works.  It's a purely defensive unit, and it's permanently killable by anything with a power rating (unlike, say, the archangel).
#13
Units / Re: New Units Ideas
June 23, 2009, 07:49:44 AM
Too cheap.  It's a jumping rider with more life, shorter range, and special abilities.
#14
Units / Re: Zatikon Guide
June 20, 2009, 07:42:59 AM
Quote from: mongolian on June 18, 2009, 12:18:15 AM
Barbarian - Works great with units that can protect it.  But, more importantly, try to stay defensive with it when at all possible.

Defensive doesn't really work with the unit.  Its base power is three, and it's built around momentum.  It's one of the best fliers in the game.

Regarding the diabolist: always keep in mind that you can blow up your own units if you don't have the range to hit an enemy.  I've lost games by forgetting this.
#15
Units / Re: Doppelganger
June 20, 2009, 07:34:21 AM
I agree with Kran.  If you hide one twin in the back row it takes two to three turns and five to eight command to bring it back to the front lines.  If you bring both forward and the enemy throws one attack on each, they're both in significant trouble.