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AanAllein
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Post subject: mercenaires Posted: Mon Apr 12, 2010 1:30 pm |
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Joined: Sun Mar 07, 2010 7:31 pm Posts: 107
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twink madness. especially combined with Airlift. super cheap instant army at enemy HQ. Serious issues here.
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Post subject: Re: mercenaires Posted: Mon Apr 12, 2010 3:08 pm |
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Joined: Wed Jan 06, 2010 3:58 pm Posts: 564
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Yes, we've made some adjustments today following last night's tourney. Airlift 3 and Merc Heavy Tank cards are now more expensive, and we added +50 HP to headquarters.
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Bubbles
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Post subject: Re: mercenaires Posted: Mon Apr 12, 2010 3:24 pm |
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Joined: Mon Mar 29, 2010 7:32 pm Posts: 2828 Location: Louisiana, U.S.
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Really??? It was not OverPower whatsoever... Weaknesses: 1. AA 2. Artilery (both major and minor) 3. rebuilding the forces, or whatever the base-healing card is
it was simply a strategy that took advantage of what most decks will lack, then play off that weakness..
_________________ Living goes by fast, catch your breath and it'll pass you by. And it won't last to sulk in the memories you hold.
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doministic
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Post subject: Re: mercenaires Posted: Mon Apr 12, 2010 3:50 pm |
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Joined: Mon Apr 12, 2010 11:18 am Posts: 34
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i agree i didnt see this one coming?? I think its a low blow move to attack town center with merc tanks... haha. Good strat tho but definitely cheesy
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Post subject: Re: mercenaires Posted: Mon Apr 12, 2010 4:23 pm |
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Joined: Wed Jan 06, 2010 3:58 pm Posts: 564
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One more tweak coming to rectify this a bit.. Heavy Tanks will do 2 less damage against buildings per shot in the next build. This is an interesting strategy, and we want to make sure it's viable but still able to defeat with competent defenses.
Bubbles, you're right, Construction Crew will render this tactic useless, but that's an Ultra Rare and even then you rarely see it being used. We need a smart player to be able to defend against this without Construction Crew.
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Bubbles
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Post subject: Re: mercenaires Posted: Mon Apr 12, 2010 4:31 pm |
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Joined: Mon Mar 29, 2010 7:32 pm Posts: 2828 Location: Louisiana, U.S.
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well, i strongly disagree with this change, but theres a reason youre the founder and I'm not *shrug*.....
_________________ Living goes by fast, catch your breath and it'll pass you by. And it won't last to sulk in the memories you hold.
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Xlom3000
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Post subject: Re: mercenaires Posted: Mon Apr 12, 2010 4:40 pm |
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Joined: Fri Jan 08, 2010 7:38 pm Posts: 110
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I don't think making heavy tanks do less damage to buildings was the answer. Just make mercs not able to be air lifted.
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Post subject: Re: mercenaires Posted: Mon Apr 12, 2010 5:05 pm |
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Joined: Wed Jan 06, 2010 3:58 pm Posts: 564
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Xlom, we don't want to nerf Airlift just yet because it would cripple other strats in an effort to stop this one. We'll try some tweaks first and keep an eye on it.
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AanAllein
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Post subject: Re: mercenaires Posted: Mon Apr 12, 2010 6:48 pm |
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Joined: Sun Mar 07, 2010 7:31 pm Posts: 107
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suggestion...only one merc of each type (and no more than 2 total) can be in play by any player at any time.
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AanAllein
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Post subject: Re: mercenaires Posted: Mon Apr 12, 2010 7:07 pm |
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Joined: Sun Mar 07, 2010 7:31 pm Posts: 107
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or....reduce their lifespan to 3 turns.
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