Make the EXP for non-commanders actually mean something...


(misterskippy) #1

…other than a different medal/badge icon?

For instance, if a toon reaches 10% EXP he earns a 1 movement or 1 action point bonus (or whatever it might be).


(Coup_de_grace) #2

I think in the future they will implement something for the unit exp. However i have no idea what could be possibly implemented that will at the same time maintain game balance.


(Domm) #3

im I totally wrong if I say it already makes an difference…;
(please correct me if im wrong)

the toons with return fire ability gets two rounds of that after a while ( at least Arche)
A also find that the injury damage increases, but only 1-2p


(tapititone) #4

Maybe they will add a rank requirement for certain weapons in the future? (ex: juan cant use the Avenger until he’s a captain)

I don’t know what else rank could do other than that.


(Sandpuppy) #5

hmm maybe just unlock cosmetic stuff, coloured weapons etc :slight_smile:


(Catnadian) #6

[QUOTE=Domm;423229]im I totally wrong if I say it already makes an difference…;
(please correct me if im wrong)

the toons with return fire ability gets two rounds of that after a while ( at least Arche)
A also find that the injury damage increases, but only 1-2p[/QUOTE]

Return fire being triggered twice is only a thing that happens when you attack using an AOE that hits the return fire unit and one of its allies, and it has enough AP for the ability to fire twice (once for it, and then another for the ally). The damage points are also likely normal variance in attack values (especially in Return Fire)


(Desparado) #7

Everyone’s captains have hella loads of xp lol.


(Coup_de_grace) #8

Actually i realize return fire deals less damage than in attack stage for example a 36dmg frm Hoo-Hah only deals 24 in return damage. Isn’t that so???


(Catnadian) #9

Yes, but only if the unit returning fire isn’t in range of the team Captain’s Backlash Aura, in which case it does normal damage, if I recall correctly.


(Coup_de_grace) #10

Which comes to the question of how often do we stick to the commander…

I think that return fire would be more effectively utilize and play a larger role if it actually deals the same damage to attack stage. I mean y would anyone who is in cover want to play defend when return fire deals less damage? Why should defending phase reduce weapon damage???

The current feature encourages more to dealing as much damage possible in your attack stage. You would not resort to return fire unless:
(a) you cant reach enemy to deal damage which would sufficiently kill the unit in the round and not be exposed to die in enemy’s turn.
(b) you have a half cover while also advancing forward

I believe we would see the full potential of return fire and more utility of commando class if all members have Backlash Aura casted upon by the commander in every defending stage and anywhere dealing 25% more damage, and units only deal standard weapon damage (etc. hoo-hah 35dmg) according to range in return fire when the commander is killed.

This would fit with the term “Backlash Aura” instead of “Dealing weapon standard dmg Aura”. This also is in conjunction with war tactics of annihilating “leaders” 1st. All the more reason to take out the opponents Top Brass 1st, while keeping our own alive.


(Warchest_Andy) #11

Getting back to giving experienced toons a little boost, I would love to see them get either a very minor damage bonus or a very small increase to their chance to cause a critical hit. If the boosts were kept low it would not create a game-breaking advantage but it would make it worthwhile to level them up.


(Catnadian) #12

Return Fire (and Backlash Aura) can already be used effectively defensively, particularly with Commando units. If your units can only fire from squares that are covered by retaliatory strikes, even if they kill something, they’re likely going to be severely wounded in the process. It’s even something of an AoE/DoT deterrent (Lights will be wounded heavily, and even Juan will lose a not-insignificant amount of his health pool).

It would probably see a lot more use if they brought back soldier orientation/LoS markers for your own units. I hope that makes it in this coming patch.


(Walrus365) #13

I don’t agree. It would severely tip balances in favor of experienced users, and would discourage new players even further.


(Coup_de_grace) #14

i hardly think so… At a view point of a new player against an experience user, its already at a natural disadvantage. Its part and parcel of learning in this game. Catnadian is only suggesting some kind of targeting indicator, which is not tipping the game balance, new players just have to learn how to use the feature.