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Monsterpocalypse buildings in Series 4 (Now!) will be featuring abilities in a whole new color. Straight from the source. "For Series 4, we introduce green abilities that only appear on buildings. In a nutshell, if a building has a green ability and you secure it, all your monsters and units are considered to have that ability." So no more abilties like Radar Network. Now a building will just have a Green Radar. Does this mean we can expect to see even more reason to secure buildings? What about buildings with abilities like Green High Impact or (dare I suggest it?) Flight? I think this will add a significant twist on securing power bases, making buildings even more critical to secure and really heavily protect. What say you, community? |
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Robert Johnson says: This really got me piqued from the article:
"Further, Sky Sentinel will have a host of new units that he can grant abilities to! (More on that in a later post.)"
i.e. they may revise "faction" abilities like Wing Leader to be agenda abilities? If so that would add a vast amount longevity to some monsters from the first block. I can't really fathom they making a single change of whatever nature they are going to make and leaving it at something exclusive to SS.
"Further, in this new year of Monsterpocalypse Organized Play we are introducing the all-new glass units."
I suppose this would explain the whitish/frosted glass units that we've all seen in the pictures from various events. Will be interesting to see what they bring to the table.
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Sep 16, 2009 |
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Philip Rowland says: Robert, I'm just guessing, but I think they're referring to Sky Sentinel's Ground Control and Radar. While it might be nice (in some cases) to revise Faction to Agenda, I think they'll avoid doing that simply to encourage people to use the new monsters more.
As to the Glass units, I'm curious to see how they'll play. Obviously they're probably similar to what Shadow was as a promo version of an existing unit. Being made of glass seems to be a disadvantage (shattering easily, one would think), so I wonder how it will benefit the units. Perhaps a "reflection" type of ability, turning an attack back on the attacker? I keep coming back to that idea as an anti-blaster. I really hope they do something like that, but I doubt that's what glass units would gain. |
Sep 16, 2009 |
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Will Grant says: I think a building that grants "Long reach" would compliment an oil refinery quite well in the discussion for brawl armies. |
Sep 16, 2009 |
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Zach Bunn says: Oh... he had to go and name Sky Sentinel specifically didn't he. I really just can't wait for this set. Between my face smashing ape and more flavor for Sky Sentinel... ugh. Get here soon October. |
Sep 16, 2009 |
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Steven Wooley says: If there is a building that grants green "jump" or "flight" then you will see 5 of those in my PE list!
Sometimes I just have to step back and say to myself - wow, monpoc is an incredible game. |
Sep 16, 2009 |
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Will Grant says: Hmm, I would imagine a drawback accompanying green jump/flight.
I suppose securing/holding said building is a cost, but I see green jump/flight being a little too powerful.
Maybe one that was limited in the fifth set? An airport or Spring Factory? |
Sep 16, 2009 |
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Philip Rowland says: Ha! Spring Factory. I love it! Shortly thereafter we'll see Ubercorp's Go-Go-Gizmo Soldier. |
Sep 16, 2009 |
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William Hepler says: Spring Factory! Classic! From the flavor text maybe the mole men will have a installation with Green Cloak, due to all the smog it's generating!
Glass being easy to break.. would that mean low def.. or maybe when they break they damage those around them, or you don't want to step on them? |
Sep 17, 2009 |
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Robert Johnson says: Ok, I noticed something about the Glass units. They seem to pick up a native boost die among other potential things:
http://teamcovenant.com/wp-content/uploads/2009/09/IMG_0078.jpg
Look at the boost die available to the three elite, glass, and grunt versions on these intoyresting flying widgets. +1 B-die on the glass without benefit of being elite. |
Sep 17, 2009 |
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Philip Rowland says: Glass Cannons. |
Sep 17, 2009 |
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William Hepler says: but everything takes 1 dmg and dies.. the brittleness will be in the lowered def? |
Sep 17, 2009 |
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Philip Rowland says: Lowered defense wouldn't require a special skill. No, the special skill has to be something that causes them to break from other things happening or after a limited amount of time.
Or here's a thought, a monster can advance through/end it's advance/step on top of it and crush it. Advance through only applying to pedestrian monsters, of course. |
Sep 17, 2009 |
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Will Grant says: I like that rule, it makes Pedestrian monsters more viable.
Albeit, I believe it would work for jumpers as well. |
Sep 17, 2009 |
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Philip Rowland says: They'd have to word it in a way that a flying/burrowing monster wouldn't affect it. Unless, of course, the monster is only using those abilities to conveniently bypass things in the way.
For instance, Sky Sentinel hopping over a building and cluster of units and then walking the rest of the way instead of flying straight from A to B.
I'm sure we'll find out soon enough. Really looking forward to Now though. |
Sep 17, 2009 |
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Dennis Brown says: Maybe Glass reads something like this:
This unit is -1 defense to brawl attacks. |
Sep 22, 2009 |
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Philip Rowland says: Hmm. That's a very viable possibility, Dennis. I hadn't really considered the idea of being weaker against one type of attack or another.
Hopefully the glass ability will be revealed soon. |
Sep 22, 2009 |
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Steven Wooley says: Maybe it's an attempt to make Brawlers more competitive?
I think the most solid hypothesis so far is the ability to be stomped on by monsters. |
Sep 22, 2009 |
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Zach Bunn says: Just might get some insight in our next podcast. :) Can't promise it though! |
Sep 22, 2009 |
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Preston Sabom says: Well the point is to me(at least) is that they're the new Shadow units. They get some kind of boost and have some special abilities and are somewhat better, but they're promotional, rare, and expensive, compratively. Not sure what, but it's there.
But do Shadow units make Cloak more effective, by limiting Blasters to having to be within reasonable walking distance in order to hit? |
Sep 22, 2009 |
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Preston Sabom says: **Should read: "But do Shadow Units make Brawl more effective," |
Sep 22, 2009 |
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Philip Rowland says: It's a good question, Preston. Cloak doesn't necessarily counter the blaster inefficiency because short range blasts are still greater than brawls. But it does help counter blast-heavy forces that would otherwise be almost half-a-map away. By forcing your opponent to get closer you can put them out of position and force them into unfavorable situations. |
Sep 23, 2009 |
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