Yellow Comet Naval CO

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traumatized

Yellow Comet Naval CO

Post by traumatized » Sun Nov 30, 2014 8:12 am

Name: ShihS

-Faction/Army: :yc: Yellow Comet

Design Section

-In Game Biography:

Daughter of a genius naval commanding officer who was assassinated by the Black Hole agents, Shih became a well known pirate of the seas. She inherited many of her father's talents and learned many of his strategies. After living out in the open seas as a pirate for twenty six years, she has learned to adapt the harshest of the climate and has the ability to channel the storm to her bidding. She was later persuaded to join the Yellow Comet.

:hit: Sound of seagulls and waves
:miss: Coast guards


-Description:

Shih is a young girl in her late twenties with a fake eye patch, fake mustache and a big pirate hat. Instead of a parrot, she has a big iguana sitting on her shoulder. She has long black hair. Don't mistake her for a pirate wannabe. No men in her crew ever dared to harass the young girl. For they know Shih will manhandle their asses.


Quotes:

Power: "Drown them all."
Super Power: "The seas shall be your graves."

Victory: I come to you now, at the turn of the tide.


Technical Section

:skill:
Battleships and Carriers increased attack range by 1 (battleships from 2-6 to 3-7) (carriers from 3-8 to 4-9). Naval units gain 10% increased firepower/defense (110/110), but cost 10% more. Her naval units gain additional 20% bonus firepower/defense (130/130) when they are under any weather effects, but all her other units suffer 10% firepower loss (90/100) when they are under any weather effects. (Weather: Snow, Rain, or Shih's CO powers Piracy/Tempest)


CO Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar: :bigstar: :bigstar:

CO Power: :power: Piracy

Change the weather effect for 3 turns. As long as this is active, Shih gains 20% of her enemies' income while her enemies gain 20% less income at the start of enemies' turns. Effect ends immediately if Shih switches out, weather set to clear.

Super CO Power: :super: Tempest

Change the weather effect for 3 turns. As long as this is active, all enemies' units on water and beach tiles take 2 damage at the end of their turns (enemy units may be destroyed by the damage), and all the enemies' unit production buildings are shut down. (unable to generate funds, repair, resupply, or build/train new units). Effect ends immediately if Shih switches out unless it was used as a tag power.

Tags:

Sensei :bigstar: 110% Whirlwind
Sonja :bigstar: :bigstar: :bigstar: 120% Maelstrom
Kanbei :bigstar: :bigstar: 110% :arrr:
any Black Hole CO: 70%
Drake: 70% (because i made some changes to Shih's ability this has to be done.... nothing personal against Drake)
any other CO: 90%

Explanation:

If Shih switches out, the weather effect ends immediately at the end of her turn.
The weather effects do not stack, meaning you can only have one effect at a time. it will also be replaced by Olaf's and Drake's CO powers.
Unit production buildings include Ports, Airports, and Bases.
Tiles affected by Tempest include River, Reefs, Port, Sea, Shoal/Beach.
Shih's CO power: funds are being deducted from the enemies' income at the start of their turns and it is being added to Shih's so Shih can use them once her turn begins.
For her Super CO power, when Player A ends his turn, before Player B's turn begins, it will check to see if any of Player A's units are on affected tiles. if so, the damage is applied.
The weather effects last for 3 rounds/turns/days/cycles or whatever. so when Shih's 4th turn begins the weather effect is gone if shih were to use her power on her first turn for example.

Strategy Overview:

Having problems with Sami and Sensei rushing to capture the cities? Trouble with that Colin's massive amount of wealth early in the game? DON'T WORRY! If you can't keep up with their income, STEAL THEIR INCOME!

Weakness:

Shih receives penalty to her non naval units when she use her weather effects. She may be siphoning your funds, but she is weaker on land, it may be a window of opportunity for you to strike.
Shih super CO power forces your units on water tiles to move to land. You have to be careful not to lose units to her weak land units and be very careful with her battleships long range. You have to tough out the storm!
----

This is my second CCO. Feedback is welcomed. Thank you.
Last edited by traumatized on Tue Dec 16, 2014 4:27 am, edited 148 times in total.

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hawkesnightmare
Rank: Mister Lister The Sister Fister
Location: A Bank Vault

Re: Yellow Comet Naval CO

Post by hawkesnightmare » Sun Nov 30, 2014 11:31 am

traumatized wrote:Shih is a young girl in her twenties with a fake eye patch and a big pirate hat. Instead of a parrot, she has a big iguana sitting on her shoulder.
traumatized wrote:Power: "Drown them all."
Super Power: "The seas shall be your graves."
For such an Andy-ish sort of girl, she is brutal as fudge.


Actual CO evaluation coming soon.
daisy: If the UK is worse than the present #5 in the world in terms of GDP come July 1st 2018 I will dye my hair pink.

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hawkesnightmare
Rank: Mister Lister The Sister Fister
Location: A Bank Vault

Re: Yellow Comet Naval CO

Post by hawkesnightmare » Sun Nov 30, 2014 2:24 pm

This is the first CO in which I would say her D2D is underpowered. While the overall range of the Battleship is increased, it is more vulnerable at close range. The only real downside to this is that cruisers and subs have a much harder time getting inside the Bship's effective range. Since it can also see and move one more space, and has 10% more firepower, it becomes a beast on the seas. This is all counteracted by its price, which is now a whopping 33,600 per ship. This 20% price increase also makes it difficult to build escorts for battleships, so the enemy can go nuts with submarines and hopefully take out Bships before they have a chance to annihilate the enemy fleet and/or ground units.

The only thing giving me worry is the COP. Taking half of the enemy's funds is certainly a nice prize, but I feel it is too much. The D2D 20% price increase is the only thing keeping this CO from being overpowered. If we give the CO half of the enemy's money for three days, it would be more than enough to pay for a couple Bships and a few cruisers to boot. This problem grows exponentially the more cities there are on the map.


TIME IS SHORT. THE REST OF THE REVIEW WILL BE WRITTEN AS SOON AS I RETURN HOME.
daisy: If the UK is worse than the present #5 in the world in terms of GDP come July 1st 2018 I will dye my hair pink.

traumatized

Re: Yellow Comet Naval CO

Post by traumatized » Mon Dec 01, 2014 10:34 pm

First, thank you for the comments.

I have made a lot of changes.

hawkesnightmare wrote:This is the first CO in which I would say her D2D is underpowered.
Took out her +1 vision and MOV is very good for black boats and landers. Replaced it with something new lol.
hawkesnightmare wrote:For such an Andy-ish sort of girl, she is brutal as fudge.
Haha. Andy-ish? i was thinking of Sasha.
Yea, she is a wanted pirate though. She looks like a sweet girl on the outside until you get to know her. Yellow Comet recruited her only because of her talents and their lack of a good naval CO. (though i really doubt you would need a naval CO if you have a lot of great land and air COs. Anyway I edited her description a little bit.)

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Fynmorph

Re: Yellow Comet Naval CO

Post by Fynmorph » Fri Dec 05, 2014 8:04 am

Yea the COP makes her broken I think lol, the power bar in Dual Strike charges uber quickly, in those 4 turns, she can COP again. +25% -25% is a steal for a 3 star power which last 4 turns (like it changes 1000/1000 to a 1250/750 for 4 turns lmao, you have 60% more income than the opponent in a day to day like power) + the boost of the boats but boats arent that important in the meta game so whatever.
all the enemies' unit production buildings are shut down. (unable to build or train new units, does not generate money and cannot repair. cities and hq still generate money. Since ports cannot repair, enemy ships docked will suffer 2 damage without being repaired or resupplied.)
so like, for 4 turns the opponent can't create any unit ?
Can you understand how ridiculous is that lol

When you say "turns" you mean "days" or like half a day.

traumatized

Re: Yellow Comet Naval CO

Post by traumatized » Sun Dec 07, 2014 7:02 am

Fynmorph wrote:Yea the COP makes her broken I think lol, the power bar in Dual Strike charges uber quickly, in those 4 turns, she can COP again. +25% -25% is a steal for a 3 star power which last 4 turns (like it changes 1000/1000 to a 1250/750 for 4 turns lmao, you have 60% more income than the opponent in a day to day like power) + the boost of the boats but boats arent that important in the meta game so whatever.
all the enemies' unit production buildings are shut down. (unable to build or train new units, does not generate money and cannot repair. cities and hq still generate money. Since ports cannot repair, enemy ships docked will suffer 2 damage without being repaired or resupplied.)
so like, for 4 turns the opponent can't create any unit ?
Can you understand how ridiculous is that lol

When you say "turns" you mean "days" or like half a day.
i changed it to 20%. 10 cities on the map. you have 6, Shih has 4. Shih uses her power. Your income (7000 * 0.80) = 5600. Now Shih gains (5000 + 1400) 6400 now for 3 turns. difference is (1400 * 3) = 4200. in 3 turns you lose 4200, and she gained 4200. not even enough to get her a new tank. Plus i have now given her a debuff (90% to all her other units) making her weaker. Her naval units cost 20% more so I think it is not much of a big hit.

Colin's 2 star power is literally 200% better combined with his 20% discount.

yea her 8 Stars super CO power is 3 turns of not building anything (sorry not 4 turns, a mistake on my part both powers are supposed to be 3 turns) only way to resupply is using black boats and APC for your naval units. But I really wouldn't use naval units against her.
Fynmorph wrote:When you say "turns" you mean "days" or like half a day.
yea when Shih ends the turn and her opponent's turn begin. and the funds are being deducted from his income and the money is being added to Shih's so Shih can use them once her turn begins.
For her Super CO power, when Player A ends his turn, before Player B's turn begins, it will check to see if any of Player A's units are on beach/water tiles. if so, the damage is applied.
The weather effects last for 3 rounds/turns/days/cycles or whatever. so when Shih's 4th turn begins the weather effect is gone if shih were to use her power on her first turn for example.
And i forgot to mention, you cannot 'stack' the weather effects. It will be replaced if Drake or Olaf use their powers. So use drake/olaf if you think Shih's weather effects are ridiculously powerful.
Also the weather effect ends immediately if Shih switches out.
Last edited by traumatized on Fri Dec 12, 2014 2:47 pm, edited 7 times in total.

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MysteriousLad
Rank: Mysterious God
Location: At the edge of sanity

Re: Yellow Comet Naval CO

Post by MysteriousLad » Mon Dec 08, 2014 7:03 am

An evil battleship would be a ranged and direct unit that is melee whenever it attacks from next to a naval unit. Or that all naval units have 130% attack and they have a 20% of capturing enemy naval units. If captured they then have 5 life, gawd that'd be sick.
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
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traumatized

Re: Yellow Comet Naval CO

Post by traumatized » Mon Dec 08, 2014 7:12 am

MysteriousLad wrote:An evil battleship would be a ranged and direct unit that is melee whenever it attacks from next to a naval unit. Or that all naval units have 130% attack and they have a 20% of capturing enemy naval units. If captured they then have 5 life, gawd that'd be sick.
CO ability used to be +1 vision, +1 Mov for all naval units, but someone already suggested a CO with a very similar ability. I found out a little too late. XD
I didn't want to repeat the same ability. So i changed it.

Converting units to your side will negate the 20% increased cost debuff. Plus I am sure the enemy will just stop making naval units to feed her. See that is why naval COs are so hard to make in my opinion.
There are so many maps that don't even have a port. These CO would be completely useless without ports...That is why i was very careful trying to balance her for beginning to late game for all maps. This CO can be used for rushing, harassing, or just waiting to build later tier tanks instead of battleships.

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