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20080730.144615
i added amazon context links... just because i can... if they're not too obtrusive... i'll leave them
20080114.231544
enabled mod_deflate on andromeda. the site is now seeing an estimated 80% reduction in overall size for clients to download
20080109.022443
added an rss 2.0 feed for the news at http://www.subnova.com/news/rss/. it will show the 14 most recent posts
20070823.031056
updated cq calculations so that if a member doesn't login to the website in the past 77 days, the contribution points start vanishing in a hurry... tanking the irank
20070823.024814
removed the referral ads from the bottom of the main content area
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Unaffiliated/Neutral
Cave Spider
Health: 12
Effect Modifiers: Double damage from explosives, immune to gas
Speed: 45
Attack: Spider Bite
Attack Damage: 6-7
Attack Type: Slashing
Range: 0-1.2
Recovery Time: .1
Recovery Time Delta: .1
Miss Fraction: 5%
Cost: 1
Cave spiders are odd creatures who for some reason are native to the tain's habitat. Too big for their own size, the spiders have little else to do in those massive caves than attack anything that invades it's personal space. Quite deadly in numbers, but nothing a few beserks can't handle.
Cave spiders are a bit weaker this time around without their mighty queen to protect them. Their health is pitiful, but their speed and fast attack are great. They can also climb any surface, so they can actually run away from melee units and hide on steep ledges or rocks. These are also good for taking out pesky soulless up on unwalkable terrain, just make sure it's a sneak attack. Low in cost, it couldn't hurt to get a few of these, they make great scouts.
Trow
Health: 300
Effect Modifiers: 50% damage taken from fire, 25% damage taken from Explosives and electricity, Immune to paralysis
Speed: 51
Attack: Supa-Phat Tr0 kik!! (Trow Kick)
Attack Damage: 50-60
Attack Type: Kinetic
Range: 0-1.8
Recovery Time: .2
Recovery Time Delta: None
Miss Fraction: None
Second Attack: Trow Punch (used against other giants)
Attack Damage: 20-24
Attack Type: Slashing
Range: 0-2
Recovery Time: .2
Recovery Time Delta: None
Miss Fraction: None
Special: Can only be healed up to %50, turns to stone at 25% health
Cost: 24
The Infamous Trow. Proud (if unintended) founders of the beloved tr0 speak that so many youngsters are using all over the internet. 0mg wtf mb. Besides procrastinated speech, these trow are quite intertwined with the creation of the myth world. They worship Nyx, the god of creation, who personally molded the towering, muscled Trow out of clay at the begining of time. The Trow ruled the land for countless centuries, easily crushing any lower races that rose against them. Once the Trow discovered iron, and it's uses on the battlefield, they became unstoppable... and tyrannical. They began using the lesser race known as Ohgres as slaves to build their temples for Nyx. The Ohgres revolted, and although cut down the size of the Trow race substantially, became extinct because of it. The Trow felt the guilt of becoming corrupt, and abandoned their newfound iron forever (thank god for us.) Connacht used this against the Trow, imprissoning them in their frozen cities, and erasing evidence of them from the world forever. Fast foward to the present; Connacht, now Balor, freed the Trow from their frozen tomb, under the condition they worked for him. The Trow accepted. When Balor was defeated, the Trow went about their own business, with no grudge or intrest in human affairs. When Soulblighter returned to destroy all, the Deceiver won the Trow over to the side of the light in a game of territories. Trow love their flag hurling.
Can't get much bigger, stronger, or ancient then a trow. With more health than any other unit, they can take quite a lickin and keep on KIKin, mb. Speaking of Kicking, Trow love to kick. Their kick usualy turns a unit into mush with one or two swings of their massive legs. Don't expect to kill a trow with anything other than a lot of archers and a whole ton of fast melee units. And you will have to accept losing a few melee units in the process as well. A trow will turn to stone at 25% health, so technically they only have 225 points of true health. That's still hardly anything to sneeze at. Against other giants their punch is somewhat effective, but a Krid Giant can do quite a bit of damage against a trow before falling. Deffinately a must for netgames. Their kick can also set off explosives, so be wary about kicking that lone dwarf just asking for a stomp. 0mg wtf mb mi tr0 wnt 800//.
Missle Units
Warlock (Solo)
Health: 22
Effect Modifiers: Immune to confusion
Speed: 27
Mana: 100
Attack: Fireball (costs 55 mana)
Attack Damage: 65-75
Attack Type: Explosion
Range: 5-12
Radius: 4
Recovery Time: None
Recovery Time Delta: None
Special Attack: Confusion spell (costs 100 mana)
Attack Damage: None
Attack Type: Magical
Range: 0-15
Radius:
Recovery Time: None
Recovery Time Delta: None
Cost: 10
Warlocks are grim, humorless men who are devoted to their master, The Deciever. They act as the last line of defense of the Deceiver's resting place. They spend countless amounts of time devoted to learning the dark magics, and weilding them quite effeiciently in battle as well.
Warlocks are perhaps the most lethal of all missle units. Their primary fireball spell is quite powerful, and has a very wide blast radius. The fireball hugs the ground, floating swiftly above the terrain. This, along side the fact that these fireballs are homing, allows the warlock to shoot any unit at any height almost perfectly. Becareful of steep ditches the fireball may explode in. The fireball, while quite annoying when shot at your own friendly units, will not effect the warlock who shot it, making this unit even more effective at close range. People who are good with warlocks tend to lead their targets by control-clicking on the ground where the units will be walking into shortly. The wide blast radius makes this trick work almost every time, and greatly increases the range of the fireball. The warlock's secondary attack will make any unit in it's range act like it's in a Cheech and Chong movie, just wandering around aimlessly swinging at nothing. This lasts for about 5-10 seconds, and does not work on undead units. Both of these spells require mana, which is the only downside to the warlock. A full bar of mana will allow the warlock to shoot 2 fireballs in quick succession, or 1 confusion spell. You must wait about 20 seconds for the Warlock to recharge enough mana to shoot another fireball (that is if your mana is completely drained), and about 40 seconds for the mana bar to recharge completely.
Warlock Hero
Health: 32
Cost: 12
Aside from the greater health and cost, the Warlock Hero recharges it's mana at twice the rate of a normal warlock. Quite useful, deffinately worth the points.
Warlock (Netplay)
Health: 22
Effect Modifiers: 25% more damage taken from paralysis, immune to fire and confusion
Speed: 27
Mana: 100
Attack: Fireball (costs 55 mana)
Attack Damage: 65-75
Attack Type: Explosive
Range: 4-14
Radius: 4
Recovery Time: None
Recovery Time Delta: None
Special Attack: Ring of fire (costs 100 mana)
Attack Damage: 1
Attack Type: Fire
Range: None
Radius: 3
Recovery Time: None
Recovery Time Delta: None
Cost: 10
Aside from a few extra effect modifiers, this warlock is essencially the same as the solo one. The main difference is the Secondary attack, which is a wide ring of fire that will fry all units inside of it, save the warlock himself. This is not as useful as it sounds, as the warlock needs full mana for this spell to work, and this will also kill any friendly units nearby who should have been backing up your warlock in the first place! Still, a great trick tactic or self defence against quick attackers. It's primary attack also has a slighty greater range. (For the love of christ, do not start of a netmap by accidentally hitting T with this unit selected. It happens a lot more than you would think.)
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Slackers.
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