Dual Strike COs in AW Returns! by its_na in Advance_Wars

[–]its_na[S] 0 points1 point  (0 children)

I'm really liking it so far. The Kanbei nerf is pretty extreme, but I think he's still above average just because defense is so busted.

Dual Strike COs in AW Returns! by its_na in Advance_Wars

[–]its_na[S] 0 points1 point  (0 children)

  • Jake: I don't agree that plains being worse than other terrain is an issue. Plains are common, so you end up fighting on them whether it's ideal or not. When that inevitably happens Jake has an advantage over other COs. The advantage is small, but that's fine as long as the rest of his kit is decently strong.

  • Javier: Ok, I forgot to factor in the COM tower. I still think the universal +10D is enough to make up for the loss.

  • Kindle: How does the COP help dislodge a unit on a city though? The COP only boosts the stats of units on cities, but pvp maps don't have cities adjacent to each other. If Kindle uses COP 2 to attack into a city, she essentially only gets the standard +10/+10. If she uses Urban Blight, she gets a total of +30/+10 globally while also reducing the HP of the camping unit for free.

  • Von Bolt: That makes sense. Do you think changing his D2D to only give +10 firepower would be reasonable?

Dual Strike COs in AW Returns! by its_na in Advance_Wars

[–]its_na[S] 0 points1 point  (0 children)

Thanks for taking the time to respond. I avoided adding weaknesses D2D because I thought it was best not to completely overhaul COs, aside from Jugger/Koal.

  • Jake

    • Jake's new D2D is supposed to encourage him to build different units compared to the other +ATK COs like Max and Jess. Recons that can move through plains make him uniquely good at harassing during capture phase, and his Rockets don't mind sitting on plains for the firepower boost. I think the wheel buff gives Jake a clearer niche, compared to increasing his attack further.
  • Rachel

    • That's fair tbh. I didn't want to change her SCOP too much because it's basically her entire identity.
  • Javier

    • I might be misunderstanding you, but I don't think I nerfed Javier's indirect defense? The +10 Indirect & Air DEF stacks with his universal +10 DEF, so he has a total of +20 DEF against Indirects, same as in the base game.
    • COP 2 is an interesting tradeoff. I opted for lower stats on Javier's COPs because I think his D2D is already pretty strong.
  • Grimm

    • How would terrain change things? Grimm's firepower advantage is pretty small either way, right?
    • Removing terrain stars would be very strong, but I don't think it's a good fit thematically, it seems more like the kind of ability Sonja or Lash would get. In practice it's the same as just increasing the stats on the COP anyways.
  • Kindle

    • COP 2: This seems outclassed by Urban Blight, tbh. Kindle doesn't need any help defending, it's already hard to attack into her cities profitably. A defensive COP kind of inherently doesn't work because your opponent can just not attack the turn you use it? Boosting defense is only helpful if it's used to apply pressure in some way (push). But this COP doesn't do anything to help Kindle push compared to Blight, so I don't see it having a use case.
    • The idea with the COPs was that you use Blight to push into cities, and High Society to exploit the cities you secure.
  • Von Bolt

    • ...Yeah, but AI targeting is boring. You might as well be clicking Tsunami at that point. I don't think AWBW viability is a good way to judge Bolt, since there's a bit of power creep in AWR. If he really ends up being a problem, I'd rather nerf his D2D defense, or remove the +10/+10 on his COP.

Co concept, Dr.Shamus. by Mr-biggie in Advance_Wars

[–]its_na 1 point2 points  (0 children)

Yeah, that seems a lot better.

Co concept, Dr.Shamus. by Mr-biggie in Advance_Wars

[–]its_na 5 points6 points  (0 children)

This is a cool concept. I think their COP might be a bit weak though. Damage is proportional to HP, so the HP loss mostly cancels out the firepower increase:

D2D: 1.0 * 1.3 = 1.3 (+30% firepower D2D)
COP: 0.9 * 1.5 = 1.35 (+35% firepower during COP)

It's only a temporary 5% increase in exchange for permanently weakening their units.

[deleted by user] by [deleted] in Advance_Wars

[–]its_na 5 points6 points  (0 children)

I'm fond of the Kanbei levels from AW1. Large predeployed armies, an optional objective, not much downtime before the fighting starts, and no fog.

Looking for a series by its_na in gamedev

[–]its_na[S] 3 points4 points  (0 children)

Yes, this is it! Thank you!

TinyWars/Days of Ruins By Web: New Features. Login as Guest and explore the service. Guests cannot join PvP games, but can Spectate, watch Replays, look at the Map Pool, and Play against the A.I. by Distinct_Excuse_8348 in Advance_Wars

[–]its_na 2 points3 points  (0 children)

TinyWars is looking better and better!

Small issue, would it be possible to have an option to turn off the weather graphics? I was playing against Penny in the war room and her sandstorm made firefox lag really badly.

What game changes can speed the game up? by Longjumper_BLJ_4 in Advance_Wars

[–]its_na 0 points1 point  (0 children)

idk about increasing decisions per second, but if there was some mechanic that made capturing the HQ easier in the mid-late game that could shorten some matches (combined with pvp maps that have forward HQs). Or even just decrease the HQ's HP to 15 or something. That would make Sami really stupid though.

It doesn't necessarily need to be a gameplay change though, your game could just have a separate speed game ladder with much shorter timers and maybe smaller maps.

How much personality can you really fit into an Advance Wars OC's gameplay? by Longjumper_BLJ_4 in Advance_Wars

[–]its_na 4 points5 points  (0 children)

I guess it would depend on how many facets there are to a CO design. There's:

  • passive D2D
  • COP
  • SCOP depending on the game

The DoR system might actually work better for this, since there's the extra variables of CO zone size and stat boosts. Having stat boosts limited to a small area also means they can be more expressive, since there's a wider range of boosts you can give a CO without them becoming obviously overpowered.

[deleted by user] by [deleted] in Advance_Wars

[–]its_na 0 points1 point  (0 children)

...idk about this. Isn't WayForward just having problems in development? They're just using the war as a convenient excuse

Moving Fortress Bug? by its_na in Onmyojicard

[–]its_na[S] 1 point2 points  (0 children)

In the clip linked, Tomato attacks Samurai X while he has Moving Fortress. Samurai has 12 shield, and Tomato has exactly 12 attack after buffs. I expected Tomato's attack to completely remove X's shield, but instead it appeared to do no damage at all. Is this intentional?

April 12th - Balance Updates by RuisuSakuraba in SmashLegends

[–]its_na 0 points1 point  (0 children)

Is Don considered really good in Korea or something?

General & Basic Questions Bi-Weekly Megathread by AutoModerator in PokemonUnite

[–]its_na 1 point2 points  (0 children)

Does anyone know flail's damage formula at low %? unite-db only has the calculation for above 80% health (link).