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 Post subject: Patch 330--Balancing, New Cards, Coop & Training Missions!!!
PostPosted: Wed Oct 20, 2010 2:08 pm 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
New Training Missions

New Trainings Missions 1-6. Who will be the first to beat all of the missions. Post here when you do (we will confirm).

First 10 Coop Missions Posted.

There will be a high score list in the client within the next fews days. The high score list will have high scores for each training mission and each coop mission. The High scores are first sorted by turns to defeat the mission (quickest is best).

The high scores players for each mission will be invited to a $100 sealed tournament at the end of the Beta.

7 New Cards

7 New Cards

Officer Training -- 80 -- Credit for 3 Kills - Rare
Sabatage -- 60 -- target mechanical unit (ground or air) is immobilized and cannot fire for 1 turn
We Need Reinforcements -- 40 -- Give 3 mechanical units a 75% speed buff for 2 turns
Engine Trouble/Backfire -- 10 -- Give ground or air unit a 50% speed debuff --permanent
Sharpshooter - 0 -- increase infantry range by 1 hex
Sharpshooter boost -- 5 -- increase range by 2 hexes for 2 turns.

Balancing Changes
Minor Artillery -- damage range is 65-85 -- Text corrected
Rage -- hp loss lowered to 7 per turn
Rage 2 -- cost lowered to 40
Last Line of Defense -- Artillery replaced with Heavy Tank
Reactive Armor -- cost lowered to 40 and changed from ultra rare to rare
VolativleReactive Armor -- cost reduced from 30 to 25
Titanium Armor -- Cost reduced from 40 to 35 and changed from ultra to rare
Stopgap armor -- Cost from 25 lowered to 20
Tech AA -- cost lowered to 155 and changed from common to rare
Armoroed Artillery -- cost lowered from 140 to 130
Armored AA -- 125 to 120
Tech Artillery -- 195 to 185
Tech Light Tank -- 165 to 160
Armored LT -- 140 to 125
Tech Heavy -- 280 to 275
Amored Heavy -- 200 to 195
Lethal, Marksman, and Armored Fighter -- 185 to 180
Lethal, Markmans, and Armored Heli -- 200-195
Tech Heli -- 275 to 270
Tech Recon -- cost to 100, common to rare
Armored Recon -- 80 to 70
Minor Overhaul -- increase duration to 20 turns
overhaul -- increase duration to 15 turns (ground and air for both)
Fortify -- cost lowered dfrom 60 to 50
Enlist 2 Recon -- cost increased 75 to 80
Ground Tech -- cost lowered from 140 to 135
Air Tech -- cost lowered from 120 to 115

Rarity Changes

Please note, some rarirty changes were not made for balancing purposes but merely to equalize the number of cards at each rarity.

Airlift -- rare to ultra rare
Airlift 2 -- uncommon to rare
Major Artillery -- rare to ultra rare
Airport -- uncommon to rare
High Caliber Boost -- Uncommon to rare
Merc Artillery -- uncommon to rare
Advanced Training -- rare to uncommon
Training -- uncommon to common
Enlist Infantry and Recon -- rare to ultra rare
Enlist Recon and Artillery -- rare to ultra
Enlist 2 Heli -- Ultra to rare
Kevlar 2 Infantry -- ultra to rare

Misc. UI Changes

Several small UI updates.

Thoughts?


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 Post subject: Re: Patch 330--Balancing, New Cards, Coop & Training Mission
PostPosted: Wed Oct 20, 2010 4:32 pm 
Battle Dex Testing Team
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Armored LT -- 140 to 1225
a little bit too expensive IMO ^^
Still a nice update.


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 Post subject: Re: Patch 330--Balancing, New Cards, Coop & Training Mission
PostPosted: Wed Oct 20, 2010 4:53 pm 
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-armored artillery from 140 to 140? Sweet! :D
-I'm glad to see Airlift 1 become more than Rare. I actually kinda wish there was a Super Rare. Some cards aren't AMAZING but are higher than rare (for example: Light Tank Hero, and Airlift 1)
-Major Artillery is so dang expensive that it should stay rare imo
-Finally someone besides me sees that High Caliber Boost is kick-ass!

What were the misc UI changes?

SO GLAD TO FINALLY SEE NEW CARDS
-Sabotage should not work on Hero units. It doesn't specify that on the card so i assume it doesnt
-"we need reinforcements" - It's cool because it can mean units are retreating or that reinforcements are coming. It took me a second to catch that, but definitely don't change it to something suggesting one or the other. "back up" would also serve both goals
-Change Backfire to Engine Trouble :( Backfire would be when the OPPONENT did something and got a different outcome than they intended. For example, if the unit hurt itself one time when it shot, that would be a backfire. This, however, is not.
-Backfire (on the website at least) has 2 mistakes: "give one AIR unit a 50% speed debuff. Duration: TWO TURNS". I like the way you said it in the post much better
-We Need Reinforcements has 2 mistakes: You posted that it costs 40g but on the site it says 10g (i think it should be 20 or 30g) and in the card desription, it SAYS "for 2 turns". You should never write the duration in the card description because you have that section below the picture to say it :) Also, the % is oddly placed. Also also, it doesnt make sense to have infantry (one with a flamethrower? O.O) as the picture for a card that works on all units except infantry. I like the picture though, and wouldnt be opposed to keeping it
-Change We Need Reinforcements from Common to Uncommon or Rare (imo, Rare)
-Sharpshooter (perm) from Uncommon to Rare, from 0g to 5g
-Sharpshooter (temp) from Uncommon to common, stay at 0g or increase to 5g, not sure which I like better
-Backfire/Engine Trouble from 10g to15g or 20g (15g imo)
-Officer Training price needs to be adjusted. (using 2x +2 kills and 1x +1 kill costs 150g and 3 card slots to get +5 kills total. Using Officer Training (80g) and +2 kills costs 145g and 2 card slots) cost less card slots AND money? Seems wrong to me, but maybe it isnt


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 Post subject: Re: Patch 330--Balancing, New Cards, Coop & Training Mission
PostPosted: Wed Oct 20, 2010 7:58 pm 

Joined: Mon Apr 12, 2010 2:12 pm
Posts: 100
Like the new cards, love the balancing changes, really love the new missions/coop missions.

Also, I think an engine can backfire. That is the right term -- per dictionary.com -- "in an internal-combustion engine, premature ignition of fuel in the intake manifold." Sounds good to me.

Anyone up to take on some coop missions tonight?


Last edited by Inferno on Wed Oct 20, 2010 8:01 pm, edited 1 time in total.

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 Post subject: Re: Patch 330--Balancing, New Cards, Coop & Training Mission
PostPosted: Wed Oct 20, 2010 7:58 pm 
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i will


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 Post subject: Re: Patch 330--Balancing, New Cards, Coop & Training Mission
PostPosted: Thu Oct 21, 2010 12:15 am 

Joined: Sat Apr 24, 2010 8:03 pm
Posts: 355
the new mision have very much buggs in time and not good balanced on some you have not really change to win it looking so
and on some you must as player on some positon not too much like map 10 only th suroundet player must too sometink the othe rmust highes send some units per lift but have not ahart job
some maps a good ideer like mision 6 but they verbuggd so i think you must work much on the new maps to amke the funny
also best you entrapment on some matches a littelbit and to controledet to most again because they have muchs buggs then i think the mision can make much fun

also the buggs i see in time was mision 6 one player is not in team and 10 the cpu fight vs another


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 Post subject: Re: Patch 330--Balancing, New Cards, Coop & Training Mission
PostPosted: Thu Oct 21, 2010 12:21 am 

Joined: Sat Apr 24, 2010 8:03 pm
Posts: 355
iam loking forward for the neckst patch then i think the maps make all very much fun becaose the ideer all good but not finish in time


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 Post subject: Re: Patch 330--Balancing, New Cards, Coop & Training Mission
PostPosted: Thu Oct 21, 2010 2:14 am 
Battle Dex Testing Team
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I am looking forward the new missions. Mrcaos: of course they have bugs, thats why we are here :)

I would give "We need reifor... " bigger gold cost.

I dont like the increased cost for enlist 2 recons :(


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 Post subject: Re: Patch 330--Balancing, New Cards, Coop & Training Mission
PostPosted: Thu Oct 21, 2010 9:23 am 
Battle Dex Testing Team
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Joined: Tue Apr 27, 2010 7:06 pm
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Location: Munich
I've completed Missions 1-4 without any effort. Mission 5 is really hard, i haven't gotten far in that one, which is why I tried to win the 6th.
I can't think of any way this mission is possible. I had 2 legendary firepower buffed arts shooting each round their full dmg, didn't lose any essential unit, made 24kills (enemy 4). I killed every single hero on the board, but the enemy has such a giant cp lead that I coulnd't get there in time. I would`ve needed at least 5 more turns :(

Anyone managed to do it yet?


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 Post subject: Re: Patch 330--Balancing, New Cards, Coop & Training Mission
PostPosted: Thu Oct 21, 2010 9:44 am 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
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I have beaten both missions 5 and 6. No one else in the company has beaten Mission 6. Mission 6 is extremely difficult but definitely doable.

Missions 1-4 were easy for you, but they would not be easy for a newer player.


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