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Well I guess I'd better sign up for this at this point . Count me in, although if by some miracle I win the tournament (because you all know by now that my main quality as an AW player is sheer persistence rather than any particular genius for war), I'll probably hand the prizes off to the runner up. I'd still have preferred "It's your turn" for the thread title though . Paul.Power fucked around with this message at 23:19 on Feb 3, 2016 |
# ¿ Feb 3, 2016 23:05 |
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# ¿ May 22, 2024 09:18 |
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Some additional thoughts on recons here: this is a cool map to play around with them on, as between the roads, shoals, cities and empty missile silos, there's a lot of terrain that allows for free movement of units with tyres. It's also pretty open (and, as Slur noted, much more open than it seems). Stuff like this to make early recon harassment more fun and viable can make for a neat map design. Recon harassment can be countered easily enough by tanks, but you're spending 4000G to make your opponent spend 7000G - which is 3000G for them that could be going into infantry and economy-boosting. It's a stronger strategy in AWDS, as the crazy way that CO bars charge in that game mean that recons are the second most cost-effective unit at charging your power bar (with infantry being the most cost-effective unit): lose a recon, and that's a whole star on your power gauge. AWBW still follows AW2 rules for power gauges though, where it's strictly proportional to unit cost. While my comm tower ploy was good tactics, it might be poor strategy: I could have been focusing on capturing cities for my economy, especially in these early days where there aren't a huge number of attacks going round to take advantage of that 20% attack boost. Paul.Power fucked around with this message at 21:06 on Feb 4, 2016 |
# ¿ Feb 4, 2016 21:01 |
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To get a crisp shot at 200%, use Nearest Neighbour or turn resampling off.
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# ¿ Feb 5, 2016 09:09 |
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anilEhilated posted:I'd honestly prefer 200% if you can manage to get it crisper - the fact that the grey and purple colors stand out less against the background doesn't really help.
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# ¿ Feb 5, 2016 10:41 |
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G?
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# ¿ Feb 10, 2016 11:10 |
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Junpei Hyde posted:G to H. Um, in an attempt to say something sane here... Slur's point about damaging strong units instead of destroying weaker ones is an interesting one, and generally sound advice - in addition to what he said, you aren't wasting damage on overkill. Fighting Andy is a big edge case there since he can bring a whole bunch of damaged units back from the dead, but one thing to note is that as well as Andy countering Drake, Drake counters Andy to a degree: I'm using a lot of Hyper Repairs fixing up Tsunami damage when Andy's real ace in the hole is Hyper Upgrade. I was definitely surprised at the time that Slur went for a Neotank, I thought a battleship would be playing to his strengths better, and be harder for me to counter on a map with no air units. The Neotank did get me churning out artillery rather than tanks though, and while artillery are a very powerful and cost-effective unit, they can't push as well as tanks can. Slur did make a little bit of an error in dismissing my recon though... Paul.Power fucked around with this message at 13:30 on Feb 10, 2016 |
# ¿ Feb 10, 2016 13:27 |
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Oh dear. Well, now you know how hard it is, Slur .Gamerofthegame posted:To me, honestly, the naval game at all feels like such a trap on this map. You can shove around an incredibly expensive rocket at sea, or you can just buy a normal rocket and abuse all the good tire movement. There isn't a LOT of properties out at sea, either, so beyond shoving infantry teams in black boats and dropping them off there's nothing really worth while going there. Drake's advantage is functional worthless on account of the hideous buy in and the time it takes to sail the b-ships around, with plenty of safe zones. Thinking about it, automatically responding to Slur's Tsunamis with Hyper Repairs might just have been a product of playing so much AW1 lately, since that's really your only option there. I'll have to see if I can learn from my mistakes here.
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# ¿ Feb 11, 2016 20:56 |
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Gamerofthegame posted:the only way your opponent can counter it is by buying the extremely expensive submarine... for that sole purpose. quote:Seeing the endgame makes me deeply curious how the hell Slur actually swung things around to be able to spam bships and neotanks, but alas. e: I mean, there's a school of thought that I was doomed as soon as I lost even one property to him. I tend not to go with that because I'm a stubborn ol' bugger, but once the northern central island was gone, Slur has 6000G on me and I could probably have been forgiven for resigning then. But hey, I played it out. Paul.Power fucked around with this message at 22:47 on Feb 11, 2016 |
# ¿ Feb 11, 2016 22:44 |
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I'm wondering if I should run and commentate a "plate" competition for everyone knocked out in the first round, just so they don't feel like their time in the tournament ended too soon. What do people think?
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# ¿ Feb 15, 2016 22:01 |
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Doctor Reynolds posted:I almost picked Drake because I thought being immune to Rain would be fun. Then I realized that just reduces vision, so it's useless...
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# ¿ Feb 16, 2016 20:32 |
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KennyMan666 posted:Maybe do it in some different way. Like, wait until these two rounds are over too, and take the four that's been knocked out and do a 4-player FFA or a 2v2. Or game with fog, but that requires remembering it was fog when posting the screenshots from the replay.
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# ¿ Feb 17, 2016 10:46 |
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Now I think about it, there's an interesting advantage to having a battleship in a lake over one in the open seas (on a land/navy/air map, anyway). See, air generally beats navy because unless you have enough funding for an aircraft carrier, cruisers are your only anti-air naval option and they are at best in a fair fight with B copters thanks to their cost and their middling defence against choppers. But land beats air because AA are much cheaper than cruisers, and it would be suicide to send a B copter up against one at full health. So by having a battleship surrounded by mostly land, you're trading battleship mobility (oh well, it's a battleship: you find a place you want to park it and ideally you'll rarely have to move it) for air units having to cross more potentially hostile terrain to get at it. There's even the added wrinkle here of only one port per lake, so Doctor Reynolds can't build subs or their own battleship for the job. And there's another leg to this triangle: battleships generally beat land. They can outrange and out-tank rockets and artillery, and nothing else poses a major threat to them. They make for great fire support (as Slur demonstrated in his game against me... uh, if you use your imagination to reconstruct the lost turns...) and are a huge pain to take down (which gives them an edge over, say, powerful but fragile bombers). The gamble for Kennyman here, though, is can he use that battleship to gain control of the land to the east of the lake (and thus set AA up there) before copters arrive? Doctor Reynolds looks pretty well positioned (then again, everyone looks pretty well positioned at the end of their turn )
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# ¿ Feb 17, 2016 12:40 |
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Additionally, Sami recons might not do enough to properly disrupt Sami's infantry with their capture bonus, so maybe that's why Reynolds went straight for the tank option. Recon rushes work best with someone with good stats for them, like Max or Jess or even Grimm, and Sami is better equipped to shrug them off than most with her capture bonus. And if I'm being honest, they also work best in AWDS as opposed to AWBW . The best unit to fight footsoldiers with isn't so much AA as it is your own footsoldiers. Especially if you're Sami. Paul.Power fucked around with this message at 15:00 on Feb 17, 2016 |
# ¿ Feb 17, 2016 14:54 |
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Doctor Reynolds posted:Tanks do 0% to Battleships apparently. Whoops.
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# ¿ Feb 17, 2016 21:35 |
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On the other hand, AWDS Sonja is pretty good outside of fog and ridiculous in it. "Ridiculous" is sort of part for the course with AWDS though.
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# ¿ Feb 17, 2016 23:47 |
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Eagle with AWDS Lightning Drive (move again at 50/100 stats) but an oooooOOOO meter. Jess with either 120/100 vehicles and 90/100 footsoldiers, or 115/100 vehicles and 100/100 footsoldiers. I know the classic balance proposal for Sensei is along the lines of 8HP infantry/mechs from his powers and a meter of ooooOOOO. Paul.Power fucked around with this message at 11:23 on Feb 19, 2016 |
# ¿ Feb 19, 2016 08:47 |
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Endorph posted:One 'balance' suggestion I've always really liked was making Flak 120/120 on his turn and 80/90 on the enemy's turn. Not that flak's broken but it's a more interesting concept than praying to the RNG.
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# ¿ Feb 19, 2016 14:52 |
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This map could use airports. Or any kind of property, really.
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# ¿ Feb 22, 2016 19:40 |
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Doctor Reynolds posted:DoR threw away the fun colourful world they built up in favour of that dour uninteresting post-apocalyptic brown look that dominated the 2000's.
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# ¿ Feb 24, 2016 08:53 |
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Gamerofthegame posted:Wars World is, well, the world. Macro Land is the places that both AW1 and 2 take place in. Omega Land is another place that everyone has assets in like some colonized Africa or something, but it isn't the big four's primary interest so there's a bunch of rump COs there.
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# ¿ Feb 24, 2016 15:40 |
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Site's back up.
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# ¿ Feb 25, 2016 09:32 |
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KennyMan666 posted::awbw:
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# ¿ Feb 29, 2016 16:51 |
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Jess is France, though. An army marches on its stomach, and all that. Green Earth may be Germany, but the COs are from all over Western Europe: Drake is a Sir Francis Drake reference, Javier is Don Quixote. Paul.Power fucked around with this message at 10:03 on Mar 7, 2016 |
# ¿ Mar 7, 2016 10:00 |
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xelada posted:Ah AWBW, I remember this, wasn't that great but still had lots of fun.
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# ¿ Mar 10, 2016 16:16 |
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Slur posted:Site's (temporarily) back up, for now. Sure, fine by me.
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# ¿ Mar 17, 2016 21:33 |
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Ok, game's up - called "Goon Tourney Game 5", password is cheese (ha, didn't even think about who I was playing when I picked that). Good luck, Anticheese!
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# ¿ Mar 17, 2016 23:48 |
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My game with Anticheese is over. I've copied the log to a spreadsheet as a bit of a backup.
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# ¿ Mar 31, 2016 08:32 |
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Slur posted:
e: Snow and rain played a fairly big part in the battle - a few times I found myself cursing infantry's complete inability to move through mountains in snow. At the same time though, I tried to use the weather to my advantage if I got it first and knew that Anticheese would have to sit through a turn of it after me - e.g. her recons struggling to get away from her bases on snow and rain days. One extra bit of advice I'd give Anticheese is that sometimes Flak has good ideas: tanks are powerful, and they do move far. They can't win a battle on their own, but they play an important role in almost any army, and because Anticheese had no tanks of her own, I had the run of the field with mine. Paul.Power fucked around with this message at 13:13 on Apr 7, 2016 |
# ¿ Apr 7, 2016 12:16 |
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This is the crazed ramblings of someone who should be asleep, but oh my goodness, capture all your bases as soon as possible, you're missing out on an extra infantry every turn.
Paul.Power fucked around with this message at 02:47 on Apr 8, 2016 |
# ¿ Apr 8, 2016 02:40 |
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Oh hey, looks like amarriner took advantage of the server move to add a few extra touches. Adding a "combat sprites" graphics mode is a neat touch, although I'm not sure it aids visual clarity. Would be cool to see that extended to custom unit sprites for each side (Cobalt Ice would be particularly interesting to see, naturally). Fire Emblem units and deployable COs seem like risky moves, but they'll spice the metagame up if nothing else.
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# ¿ May 2, 2016 14:01 |
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I can't remember if black tiles have been explained in this thread - if not, they're "teleport tiles" - they have zero movement cost. A unit can't end its turn on them, though. They're created by exploiting a glitch you can get if you make your map in a text editor. I think this is the first time I've seen them used in a naval context. Pretty neat.
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# ¿ May 5, 2016 19:44 |
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Aston posted:Update: Endorph and I have made some Infantry, so it's heating up over here as well.
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# ¿ May 8, 2016 12:49 |
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Game's up. Password: goons. Good luck and have fun, Keiya!
Paul.Power fucked around with this message at 19:38 on May 9, 2016 |
# ¿ May 9, 2016 18:57 |
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Whoops, mistyped the password as "goones". Sorry Keiya. Let's hope my playing's better than my organising
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# ¿ May 10, 2016 07:43 |
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Doctor Reynolds posted:You're a big fan of maps with a lot of pipes on them. I do like the way that pipes and teleporters are handled in the game Keiya and I are playing, with their whole "surfaces of an open-sided box" thing. Paul.Power fucked around with this message at 09:04 on May 13, 2016 |
# ¿ May 13, 2016 08:51 |
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quote:So within 7 turns of this game going on, there's been three instances of weather. For those of you who don't know, at the beginning of each player's turn, if random weather is an option selected during a game, there is a 7% chance that the weather will change from clear to either rain or snow, affecting the movement of all units on the map in one way or another. If one or more players select Drake as their CO, the chance of rain at the beginning of each player's turn increases from 7% to 14%.
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# ¿ May 18, 2016 19:47 |
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Gamerofthegame posted:I haven't done all my Kindle tricks yet, tho.
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# ¿ May 19, 2016 14:59 |
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Oh man, that +40% attack on cities is super good. Bait-and-switch tactics with pulling out damaged capturing infantry after drawing in a recon/tank, and then sending my own recon/tank on to the city instead are really effective, and helped me to get an early edge over Keiya. I honestly feel a bit bad for using Kindle here. I also feel a little bad for deliberately picking player 2 when I set the game up so I didn't have to worry about choosing between "rush for the base early" and "capture the nearby cities". Keiya went for the cities first, and I think grabbing the base a couple of turns earlier did help me control the middle. Might not have been a huge deal though.quote:Special congratulations to Paul Power for deploying a Megatank. It is my deepest wish to one day see one actually enter combat.
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# ¿ May 27, 2016 20:40 |
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Ooh right. Game's up, called "Goon Tourney SF2 Attempt 2", password "goons" (hopefully spelt right this time!). I'm on holdiay at the moment, so my turns might be a bit sporadic over the next few days. Either way, good luck and have fun, Gamer! E: oh wait hang on I think it ignored the bans I put in because I had to go back and change something during game creation, I'll rehost. E2: Oooh Yeah! Slur's been telling me for a while that Grimm works pretty well in the fog, so I thought I'd give him a shot. Other COs considered included Drake (fog + random weather could lead to some interesting rain shenanigans) and Lash (continuing my "terrain based COs" theme), but the airports might have undercut their effectiveness. So let's see what the Kool-Aid Man can do. Paul.Power fucked around with this message at 08:40 on May 31, 2016 |
# ¿ May 30, 2016 17:32 |
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# ¿ May 22, 2024 09:18 |
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Endorph posted:protip to the players, there are a few non-javier COs who really benefit from comm towers. see if you can figure out which ones. Incidentally, I liked how my move that made Gamer resign was putting a battleship in a tiny lake Paul.Power fucked around with this message at 15:58 on Jun 2, 2016 |
# ¿ Jun 2, 2016 15:47 |