[Search] Search   [Recent Topics] Recent   [Hottest Topics] Hottest   [Login] Login
Make Helicopters cost 550 points instead of 500
Forum Index » New Feature Request
newuser

Messages: 60,
Joined: Jun 12, 2009,
Offline

newuser

Messages: 60,
Joined: Jun 12, 2009,
Offline
I'm really tired of games that devolve into pure helicopter wars. Helos are good pieces, I wouldn't want you to change or cripple them. Just charge more to encourage a better mix of pieces where people will get them only for where they are most useful.
exile

Messages: 14,
Joined: Jun 12, 2009,
Offline

exile

Messages: 14,
Joined: Jun 12, 2009,
Offline
I would think to keep the same cost, but rather make tanks of all races more effective against them.
[Avatar]
Gargoyle

Messages: 57,
Joined: Jun 11, 2009,
Location: Celebration, FL
Offline

[Avatar]
Gargoyle

Messages: 57,
Joined: Jun 11, 2009,
Location: Celebration, FL
Offline
Be careful what you wish for! They just made helos only +1 instead of +2 when they heal, and reduced their effectiveness against Ground Light.
newuser

Messages: 60,
Joined: Jun 12, 2009,
Offline

newuser

Messages: 60,
Joined: Jun 12, 2009,
Offline
Interesting timing .... still I like my solution better. Oh well.
colin

Messages: 15,
Joined: Jun 11, 2009,
Offline

colin

Messages: 15,
Joined: Jun 11, 2009,
Offline
can someone repost the info regarding these changes? i saw a server message pop up in-game but my attempt at scrolling it faster took me out of the game...
[Avatar]
kralux

Messages: 223,
Joined: Jun 01, 2009,
Location: California, USA
Offline

[Avatar]
kralux

Messages: 223,
Joined: Jun 01, 2009,
Location: California, USA
Offline
Here it is verbatim:

Note: To improve the game balance, Helicopter units have been updated.Their repair point is now 1 (before 2) and their Ground Light Attack is now 12 instead of 13.The UniWar Team
exile

Messages: 14,
Joined: Jun 12, 2009,
Offline

exile

Messages: 14,
Joined: Jun 12, 2009,
Offline
Helos only heal for +1 and only do 12 dmg instead of 13

This message was edited 1 time. Last update was at Jun 12, 2009 13:31

colin

Messages: 15,
Joined: Jun 11, 2009,
Offline

colin

Messages: 15,
Joined: Jun 11, 2009,
Offline
thanks a lot

Will this affect games already in progress?

This message was edited 1 time. Last update was at Jun 12, 2009 14:00

newuser

Messages: 60,
Joined: Jun 12, 2009,
Offline

newuser

Messages: 60,
Joined: Jun 12, 2009,
Offline
Will this affect games already in progress?

Ha! I have an air-war game (almost all helos) where just before the change my opponent repaired a bunch of his helos and mine were mostly below 5. Luckily I already had the upper hand and also had an engineer in place to make them respectable but the timing would have lost me that game if it were closer.
[Avatar]
waflz27

Messages: 10,
Joined: Jun 13, 2009,
Offline

[Avatar]
waflz27

Messages: 10,
Joined: Jun 13, 2009,
Offline
i dont think ur gonna want that then the plasma tank and the pinzer will have 2 go up 2 keep fair
lion37

Messages: 112,
Joined: Jun 13, 2009,
Offline

lion37

Messages: 112,
Joined: Jun 13, 2009,
Offline
I am sorry, but helis are still too powerfull even after the change.

Too many of my games are devolving into nothing more than massive Heli wars.
This just becomes boring as the other 2 races have no units that can credibly stand up to an army of Helis backed up by 2 engineers at home that keep repairing them.

The Heli's are very manuvarable and can easily launch multiple attacks on a singe base, then hover over that base once its defender is killed.

Its very diffuclt to kill a Heli such that they usually take some damage but then manage to retreat back home where 2 engineers are ready to repair them.

[Avatar]
lordertz

Messages: 17,
Joined: Jun 05, 2009,
Location: Philadelphia
Offline

[Avatar]
lordertz

Messages: 17,
Joined: Jun 05, 2009,
Location: Philadelphia
Offline
My solutions to this is definitely to reduce post attack movement by half...ie 1 square. This would not reduce the power of the heli, raise it's cost, but just make it less ridiculous when retreating and healing.
newuser

Messages: 60,
Joined: Jun 12, 2009,
Offline

newuser

Messages: 60,
Joined: Jun 12, 2009,
Offline
  lordertz wrote: My solutions to this is definitely to reduce post attack movement by half...ie 1 square. This would not reduce the power of the heli, raise it's cost, but just make it less ridiculous when retreating and healing.


Trying to stay "real" and fun I think you should keep the movement the same. Helicopters are all about mobility and it's great to have differences between the races. Everyone is complaining (rightly) that the helis are too good so raise the cost to match what they are really worth ... that will force them to be used more sparingly and make the game more fun.

It's like the old saying about government if you want less of something Tax it, and if you want more of something Subsidize it.
magic molly

Messages: 72,
Joined: Jun 21, 2009,
Offline

magic molly

Messages: 72,
Joined: Jun 21, 2009,
Offline
I think garudas are actually an OPed counter to them. infectors triple their repair rate, and can also infect the helis. They have the same attack v air, just the heli has 11 defence instead of the garudas 8. A buried underling can easily sneak back and kill an engie in 3 turns, maybe 4. Played properly, khrals are better than saps at air. (especially if you get arty in the battle)
lion37

Messages: 112,
Joined: Jun 13, 2009,
Offline

lion37

Messages: 112,
Joined: Jun 13, 2009,
Offline
Please.
Anyone playing the game knows that garudas are no match for Helis.

The Helis can attack and fall back in the same round. This means that swarm on swarm, the garudas almost always get killed and the helis almost always escape to get repaired.

Send in underlings to kill the engineers - sure that might work in some cases, but is not nearly as easy as you make it sound.

"khrals are better than saps at air" - you must be kidding me - does anyone else think so?
Forum Index » New Feature Request
Powered by JForum 2.1.9 © - 2020-04-14 v124 - UniWar website