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[K]Double

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PostSubject: Skeleton Archer   Sun Dec 01, 2013 6:08 pm

Patch Notes

*Skeleton Archers arrow is now guided.



Wishful thinking.
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PostSubject: Re: Skeleton Archer   Mon Dec 23, 2013 5:05 pm

The Rictus attack is already guided. They are awesome anti-air units, especially killing rocs. Why would you want a guided attack on a unit of the same tier?

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PostSubject: Re: Skeleton Archer   Tue Dec 24, 2013 7:52 pm

nah the achers should do alittle more dmg than the both of them

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PostSubject: Re: Skeleton Archer   Wed Dec 25, 2013 12:15 am

If a skeleton archer has trouble shooting a bird... then why do I make him?
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PostSubject: Re: Skeleton Archer   Wed Dec 25, 2013 7:53 am

skeleton has no brain how the \"****\' could they touch their target no eyes, no ears, no brain ! Well you would say these criterions resume well some tak players LOL
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PostSubject: Re: Skeleton Archer   Wed Dec 25, 2013 7:55 am

for fun only , same as wisp, but skeleton have some uses
if enemy pomp a lot of units, you have abbyss no temple then archers + mage tower can help

but ye comparing to other units skeleton lack of dmg or range or little both (mage archer in other hand have too many "things" himself (good bird archer, strong/great dmg archer, long range archer(longer than MAGE TOWER :0 ) )
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PostSubject: Re: Skeleton Archer   Wed Dec 25, 2013 7:01 pm

I'd say the skeleton archers are fine the way they are right now. They do a lot of damage to tier 1 units since they are tier 2 and are also very cheap to make. You have rictus and fire demons to kill air units, but rictus are better in that sense. Skeleton archers are good for backing up fire spouts as well since they have more range, and in that case fire spouts protect the skeleton archers. (cannons would wipe them quick tho). Overall, I think skeleton archers are good anti-tier 1 ground units. If you change their stats, then they become OP since they are very inexpensive. Lastly, you would end up not using any other tier 2 unit because you would have the skeleton archer to kill air units, which they were not made for that but to kill tier 1 and possibly tier 2 ground units if grouped.

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PostSubject: Re: Skeleton Archer   Wed Dec 25, 2013 8:00 pm

I guess the problem is that Taros is less reliable defensively (both in early and long stage), maybe fixing Mage Tower's aim could help.

Skeletons are useful but could be indeed more useful, ideas aren't necessarily limited to making them less fragile or more agile. This topic sounds interesting especially for mods.

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PostSubject: Re: Skeleton Archer   Thu Dec 26, 2013 1:11 am

or probly increase there range slightly or there dmg slightly and yeah they are inexspensive but they die way to fast to be considered useful for some attacks and grouped well thats just more kills for the enemy and 1 ? how the hel can you freeze a fucking skeleton dam you neo dragons

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PostSubject: Re: Skeleton Archer   Thu Dec 26, 2013 1:35 am

I would be happy if they could just shoot a ****ing bird.
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PostSubject: Re: Skeleton Archer   Thu Dec 26, 2013 9:23 am

Crossbowmans and Archer can't insta shoot birds either and people still make them
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PostSubject: Re: Skeleton Archer   Thu Dec 26, 2013 12:15 pm

We're talking about a t2 unit...

Besides no one make those for birds. They just en masse and move forward.
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PostSubject: Re: Skeleton Archer   Thu Dec 26, 2013 3:55 pm

and help the enemy get kills and lvl up the others unit

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PostSubject: Re: Skeleton Archer   Thu Dec 26, 2013 4:19 pm

Lord chris wrote:
how the hel can you freeze a fucking skeleton dam you neo dragons

lol! can freeze a bone but can't freeze warriors Razz

Shoot birds? They shoot sometimes, depends on a few factors like the flyers' speed. For more precision you have black knight (but still lacks power and is expensive), but no short term and more efficient options like death totem and etc indeed. Best options are fd or fire mage but only in group (and proper manual management, and in case of fire mage it's expensive and takes long to charge mana), so they aren't short term options.

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PostSubject: Re: Skeleton Archer   Mon Jan 06, 2014 6:57 pm

If a patch with fixed units were to be made, how would you implement the patch without removing the kingdoms.key file?

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PostSubject: Re: Skeleton Archer   Mon Jan 06, 2014 7:42 pm

you can play without the kingdoms.key file mine disappeared somehow playing with mods and I can play without it
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PostSubject: Re: Skeleton Archer   Mon Jan 06, 2014 10:40 pm

Without the .key file, anyone can edit the game. It is why we need a forced .key entry in the tak folder.

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PostSubject: Re: Skeleton Archer   Mon Jan 06, 2014 11:07 pm

Well anyone can already edit the game since gr doesn't force a .key entry
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PostSubject: Re: Skeleton Archer   Mon Jan 06, 2014 11:10 pm

Evil said that he will give us a tak lobby, force the .key, and add the NewEra mod as an option as soon as he is done implementing GR with the mac os, and fix other issues in the client.

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PostSubject: Re: Skeleton Archer   Tue Jan 07, 2014 2:40 am

Well that's nice for those of us with the .key file. Does that mean those of us without it can no longer play?
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PostSubject: Re: Skeleton Archer   Tue Jan 07, 2014 10:46 am

Sage wrote:
If a patch with fixed units were to be made, how would you implement the patch without removing the kingdoms.key file?

i quess Axl-Rose know how to do it, or mighty PockeetGeek

dunno why, but i doubt in Kevill willness to do that things (if we look more objective,  games like AoE, or fifa, or heroes 3, would be more important(x10-100 more players), and there are none of it) (but maybe nobody ask about it before) (+ there are some gold/silver account in TA:K which change "view" of importancy Very Happy)


You can play without .key file, but watch out if there are any mods in TA:K file (drops/lags/accuse of cheats/etc/etc)
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PostSubject: Re: Skeleton Archer   Tue Jan 07, 2014 11:39 am

Btw wasn't axl-rose also doing a tak lobby? I even downloaded the source code that Henrique sent me, and there was a lot done, and it was on ~july...
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PostSubject: Re: Skeleton Archer   Tue Jan 07, 2014 1:49 pm

Axl was never able to do what Evil did. Basically, Axl's client was the same thing as having another warzone.

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PostSubject: Re: Skeleton Archer   Fri Jan 24, 2014 4:43 pm

Sage wrote:
Evil said that he will give us a tak lobby, force the .key, and add the NewEra mod as an option as soon as he is done implementing GR with the mac os, and fix other issues in the client.

Any progress?

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PostSubject: Re: Skeleton Archer   Fri Jan 24, 2014 9:49 pm

Haven't got the time to log in to GR. I'm doing overtime this week!

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