Topic: wardancers

they need to do something so people will use the wardancer race some more but they do have some strong pionts
Income: 20%
Research: 40%
Attack: 70%
Magic: 10%
Speed: 40%
   
Spells
Vision
Generate False Info
No Fear
Electric Storms
Find Target Planets
Sense Defense Station
    Operations
Spy on Target
Check Allies
Terminate Scientists
Investigate Portal
Planetary Infrastructure
Specials
Droid

they should make it like this: take the income and research off and put it on speed and magic more people will use it makes them a more of a war race


Attack: 70%
Magic: 30%
Speed: 100%
   
Spells
Vision
Generate False Info
No Fear
Electric Storms
Find Target Planets
Sense Defense Station
    Operations
Spy on Target
Check Allies
Terminate Scientists
Investigate Portal
Planetary Infrastructure
Specials
Droid

Re: wardancers

over powered if you give wardancers speed

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Re: wardancers

I wonder...

How many ops do you think could be removed from Wardancers in exchange for giving them 70% attack and 100% speed?  Could they get away with having only 2-3 ops in exchange for those stats at once?

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4 (edited by Killas 25-Apr-2011 06:16:55)

Re: wardancers

nope i dont believe so tongue all you would need is a new and improved wardancer as well as an active person with ops to rape

Spider-Pig, Spider-Pig.  Does whatever a Spider-Pig does.  Can he swing, from a web?  No he *can't*,  He's a pig.  Look out!  He is the Spider-Pig!
~*|K |I |L |L /A SSSSSSSSSSSSSSSSSSSSSSSS*~

Re: wardancers

thats just like having a camaar who has 200% speed 50% attack but no ops.

Re: wardancers

i think they should test it out i can see it will be a good mix of them out there with it and it don't make it over powering becaz they don't have no science

Re: wardancers

I would never play them with the race u propose.
No need to give them 30% magic to sense DS...their ops and spells are very poor, their attack bonus can be easily compensated with milatary and science (that will help also for defense).

I would exchange the 20% income that are lost points for SA and Infil( at least )and leave them like they are and they would be good to try to play

'Success! The realm of Genesis has been reduced to dust! Our forces are leaving the planet though, as it is scheduled for demolition to make way for a new hyperspace bypass.'

Re: wardancers

the magic would be more for defence and you can still RC and boost milatary or con if needed

Re: wardancers

I made a post about this too. Welcome to 'Ignoreville'

The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he, who in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy my brothers. And you will know my name is the Lord when I lay my vengeance upon thee!!

Re: wardancers

lol i believe you

Re: wardancers

if u make that 70% attack 30% magic 100% speed to wardancers u have to remove Droids and Ops to balance them ALL premade races must have a weakness since they get more "race points" then custom.

Mors the God Of Darkness has come for you running will only result in more feeding to the beast once u recieve an attack from him its best to just disband all ur fleet demolish lasers and raze portals than once hes done raping ur planets u should delete a

Re: wardancers

well you can say the weakness is no reseach and no SA so it makes it fair

13

Re: wardancers

remove droids?

then no one would use the race.... You can't attack at that point.

We should have a contest like we did with the partaxian race though as this does need to be changed

Re: wardancers

yea remove droids he should be slap saying crazy things like that if anything they should have superdroids

Re: wardancers

Now this is ridiculous if you want to make a wardancer used more you don't downgrade

Research: 20%
Attack: 70%
Magic: 30%
Speed: 60%


Vision

Spy onTarget

Generate False Info

Check Relations Terminate

NoFear Reduce FoodProduction

Planetary Infrastructure

Create PortalForce Field FindTarget Planets Space Amazement SenseDefense Station Warcry


Specials Droid

Now the mods just can't get them right they  scared they're gonna make them too strong

Re: wardancers

If you're proposing a race with 100% speed and 70% attack you clearly have no idea what you're talking about.

Keep those ideas coming though.

Re: wardancers

Its very hard to make a balanced race which is also good while they have 70% attack. Reduce it to 55 or 60 then you have a lot more options.

18 (edited by Render 13-Nov-2012 13:36:21)

Re: wardancers

I am playing wardancers right now, let me do a summary

speed -> some tickers that are 1 tickers for normal attackers (system-space-system) are 2 tickers for a wardancer, so you find a few 1 tickers and a lot of 2 tickers. If you have some patience you can play wardancers as attacker resourcer, but definatly the speed is not attacker speed, in the way your target has 2 tics to rebuild ground in mpst of the times.

ops -> most of the current ops are informative (tho they lack IP and infil) not destructive. However they have a good magic bonus and 2 good spells you'll be using a lot: CPFF and Warcry.
Warcry is a good eztra because wardancer tends to be fat ressers and morale is often a issue.

attack -> this 70% permanent bonus plus No Fear (that you can easily cast) provides your empire with a permanent 80% att bonus without the need to research it.

research -> it is low but usefull in the long run. Wardancers are great resourcers wiht their science help, tho you'll have to research contruction bonus too. This low science bonus can look poor, but in the long run it helps wardancers not to be so lame.


definatly a good race to play resourcer, also good SS race because it has no negative income and you can research it.  Now the problem is a few people choose wardancers because Paz or Quantum is much more useful as resourcers than a wardancer, and in the other side, a HC attacker will never pick wardancer bcause of the speed.

This leaves wardancer in the middle of two basic roles assigned to other more complete races for those purposes.
It does not fit the current setup in normal fams because of the current tactics in the game, but if people were able to re-define their thinkin' about a resourcer role then wardancers would have a chance. A resourcer dont have to be a defensive role and thats waht people should realise and start playing more offensive (Wardancers!!)

How to make Wardancers more popular??
You have to balance their stats to make them a usefull attacker, so people would have to choose between a custom or a wardancer to play att/res role  (not HC!!). This means MORE speed.

My advice is to lessen research (from 20% to 0% bonus), lessen income (from 0% to -30%) and increase speed (from 60% to 100%) the way you have more 1 tickers in a war.  Make them be the opposite to Quantam, their competitors, a barbarian attacking  race not using science bonus at all.   I'm sure there's a lot of people who'd play that role  (still 0% research can give you a decent construction bonus in the long run).
Reducing income to minimum (-30%) would definatly cut their efficience as SSers, but whats the point of having a race for SSers anyway??

19 (edited by Render 13-Nov-2012 13:43:45)

Re: wardancers

So, my advice for wardancers (berserker race ftw!)

Research: 0%
Attack: 70%
Magic: 30%
Speed: 100%
Income: -30%

Ops/Spells -> the same they have right now (remove SoT please, it makes no sense)
Droids YES (of course!)


As you can see, the main difference with a custom att/res is research, and that's the point, plus a custom can pick better ops.  Make them compete with custom attackers!!

20

Re: wardancers

comparison with a standard att/res custom race (one I used often)

No Picture    Lulitax XII+
New version of the most famous cat-warriors race created by Lulitax Inc   

Population growth: -30%
Income: -30%
Research: 50%
Attack: 50%
Magic: 10%
Speed: 100%
   
Spells:
No Fear
Create Portal Force Field
Space Amazement
   
Operations:
Destroy Units
Investigate Portal
Planetary Infrastructure

Specials:
Droid


now tell me in case you have to choose one of them, what would you do??

^^if you have doubts, then I'm right smile

21

Re: wardancers

or something much more simple to do:

leave wardancers as they are right now, just modify Warcry, the way you can cast it on other empires (not only for yourself)

Re: wardancers

wardancers are fine as they are.  Players just gotta learn how to play them.  Certainly you don't play them as your regular attacker.. hint: if anything, they should raise wardancer's income.

Re: wardancers

Wardancers would be race number one if some one exchange some features.
Magic reduse by 10% and add speed up to 80
remove operations SOT and CR( which is useless nowadays) and plant false info from spells
add infiltrate, investigate portal and Destroy units.

This would be numer one...

24

Re: wardancers

so its been updates, lets see


Research: 30% (Previously 20%)
Attack: 80% (Previously 70%)
Magic: 30%
Speed: 80% (Previously 60%)
   
Spells
Vision
Generate False Info
No Fear
Reduce Food Production
Create Portal Force Field
Find Target Planets
Space Amazement
Sense Defense Station
Warcry

Operations
Spy on Target
Check Relations
Terminate Scientists
Planetary Infrastructure

Specials
Droid


I think it has been strenghten too much, but time will tell smile  I'm glad to see things moving on tho

Re: wardancers

I agree, it's very powerful now.  But only for people who know how to use it to it's strength.