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  • Suggestion for AR!

    Currently who owns the AR level 4 tactic knows how much it is superior to the others. I am level 250 spatial and I can close lvl 300 bases using only Bazookas, no mercenaries or extra troop, this is ridiculous.
    My suggestion is that they completely remove the shield and extra damage and leave only the speed and movemente boost. We already have a shield tactic and we have the power of the gladiator that gives a boost of strength. I believe that in this way the AR will be just another tactic like all the others, with its differential.


    Forgive my writing, I had to use google translate 😄

  • #2
    Yes, that is the way to go. No protect, no extra damage boost, just speed boost (which by itself increases DPS). Already makes for a very powerful tactic, by far still the most powerful.
    Fresh

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    • #3
      I was wondering if it shouldn’t be a speed and damage boost, but the troops take extra damage rather than less. Berserker mode.

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    • #4
      I agree the 90% protect is what makes AR so OP. I'm OK with it being removed, if I can combine two tactics and deploy them as one. So by merging an AR with a protect I would get something similar to the current AR, but it would cost me 2 tactics.
      Bad Rabbits. We hop, you drop. Adults 25+

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      • #5
        I’m another advocate of removing
        protect element completely from AR.
        Leader of Cerebral Force - a skill and strategy alliance. World top 50 team. War record: 136-3 (June 2019). Recruiting now, come join our journey!

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        • #6
          I wonder why do we need a separate thread for something that has been discussed a lot of times before?
          Last edited by Alexey; 04-12-2019, 09:08 PM.

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          • #7
            Originally posted by Alexey View Post
            I wonder why do we need a separate thread for something that has been discussed a lot of times before?
            Because in that I made a suggestion and explained the reasons for the suggestion.

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            • #8
              +1 for this proposal

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              • Dhruv patel
                Dhruv patel commented
                Editing a comment
                Just remove the protect effect and probably halve the damage increase. There going to stay 1 space for a long time. I have suggestions for tactics if they want to keep the protect.

                First aid --- +1 range heal 10% of health for the same amount of time (+1% per 3 ages and duration goes up by 2 seconds)
                Sabotage --- increase range +1

                Barrage and demolition--- Both take 5 seconds to do damage and number should remain the same but be a DPS lasting for 5 seconds ie: demolition does 4020 DPS and do 20,100 damage overall (barrage do half damage to buildings for this change)

                Protect and decoy--- Both last 30 seconds. stat increases for decoy remain the same and both tactics receive 2 second increase per level (protect could increase in damage reduction by 10% every 2-3 ages. (at CWA protect reduces damage by 70-80% for a time-frame)

              • NateTheGreat
                NateTheGreat commented
                Editing a comment
                Decoy needs extra health not 30s duration
                Protect could use a higher tier damage reduction, but not increased duration
                Barrage does need it's damage increased, an area of effect damage over time like a poison gas could be very useful to eliminate enemy foot troops.
                Demolition just needs more single target damage, 1 demo should take out 1 anti-air, tower, stable, etc.
                First aid does not need % increase, it's already very effective at healing tanks and heavy tanks which it has a niche for.

              • Dhruv patel
                Dhruv patel commented
                Editing a comment
                Barrage and demolition take time to hit the and barrage when it hits the target do the damage (500 damage for 5 seconds and when it hits it does 2500 damage).

                protect and decoy need to be long like they were before ( decoy need higher hit-points like you say and may stay the same in time) but protects needs to be longer.

                Didn't know that about first aid (had it in mind to benefit wider range of troops)

                Many of these changes for tactics were in mind for if they want to keep assault rally the same but NateTheGreat your changes are good if they want to remove the protect and reduce the damage increase (it's like a trainable strength of gladiators)
                Last edited by Dhruv patel; 04-15-2019, 09:34 PM.

            • #9
              Agreed, Assault Rally (AR) needs its damage boost lowered and % damage reduction either eliminated or drastically reduced.

              NATE THE GREAT | 240+ CWA | German
              Stop the cheaters. Listen to your players.
              Give us content not new skins on old units.
              100k Players x $10 >> 5k Players x $100

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              • #10
                Originally posted by Lord Kalango View Post
                Currently who owns the AR level 4 tactic knows how much it is superior to the others. I am level 250 spatial and I can close lvl 300 bases using only Bazookas, no mercenaries or extra troop, this is ridiculous.
                My suggestion is that they completely remove the shield and extra damage and leave only the speed and movemente boost. We already have a shield tactic and we have the power of the gladiator that gives a boost of strength. I believe that in this way the AR will be just another tactic like all the others, with its differential.


                Forgive my writing, I had to use google translate 😄
                I agree in the direction of rebalance.
                -The hihger damage reduction is exagenrated. Have to be lower (half or lees) than the Protec Tactic. 0-25%
                -the attack speed was reduced. Right direction.
                -Limit the Damage boost between 20-100%. The actual level is exagerated.

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                • #11
                  The removal of damage reduction (protection) from AR was made official during the Space Age twitch stream; or rather, Muet alluded to it. He also mentioned it in a forum post somewhere later on. Considering it's the most impactful AR attribute today, yet not its original intent, we can be certain that damage reduction will be either removed or drastically reduced from AR in the future. Prepare accordingly.

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