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SkittlesYum
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 2:00 pm |
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Joined: Mon Oct 17, 2011 5:02 pm Posts: 742 Location: Milwaukee, WI Gender: male
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So true, I think that even if the Dmg units r upgraded people still won't use them. We have to think of something to get people to use them.
_________________ SkittlesYUM
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simmen
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 2:09 pm |
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Joined: Mon Jun 01, 2009 5:32 am Posts: 15987 Gender: male
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Only thing to do is to beat people using damage
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Code: http://battledawn.com/forum/viewtopic.php?f=111&t=4690 Thank you Michael http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076 Thank you developers (^-check out the topics)
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SkittlesYum
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 2:17 pm |
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Joined: Mon Oct 17, 2011 5:02 pm Posts: 742 Location: Milwaukee, WI Gender: male
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Andrew
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 3:01 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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I was running some tests and some interesting results, pure damage vs pure range results in the following: For all same chassis tests, when you use the weapon that does 100% damage to the chassis the range wins with a few left, all other times damage wins with quite a few left.
1/3 armour, 2/3 range vs 1/3 armour, 2/3 damage results in damage units winning with a couple damage units surviving; When using the weapons that are only 50% and 25% effective the damage units win out with a large amount left over.
Ranged units are still better when you outnumber an opponent but using damage/armoured units is very effective against an opponent of roughly equal strength. You can build more units and providing you avoid nukes/ions/spies you can take down an equal or greater foe using damage units.
I think the minor damage bump is going to help give damage units more purpose and hopefully we'll see them in play more as they were the least used upgrade type. We didn't want to swing the balance pendulum the other way which is why it's just a minor damage bump for now, we may revisit damage units later with more tweaks as well.
-Andrew
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SkittlesYum
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 3:04 pm |
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Joined: Mon Oct 17, 2011 5:02 pm Posts: 742 Location: Milwaukee, WI Gender: male
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Thats just wierd...
HOW?
_________________ SkittlesYUM
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maxattack
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 3:25 pm |
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Joined: Wed May 26, 2010 8:09 pm Posts: 1900 Location: Look behind you. Theres a shadow. Look at where it is. It isnt me Gender: male
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How does that work? Andrew wrote: I was running some tests and some interesting results, pure damage vs pure range results in the following: For all same chassis tests, when you use the weapon that does 100% damage to the chassis the range wins with a few left, all other times damage wins with quite a few left.
1/3 armour, 2/3 range vs 1/3 armour, 2/3 damage results in damage units winning with a couple damage units surviving; When using the weapons that are only 50% and 25% effective the damage units win out with a large amount left over.
Ranged units are still better when you outnumber an opponent but using damage/armoured units is very effective against an opponent of roughly equal strength. You can build more units and providing you avoid nukes/ions/spies you can take down an equal or greater foe using damage units.
I think the minor damage bump is going to help give damage units more purpose and hopefully we'll see them in play more as they were the least used upgrade type. We didn't want to swing the balance pendulum the other way which is why it's just a minor damage bump for now, we may revisit damage units later with more tweaks as well.
-Andrew I like the minor damage bump after seeing this
_________________ Retired AANC Mentor | Retired MT Member | CMoTM | SoTM IGN(s) : Maxattack, MAXS
Retired player, trying to come back again.
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SkittlesYum
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 3:32 pm |
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Joined: Mon Oct 17, 2011 5:02 pm Posts: 742 Location: Milwaukee, WI Gender: male
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Really, I don't get how thats possible Andrew. Did you do battle simulator or something like that?
_________________ SkittlesYUM
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eragona
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 3:43 pm |
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Joined: Wed Jun 15, 2011 7:30 am Posts: 299 Gender: male
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Kiddies plz try 15/5/10 16/5/9 15/6/9 these 3 are some cost efficient effective build before even the new patch.
_________________ Zodiac War does not determine who is right,only who is left.
Currently playing E6- HaHa
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SkittlesYum
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 3:46 pm |
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Joined: Mon Oct 17, 2011 5:02 pm Posts: 742 Location: Milwaukee, WI Gender: male
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He first one is horrible! Half your squad being armor would give time for you range and damage units to attack, but you don't have enough attack to kill anyone!
All your units would die!
_________________ SkittlesYUM
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darathmurrough
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Post subject: Re: NEW UNIT BUILD Posted: Sun Nov 27, 2011 8:46 pm |
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Joined: Wed Oct 26, 2011 11:32 am Posts: 625 Location: Eire for life haha Gender: male
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hmm im tempted to try 5 damage with 25 range or 10 damage with 20 range, completely leave armour out now xD
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