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PostPosted: Wed Oct 10, 2007 7:46 pm 
Imperial Dignitaries
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DR10 for HK-47 could really beef him up. It's silly, but that might be too much for his point value. He puts out too much damage to have no weakness (other than being a unique droid)


Last edited by punxnbutter on Thu Oct 25, 2007 9:08 pm, edited 1 time in total.

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PostPosted: Wed Oct 10, 2007 11:46 pm 
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what about a single shield role instead of dr10? Then he'd have a 50/50 chance at saving 10 of the damage instead of the 100% of DR10?

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PostPosted: Mon Oct 15, 2007 2:03 pm 
Really Cool Alien from a Cantina
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I like the single shield idea. That way, he stands a 50/50 chance of avoiding the damage.

And it is energy, so someone bashing him will still hurt.


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PostPosted: Wed Oct 17, 2007 6:38 pm 
Imperial Dignitaries
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Long been annoyed by the lack of pilots being pilots... particularly Nien Nunb. Definitely with you there murgen.

I'd add Jedi Hunter to Grevious JH (duh).

I'd not give HK DR or shields... but I would give him dramatically more defense (like at least 3 points more). That keeps the scrubs from beating him down.

On Nym, twin attack would be actually very interesting... and would make his mercenaries raging bad-asses (4 point weequay mercs become truly awesome, with double and twin).

What about giving Abyss Black Sun Thugs Black Sun ability, for cryin' out loud?

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PostPosted: Thu Oct 25, 2007 7:38 pm 
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Grevious JH NEEDS to be better than what he is. He can hunt jedi padawans effectivly, and that's about it. If he had parry and jedi hunter he would be worth playing.

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PostPosted: Thu Oct 25, 2007 9:09 pm 
Imperial Dignitaries
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HK with shields 10 may be appropriate. As far as Grievous JH; he is beyond useless and nothing can fix him other than a new re-costed figure. :P


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PostPosted: Thu Nov 08, 2007 10:26 am 
Really Cool Alien from a Cantina
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First off, we need to fix galloping attack:

Galloping attack is the equivalent of strafe, but it allows for attacks of opportuity from its targets. It makes sense, given you are melee attacking on the ground.

It SHOULD allow for one attack PER SQUARE you pass through, instead of just one attack. That way, it is particularly deadly against large and huge figures - 2 attacks, and 3 attacks respectively, with only one AOO back.

Then, give it to:

Grevious' wheelbike - quickly fix this, making it into his vehicle of choice to assault Republic armor.

Reek. He simply needs some kind of trample. This is it.


That should fix those two quite quickly.


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PostPosted: Mon Nov 12, 2007 11:39 am 
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Some of the things I'd do....


Grievous's Wheel Bike - Add Mobile and Wallclimber.

Exar Kun- MotF 2

Luke JM - MotF 2

HK-47 - +20 HP and Sniper

Dash Rendar - Mobile and Pilot

Darth Nihilus - +20 HP +2 Def +2 Atk

Darth Malak - LS Deflect and +2 Force

Dark Side Enforcer - Twin Attack +2 Force and Parry

Ulic - FR1

Aayla - Twin Attack, Force Leap and +2 Force

Agen Kolar - Double Attack and +1 Def

Anakin Skywalker CS - +30 HP +2 Def +3 Atk +1 Force

Ki-Adi-Mundi - +1 Def +2 Atk +1 Force LS Deflect
CE: At the end of this character's turn, 1 character within 6
squares may take an immediate turn. This does not
count as one of your 2 activations this phase.

Kit Fisto - Double Attack and LS Block

Luminara - Stealth and Force Leap

CS Mace Windu - LS Assault

Plo Koon- Double Attack and Rend +20

CS Qui-Gon Jinn- LS Duelist

CS Quinlan Vos - Lose IS. +2 Def, Opportunist and Stealth

CS Saesee Tiin - Double Attack and +2 Force.

Luke, Rebel - Accurate Shot

Asajj Ventress - Remove Double. Add Twin Attack, Force Leap, Force Push 2 and +2 Force.

Count Dooku - FR1 and MotF2

Dark Side Acolyte - Remove Double Attack, add Twin Attack.

CS Darth Maul - +2 Force, LS Assault and Stealth.

CS Jango Fett - Remove Double Attack, add Twin Attack and Mobile Attack.

Zam Wesell - Add Double Attack.


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 Post subject: Re: How would you fix (insert mini here)
PostPosted: Tue Dec 25, 2007 2:33 pm 
Black Sun Thug
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[color=#0000BF]gotal fringer -3 attack - heavy weapon[/color]

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PostPosted: Tue Dec 25, 2007 4:35 pm 
Imperial Dignitaries
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lt_murgen wrote:
A couple of quick fixes:

Nien Numb- give him the pilot ability. That way, he benefits from Wedge's CE.

Dash Rendar- Same, give him the pilot ability.

HK-47: Every time I played him in the game, I beefed up his armor and shielding to the point where virtually no one could hurt him. I recommend DR10 or shields 20.

Nym- instead of granting mercenaries double attack, which is essentially useless, have him grant twin attack. Suddenly, those mercenary figs seem quite useful.



So are you saying that a 4 point mercenary that can make 4 attacks at a +9 for 20 damage a swing isn't ridiculous? :D

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 Post subject: Re: How would you fix (insert mini here)
PostPosted: Wed Dec 26, 2007 1:24 pm 
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The new AT-AT Driver should actually help the AT-AT, at least Industrial Repair or Gunner +10.

The FSO should have Advantageous Cover itself, why would it grant an ability it doesn't have?

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 Post subject: Re: Re:
PostPosted: Tue Jan 08, 2008 1:17 pm 
Really Cool Alien from a Cantina
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thejumpingflea wrote:
lt_murgen wrote:
A couple of quick fixes:

Nien Numb- give him the pilot ability. That way, he benefits from Wedge's CE.

Dash Rendar- Same, give him the pilot ability.

HK-47: Every time I played him in the game, I beefed up his armor and shielding to the point where virtually no one could hurt him. I recommend DR10 or shields 20.

Nym- instead of granting mercenaries double attack, which is essentially useless, have him grant twin attack. Suddenly, those mercenary figs seem quite useful.



So are you saying that a 4 point mercenary that can make 4 attacks at a +9 for 20 damage a swing isn't ridiculous? :D


:lsfight:

No more than I could find a 7 point Aqualish assassin attacking at +15 for 30 ridiculous. After all, with melee, they have to move to attack. You couldn't pull of the 4-attacks until the next round. And if your opponent can't hit a 13 defense for 10....

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Basic Studies: 397/540 [RS:51/60, CS:41/60, SITH:47/60, UNV:46/60, COTF:54/60, BH:51/60, AE:51/60, FU:51/60, LF:51/60]
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