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Messages posted by: dr. pepper
Forum Index Profile for dr. pepper »» Messages posted by dr. pepper
General Discussion » Gang Up Bonus with Ranged Attacks » Go to message
I understand how gang-up works when it comes to units with an attack range of 1 and you're attacking next to, to the side of, or the opposite side of an original attack. Can someone explain how gang-up works if you're attacking with ranged units?
General Discussion » New units on Khraleans' perspective » Go to message
  volf wrote:Titans getting mowed down. Alright so the accusation against the boosted khraleans is that they would mow titans down. Lets examine this. Khraleans will still be weak in the beginning. Titan now has good range units of speeders and mantisse. As well as good anti aerial units like guardian and eclipse as well as mecha on good terrain. Also guardian destroys pinzer. Giving khralean a boost around mid game will not make khral slaughter titan as titan has every advantage on most maps. Only a few small maps where borfly is effective is this not the case. I feel like boosting khralean with plague can give khral at least a fighting chance. Or at least make them a threat if allowed to swarm and build up a massive army. Making them dangerous at some point is far better than laving them extremely weak to both races.


Guardians destroy everything lol. I had no idea they do so well against aquatic too. Had a 10 guardian kill off a 6 destroyer in one shot and take 5 damage. I'll take that trade all day long.
General Discussion » 'Attack Bonus' and 'Defense Bonus' » Go to message
Since I'm not 100% certain how all the attack calculations work, I was wondering about the following.

Does the 'attack bonus' only apply when your unit initiates an attack?
Does the 'defense bonus' only apply when your unit is being attacked by an opponent?

Or can they both apply during an attack?

For those who know all the math, I'd love to hear it!
General Discussion » New units on Khraleans' perspective » Go to message
The interesting thing about Borfly's is that they're not too bad if 1. you have adequate support to protect them and 2. you can force Titans to attack you. I realize this is pretty niche, which is why a lot claim they're underpowered. They are nearly impossible to use offensively as they have low mobility and Titans can easily destroy the units you are most likely using to protect them (underlings + swarmers). Normally I would have built Pinzers in the past, but they seem to be so underpowered vs. Guardians that I don't build them as much anymore. It's too easy to build a Mecha (park it directly in front of Pinzer) + Guardian and take off 5 or 6 health with one Guardian shot.
General Discussion » New units on Khraleans' perspective » Go to message
Just FYI, I didn't suggest nerfing tank busters. I don't know the right move to make, but I do like the armor protection mechanic you mentioned. I had thought about something similar myself although my idea was for the 'tank' heavy ground units (exclude marauders, speeders, eclipses, etc.) would cause the tank busters armor piercing to 'miss' a certain percentage of the time.
Bug Reports » Marauder Attacked my Salamander and was plagued » Go to message
Pretty sure you shouldn't be plagued unless you're the khraleans player choosing to plague. It shouldn't be happening defensively. Correct?
General Discussion » New units on Khraleans' perspective » Go to message
  StarryBlink wrote:Many interesting ideas here. And mostly I agree with you guys.

Major concern in my opinion are :

1) Kharl become weaker & weaker now like you said.
Mainly because swarmer was nerf too much and boffly too weak to be useful in the real battlefield.

2) Tank of all races are declining in their presence. And are heading down toward extinction.
Yeah the old Uniwar has a problem when both players build a wall of tanks and a few artilleries behind. Then the game is last for an eternity.
New blaster units do solve this problem. But tanks deserve some place on Earth to stand too.

3) New units create inequality in this game.

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So my suggestions (mostly copy from previous comments) are :

1) Increase swarmer attack against ground-light and maybe ground-heavy.

2) Definitely buff the boffly someway & somehow.
How about transforming it into Starcraft Zerg's guardian ?
Let boffly able to move then attack. With a range of 3 only, like bopper.
Increase its cost. Decrease its defense and attack strength a bit.

3) Decrease guardian and bopper attack vs ground heavy a little.
To create a fine balance which tanks have some place in the battlefield.
While they're not too strong and cause a stalemate like before.

4) Make all new units a bit less in cost-effectiveness compare to original units.
New units should be use only in some spacial situations.
While most of the time players can prosper building only an original units.
Then its possible for people to win without buying any new units.



I have to agree with your #2 concern. The tank busters make Plasma Tanks, Tanks, and Pinzers niche units whereas Tank Busters make up a large part of my army due to versatility and cost effectiveness. Although I'm also learning this isn't as true if the tank busters don't have a forest or mountain to attack from. Without the attack bonuses, the original 'tank units' perform their role quite well.
General Discussion » New units on Khraleans' perspective » Go to message
  Duaneski wrote:
  dr. pepper wrote:Can you select a particular race on a "random ranked" game? If that's an option, can someone let me know how you do it? Or must you be a random race?


There are two ways to start a random ranked game.

The first is automatically - this is dictated by a setting at the bottom of your profile "available to random games: 1" for example.

If you changed that to zero, for instance, you would no longer be automatically matched to any random games.

The other way to start a game is to click on the Play sign and then click "start random game" - once you do that you can hit the check box that says "random race" and THEN you will have the option to select your race.


And so I'm assuming the ability to choose your race on the first option is not available. If it is, I've never figured it out.
General Discussion » New units on Khraleans' perspective » Go to message
  simsverd wrote:We have made some changes to the amphibious units prior to their release.
Salamander get air attack 2
Fuze get air attack 1 (down from 3)
Mantisse get air attack 2 (down from 4)

This will improve the salamander and also make khral air pretty effective vs the fuze and mantisse.

We will consider other changes after more experience with them.


Is this why Apple hasn't approved the release? Were the amphibious units being made available in ranked games or only in unranked games (similar to the roll-out of the blaster units)?
General Discussion » New units on Khraleans' perspective » Go to message
Can you select a particular race on a "random ranked" game? If that's an option, can someone let me know how you do it? Or must you be a random race?
What's New in the Latest Updates » 1.9.90 Added 3 new amphibious units. » Go to message
Why is Apple taking forever to approve this? I've been dying to try out the new units!
What's New in the Latest Updates » 1.9.90 Added 3 new amphibious units. » Go to message
Interesting, that's some good information!
What's New in the Latest Updates » 1.9.90 Added 3 new amphibious units. » Go to message
I don't see any statistics about how amphibian units perform against other amphibian units.

Additionally, can you remind me how many other types of units are going to be released in the next couple months?
What's New in the Latest Updates » 1.9.80-82 NEW UNITS are RELEASED » Go to message
I'm assuming you have to watch the ad everytime you build a unit you don't own?
What's New in the Latest Updates » 1.9.80-82 NEW UNITS are RELEASED » Go to message
Will the amphibious units go through the same beta period?
Will they cost money?
Any information on them at this time?
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