#Ancient Sentry Rework

175 messages · Page 1 of 1 (latest)

inland vine
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Hey, if you're already reworking promos into boss drops, why not this guy too?
Ancient Sentinel has some really rare and meta-defining drops, which is good and all, but it also doesn't really have anything more common that the majority of players can serve to benefit from. So, Ancient Sentry!
I propose a 6% droprate compared to the weapon frags' 3%, to ensure it's not too hard to get, but you also don't get too many of them, either.

  • Now only has 6 ranks (1-3 are removed).
  • Now has a deploy limit of 1.

Base HP: 250 > 395
Base Armor: 120 > 180

Laser Blast is unchanged.
Laser Burst now works just like Ancient Sentinel's Nuclear Ray, burning anything it hits for 3 turns. The critical rate is also increased to 10% base, with a 20% chance instead on soldiers and tanks.
Sentry Shielding is offensively unchanged, but the stun chance is raised to 70% on the tile in front of it. This allows it to effectively stun the tiles in front of it, and stall for its' new attack...
Immobilize, the dreaded attack itself. It hits the entire field for 90-131 damage at max rank, with a 30% chance to stun. It cannot crit at all, and its armor piercing is 50%. This attack has an extensive prep time of 5 turns, a long reload of 6 turns, and its' 1 attack range forces the Ancient Sentry to be on the front row for it to be used. In PVP, this means the attack can be stopped by disposing of the Ancient Sentry early in the match, but clever players can place it in the back to 'cook' the attack for when the frontline falls, if the need arises. This all serves to balance the attack in the hands of a player, and more importantly, stop it from becoming absolutely insane in Boss Strike (like Plasma Artillery).
The goal of this design was a strong support unit which specializes in the frontrow, but who can be used as a backup tank and win condition as well if the frontline breaks. Obviously, this isn't a perfect idea, but it'd be cool, I think!

rare reef
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As long as its pretty good at lvl 60 im fine with this

inland vine
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support units generally fall off less, i did wanna give it a unique chance to be used as a wincon in pvp though since if you soften up the enemy army your tanks dying would let immobilize do some serious numbers

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you would have to be really mindful though since the other player could just not kill your frontrow to keep the attack gone so you'd have to put them in a lose/lose position

misty bobcat
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so 14% to get a drop from AS?
The richer gets richer and the poor gets poorer. Nice! I like the idea.pepe_ok

inland vine
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14% is within the reasonable realm where it's the most likely of any boss to drop SOMETHING really useful when you kill it

grim notch
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cool suggestion!

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i think its worth dropping the wiki link on the page

inland vine
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i would've but there's sadly no room in the post

grim notch
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so people can easily compare your version to the old one

inland vine
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LMAO

grim notch
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DAMN

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fr?

inland vine
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so i just included the attacks i changed

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as images

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  • ancient sentinel's immobilize
grim notch
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that stinks

inland vine
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textlimit sucks

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i'm a YAPPER, i got more to say

grim notch
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right?

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should

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laser burst be specifically crit on soldiers?

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lemme keep reading first

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okay

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scratch that

inland vine
grim notch
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possibly reducing the range on concealed lasers and sentry shielding

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because i see this unit just sitting in the backfield

inland vine
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they already have 1 range

grim notch
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1-5

inland vine
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concealed la-

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okay

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yeah fair point

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sentry shielding is 1 though

grim notch
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sorry

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then just concealed

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cuz i feel like if ur gonna sit him in the back, he should be useless basically

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considering how tanky it is

inland vine
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tbf it wouldn't be that crazy

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the attack isn't THAT strong

grim notch
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its just a lot of RNG

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and i feel like this is designed with pvp in mind

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which is gonna get annoying asf to some people

inland vine
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oh wait hell i didn't include concealed laser in the

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uh, that attack can't stun

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it's burn

grim notch
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immobilize?

native jackal
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I love this idea/concept

grim notch
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thats what i mean

inland vine
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immobilize can, but it has 1 range

grim notch
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OHHH

inland vine
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it HAS to be on the frontrow to use it

grim notch
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i thought it hit the whole board?

inland vine
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it does, but the attack can only initiate if ancient sentry is in front

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like melee frag being able to hit past row 1 with vehicle crush but HAVING to be in front to actually use the attack

grim notch
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i seee

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okay

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that makes sense

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nevermind i like it all

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lol

misty bobcat
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All the stats look great but I’d like to make it 3% instead. 14% is high to call a drop imo

grim notch
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i guess i completely missed the line where you put "its' 1 attack range forces the Ancient Sentry to be on the front row for it to be used."

inland vine
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14% is together with the other frags

grim notch
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i think they mean like

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yea

inland vine
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my logic for the rate being high is because ancient sentinel is an awful terrible rng check the way he currently is where the units are super impactful but you might never get them

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so i wanted to make one which helps equalize a bit

grim notch
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my god this thing is gonna be beefy

inland vine
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the main issue with this thing is it just implodes to AP, so i made it a midgame unit

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armor piercing units start to die when the battle progresses

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so it's easier to maintain the sentry

grim notch
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yea

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i wish they balanced indirect with less AP

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or like falloff AP

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like the tile you select has your maximum amount of AP, and then additional tiles have less

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it would make it so tanks needed more dedicated fire to kill them

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rather than "oh i'm going to hit the tank + 3 other important units"

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maybe just damage falloff

inland vine
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it would be kind of awkward to use this but i'd imagine ancient sentry builds would be pretty good if you designed your army to remove its counters

grim notch
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yeah

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like removing their AP as soon as u can

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its really hard to find a consistent methodolgy to what r1->r6 HP scaling looks like

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sometimes its a 66% increase

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sometimes its 70

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sometimes its 40%

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armor has been pretty consistently 66% over a couple units now

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wait that math is wrong

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i think

inland vine
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shame zoey's treb is such a huge problem in pvp, ancient sentry probably really struggles with that one

grim notch
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they were actually just talking about

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balancing huge damage dealers with prep time

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like zoeys in specific

inland vine
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oh thank god

grim notch
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glad they are thinking of the big issues

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rough max HP: 580
rough max armor: 270

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balancing stuff is really hard with the frags in the game LOL

inland vine
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frags being treated like pokemon legendaries in restricted vgc is the perfect sweetspot for them without requiring excessive nerfs

grim notch
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yeah

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thats true

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needs to be a cap on them

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would you say its

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closest to maybe a

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converted garbage truck or a mega tank

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in terms of ideal HP

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or something else

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i feel like functionally its closer to CGT

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cuz of the armor to HP thing

inland vine
grim notch
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ye

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at max rank

inland vine
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probably something like cgt, yeah

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i think truck is a good benchmark since it is meant to be row 2

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& you're meant to AP it down

rare reef
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People wanna cheese in pvp they go to the unrestricted tier. People want a more grounded pvp with no cheese units they go to a lower tier

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But thats another discussion

inland vine
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ubers would be a nice fix for people wanting to use frags more generally

grim notch
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yeah

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i just dont see them implementing that

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we can use it for community based rules

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but implementing a usage rate and tiers and everything would be a lot to do for them i feel

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and i'm a very big usage rate enjoyer

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i just don't see it shipping to the main game

rare reef
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It aint hard at all. They could start out with one tier that doesnt have said balance changes, and another that does

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Forcing one side or another to abide by the other isn't the way to go. But this is a sentry rework suggestion so I wont say anymore

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Would we say a buff to the sentry if using 1 of each sentinel frag would be an interesting idea?

grim notch
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i think that moves into like "sets bonuses" territory

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which i do think is a good idea

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im just not sure if they need a buff

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like you could argue using a bunch of different frontier units/silverwolf units could give a buff, cuz they really need it

rare reef
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Fair

grim notch
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it would be cool if they maybe had different noises though

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like it used the AS sounds

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if they were all together, as a little easter egg

inland vine
storm flower
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I like the idea, but as someone who doesn’t have any frags, I’d be a little disappointed if I got this over a ranged or melee first time. If I already had frags this would be cool tho

inland vine
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it's just more loot

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rollling an ancient sentry doesn't make rolling a frag that fight less likely

storm flower
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Yeah I get that, I would just have mixed emotions getting it vs a ranged or melee lol

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I think it’s health and armor should be bumped up to levels comparable to the both of the other frags

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If it’s intended to be a support troop, it’ll need to be more tanky

inland vine
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as in, rank 1

storm flower
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What would decide for the max rank stats

inland vine
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it's VERY important to note that the ancient sentry's armor borders on invincible

storm flower
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Yeah, that still feels low

inland vine
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that's intentional, considering the armor only takes 20% from all sources

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it needs a bit of meat on it for AP, but generally armor piercing is intended to be its weakness

storm flower
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Would say, 600-700hp be too much, keep the shield the same

inland vine
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600 would be too much- 550 might be better?

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which would make its profile look like this

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updated bulk accordingly

rare reef
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Looks solid especially since its not meant to be as good as the frags

inland vine
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it's meant to be useful but not gamewarping like frags

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yea

grim notch
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i'm glad its stronger than CGT

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but not by a gargantuan amount like frags

rare forge
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I think 8% is too high relative to other boss drops. I don’t think there’s anything that’s close to it other than maybe spiderwasp egg? (Which is a bit undertuned)
I would hope that’s it’s more in line with the other drop rates, either 8% being lowered to ~6%, other boss drops get pulled up a bit, or even a soft pity system of sorts to raise the effective drop%; however, all of that is just arguing specifics rather than the underlying philosophy, all of which are great ideas!

grim notch
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I think it’s a good % but lower it if they add a pity system for sure

inland vine
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i might need to buff immobilize tbh

storm flower
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Thoughts on possibly increasing the units range?

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Would letting this troop sit in the 2nd or 3rd rank be op?

crude pendant
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a ancient sentry would be nice as a boss drop form the sentinel

timid bronze
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I never connected the dots that the sentry was the head of the as tbh FatRaptor . This would be a cool addition

crude pendant
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lets commission it to be a drop from the AS, either 6% or 3%

inland vine
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but that one would be way too good with upped range

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that attack is meant to be a win condition

inland vine
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increased immobilize AP back to 50%