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Thread: Mercenary Barracks / New Troops

  1. #1
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    New Troops!

    Let me introduce you to the Mercenary barracks!

    This is a new type of barrack which gets unlocked on Town Hall lvl 6.
    Since they are mercenarys, they only take gold and good old black gold(dark elixir) for payment.

    Mercenarys recently took a whiff of the ongoing wars between the clans and decided to make a good bunch of money out of it.

    They enslaved some poor guys to serve with their lifes and even hired some black mages to summon the long forgotten Hydra.

    Their engineers made friends with the mages and invented some new fancy stuff and they even found some poor guys with strong magicial powers dumb enough to participate on the front line of battles.

    It took me a while to get all this together and to balance it out as it might work theoretically, so please take your time, read carefully, think about it and then give me some critic to work with!

    I already posted this thread here: http://forum.supercell.net/forumdisp...ature-Requests and someone told me about this subforum which I didnt recognize.
    Thank you HeavensFace!


    Mercenary Barracks:

    level Build Cost Gold Icon.png Build Time Experience Gained Hitpoints Max. Unit Queue Length Town Hall Level required Unlocks Unit
    1 200.000 1 day 250 280 40 6 Suicide Bomber
    2 600.000 3 day 330 310 50 7 Gyrocopter
    3 1.200.000 5 day 540 360 60 8 Banner Bearer
    4 2.500.000 7 day 750 410 70 9 Hydra












    Suicide Bomber:

    A poor fellow who was on the wrong place at the wrong time and got enslaved by the mercenary lords.
    Heīs now forced to go on suicide missions with a pair of flimsy built wings on his back and a suicide belt around his chest.

    Preferred target Attack Type Housing Space Building Time Movement Speed Attack Speed Mercanery Barracks Level required
    defenses x40 Splash 2 Tiles 2 2.5m 24 0.5s 1







    level Damage Damage vs. Defense Hitpoints Training Cost Gold Icon.png Laboratory Level required
    1 16 650 190 3.000 n/a
    2 17 680 290 4.500 5
    3 22 880 320 6000 6








    Mechanic:

    Targets the closest defense, while targeting ground defenses first.
    Itīs a flying unit and can be sniped out by air defenses on the same Town Hall Level in one hit.
    Itīs not capable of killing a defense in one shot on any lvl.

    Thoughts:

    Well we got the Wall Breakers to snipe walls and I thought a unit to snipe defenses might be nice too.
    I didnt want to make it too op so its focusing ground defenses first, which will most likeley lead it to cannon towers on the beginning, preventing it from easily sniping the strongest defenses on the beginning of the battle.

    You obviously can send alot of them, but remember: If you send like 10 on the same time it will use more suicide bombers than needed for every defense, while still having to deal with the loss due to tower shots.

    Gyrocopter:

    The Engineers made friends with the mages and invented this awesome (not so)little thing.
    Itīs powered by electricity and magic and comes along with a magical shield that blocks rockets before they can do too much damage. The pilots however remain very vulnerable to arrows or magical attacks.


    Preferred Target Attack Type Housing Space Training Time Movement Speed Attack Speed Mercenary Barracks Level required Attack Range
    Air Defense Single Target 4x Air Defense 5 9 m 11 2s 2 0.6 tiles








    Level Damage per Second Damage per Attack Damage per Attack vs. Air Hitpoints
    8x less Damage from Air Defense
    Training Cost Gold Icon.png Laboratory Level required
    1 40 80 320 480 4.000 5
    2 45 90 360 600 4.500 6
    3 50 100 400 750 5.000 7
    4 55 110 440 860 5.500 8










    Mechanic:

    Attacks the closest air defense.
    Starts attacking next closest target if no air defenses are left anymore.

    Thoughts:

    Gyrocopters should work as a tank for other air attackers.

    You can deploy them first and make all air defenses hit them and then start using your other air units.
    They dont aim for other defenses, since this would make them obviously too op and we already got balloons to do this. It also prevents people from just spamming Gyros to kill everything.

    Thats also the reason why I didnt give them more dmg and instead let them deal more dmg vs air defense.
    Hp and dmg/sec is set so they can theoretically shut down air defense of the same lvl in ~5 seconds. While being taken out by a SINGLE archer tower in 10 seconds.



    Banner Bearer:


    He once dreamed of becoming a strong and well known magician but then somehow got talked into signing a mercanery contract by a shady guy in the tavern.
    Now he suddenly gets thrown at battlefields to use his magic to power up his allies.
    Heīs so afraid of all the projectiles and magic flying around that he flinches at the slightest sound. To feel stronger he watches out for the biggest and strongest looking guy, ducks behind him and follows him over the battlefield.


    Radius Number of Pulses Time Between Pulses Boost Time Housing Space Training Time Movement Speed Mercenary Barracks Level required
    4 tiles 60 0.3s 1s 8 3.5m 11 3






    Level Damage Boost Movement Speed Boost Hitpoints Training Cost Dark Elixir Icon.png Laboratory Level required
    1 130% 18 45 6.000 6
    2 140% 20 55 7.000 7
    3 150% 22 65 9.000 8








    Mechanic:

    Hes carrying a banner which gives a slightly weaker rage spell effect to the units around it.

    Hes walking straight to the unit with the most hp, if you spawn him south and for example your hero north he will take the shortest way to reach him and probably die horribly.

    He always stays 2 tiles away of this unit to not get instantly picked out by Splash Damage Towers like Mortar.
    (care when he starts walking while the Mortar shoots though)

    Thoughts:

    I thought another more supportive unit would be nice. We got the Healer and somehow the Witch but thats all.

    This one makes your troops alot stronger while still remaining very vulnerable to splash dmg like Mortars or Bombs.
    Heīs a onehit on each Level for a Mortar on the same Town Hall Level to prevent it from being invincible.
    Might be necessary to lower the hp even more to make it more vulnerable to bombs.
    It needs to be tested how strong it is if rage spell and the Banner Bearer are stacked up together.
    Might be necessary to disable the stacking of both effects.

    Multiple banner bearers dont stack! This would make it clearly too op.
    Just Imagine a bunch of Giants along with 5 Banner Bearer and a Healer.
    This would probably take out a whole base in 1 Minute.


    Hydra:


    The Mercencary lords decided to invest some money into a strong summoning, to be ahead of the competition.
    They made a contract with some Black Mages who are now constantly summoning the long forgotten Hydra. People stoped to believe in itīs existence but I dare you to not believe in it if you meet one on the battlefield, or it might have an additional head faster than you think.


    8 Head Hydra:

    Preferred Target Attack Type Housing Space Training Time Movement Speed Attack Speed Attack Range Mercenary Barracks Level required
    Any Melee Ground 2 Targets possible 20 20m 16 1s 0.8 tiles 4







    Level Damage per Second Damage per Head Hitpoints Training Cost Dark Elixir Icon.png Laboratory Level required
    1 184 23 2.000 400 6
    2 208 26 3.000 480 7
    3 240 30 4.000 550 8








    Mechanic:
    Every head attacks. Every head does 23 dmg on lvl 1.
    If 2 buildings are close enough together for the hydra to hit both it will do so, splitting up the dmg on 2 buildings.
    Once it dies, it splits up into 2 smaller Hydras with 2 Heads each, making a total of two 4 Head Hydras.

    4 Head Hydra:

    Preferred Target Attack Type Housing Space Training Time Movement Speed Attack Speed Attack Range
    Any Melee Ground 2 Targets possible n/a n/a 16 1s 0.6 tiles







    Level Damage per Second Damage per Head Hitpoints Training Cost Dark Elixir Icon.png Laboratory Level required
    1 92 23 1.250 n/a n/a
    2 104 26 1.750 n/a n/a
    3 120 30 2.000 n/a n/a








    Mechanic:
    Every head attacks. Every head does 23 dmg on lvl 1.
    If 2 buildings are close enough together for the hydra to hit both it will do so, splitting up the dmg on 2 buildings.
    Once they die, both of them split up into 4 little Hydras with one head, making a total of eight 4 Head Hydras.
    (I was not sure if they should keep their legs or look like snakes once splitted up)

    1 Head Hydra / Snake:

    Preferred Target Attack Type Housing Space Training Time Movement Speed Attack Speed Attack Range
    Any Melee Ground n/a n/a 16 1s 0.4 tiles





    Level Damage per Second Damage per head Hitpoints Training Cost Dark Elixir Icon.png Laboratory Level required
    1 23 23 100 n/a n/a
    2 26 26 120 n/a n/a
    3 30 30 135 n/a n/a








    Mechanic:
    Basically a Barbarian. Just a little bit stronger, slightly more damage and hitpoints.

    Thoughts:
    There are many tank units which aim for defenses but only the P.E.K.A that attacks everything.

    The Hydra should work like a tank and maybe distract defenses from your other troops while they destroy them, while still being a dmg squad like a bunch of Barbarians are.
    I set the dmg on the same level as Barbarians.
    The 1 Head Hydra however has slightly more hitpoints than the Barbarian, since itīs a Dark Elixir unit and takes alot of housing space away.

    The Hydra is a big very big unit and therefore has a longer attack range than a barbarian.
    The 1 Head Hydras however, are just as small as a Barbarian and share his attack range.




    Well thats it.
    Hope you enjoyed reading it, as much as I enjoyed puzzling it out.
    I also hope you support my idea and the SC team has a sympathetic ear for it too.

    Please excuse any spelling or grammar mistakes.
    Iīm not a native speaker, but did my best with a dictionary.
    Last edited by DeliciousNunu; August 18th, 2014 at 04:54 PM.

  2. #2
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    Somehow all the lore I made up got deleted as I copyd this thread, I updated this. =)

  3. #3
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    ? Wouldnt both existing be mercenary barrack seeing how it take gold or de to make them.

  4. #4
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    Sorry i am an idiot, it doesnt take gold....dumb dumb dumb. Gold one is a good idea.

  5. #5
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    Are my ideas so bad that you guys donīt even bother telling me what you dislike?

  6. #6
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    No, no one ever comes on this sub forum, barely ever do mods or staff view these sub forums. It takes a really long time for threads to become popular, a few months or so.

    I like your idea, but the Hydra is very OP.
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  7. #7
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    Well I see lotīs of threads with sometimes (at least in my opinion) very bad or dumb ideas getting way more comments and critics, while I feel my ideas are completley ignored.
    Wouldnt even mind people telling me itīs all bad, if they can tell me whatīs so bad about it.

    I guess if a thread has 0 answers after 1 month no one will ever read it thought.

    Thanks for your answer by the way!

    What do you think is op?
    Too much health, too much splitting?
    I first made her divide to 2 with 2 heads and then 4 snakes, but then changed it because 4 little snakes seemed pretty weak to me compared with the tons of Barbs you are able to send if you want to.
    Last edited by DeliciousNunu; August 22nd, 2014 at 01:48 PM.

  8. #8
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    Just curious why do you think that clash needs new barracks? I feel like two is enough. Also I always thought making troops cost elixir was to balance out the amount things that costs gold already. I like your idea because it's definitely thought out. And you were very thorough. But I'm just curious why you decided on a new barracks?
    Last edited by PatrickS524; August 22nd, 2014 at 02:23 PM.

  9. #9
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    Well first I liked the idea of having units you buy with gold.
    Thats why I called them mercenarys too.
    Second I was not sure how to fit them in the existing Barracks.

    Well I guess Hydra and Banner Bearer can fit into the Dark Barracks without any problems.
    I also think you can make the Gyrocopter fit into it with a different cost, but what to do with the suicide bombers?
    They are way too low to justify any dark elixir use on them in my opinion.
    I desgined them to snipe some defenses while other troops are tanking, but itīs still a hard job for them, since air defense will focus them immediatly without further air units.

    Maybe I should overthink it and get away from the Mercenary Barracks idea, even tho the lore I made up wont fit anymore then. ^^

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