Version 1.1.0 New discoveries


(Coup_de_grace) #1

Firstly it is always advisable to restart your device after any large program installation.
I’ve only played a few missions and i realized there are some changes not included in change log. So i would like to setup a post where all changes, no matter how minor it is for everyones convenience. If anyone has found any bug or sort, please feel free to add on here.

For now i have found:

  1. Artillery strike usage reduced from 5 times to 3.

  2. Self explosion of UAV and C4 displays a self damage indicator of -90 but they will disappear. (for what intention???)

  3. C4 deals 94 dmg at 1 square radius. On spot damage yet to be tested.


(Warchest_Andy) #2

Sniper rifle damage seems to have been tweaked (nerfed) a little:

Otto: 40 > 32 for 4 AP
Botherer: 69 > 60 for 6 AP
Avenger: 86 or 87? > 82 for 8 AP

All “old” values are to the best of my recollection - I might be a point or two out here and there. :rolleyes:

Not huge changes but enough to take the edge off those all-sniper builds (especially with Cloak lasting two turns now instead of three).

The new Electri-fryer sits between the Otto and the Botherer at 46 damage for 5 AP.


(Catnadian) #3

The Barracks damage values seemed to have been changed, but I can confirm that at the very least the Botherer is unchanged and still the Light-erasing pain cannon it’s been since before the patch. Bit of a shame, because the Electri-Fryer is loads more interesting.


(Maximilian3ek) #4

Dee’s robot blocks (HP: 250/AP:4): Friendlies cannot pass through it too!!

Suds C4: Damage on 3/2/1/C4/1/2/3: 32/74/82/C4/82/74/32
P.S.: Captain was exploded one tile away.



(Torched) #5

I had online matches end for time out reasons and didn’t gain the coins despite it showing all the coins were won by me. Anyone else have the issue?


(Coup_de_grace) #6

The old matches probably have not gained the new “get all coins” effect. Try testing it out with players on updated version and games created after update patch. Im confident you will get all the coins if games expired by time out.


(Ciakgb) #7

One mystery loss, happened in the beta too. Just all of a sudden, you lose…no take n hold, three guys left.


(Hot-Wire) #8

The firing the magnum pistol animation changed.

Instead of firing with one hand. Now you use two hands.

Edit: Actually it might be dependent on class. I see that the animation is different between them. Some fire with 1 hand and the commander fires with 2.


(Ciakgb) #9

I’ve got a bitch. If melee weapons got a one energy point reduction, why are knarly knife strikes still cost three?


(Catnadian) #10

Because 2AP melee weapons are ungodly murder machines and we don’t need them back in any form.


(Hot-Wire) #11

Speaking of melee weapons, the Chain-Awesome outclasses the lumber numberer in every way, since they cost the same to use (4) and equip (6), yet 1 does 80 something damage, while the other does 75. The only difference is one is 10000 bucks more expensive to buy.


(Coup_de_grace) #12

@Ciakgb
yup catnadian is right, many people including me have pointed out that if knarly also received a similar energy reduction it would simply be the strongest melee around, and that gives us no reason to use other melee weapons which is against what the devs have in mind. It is a lower tier-ed weapon with lower SP cost so one would assume that it would naturally perform slightly below par. It also gives you more reasons to use other more awesome weapons in the arsenal!!!

@Hot-Wire
The animation for certain weapons does differ according to classes and even units, this has always been the case since before the new patch. The fact that you have noticed it now means SD is successful in getting more exposure to some rather less used weapons. But its never too late, welcome to the Gentlemen’s Club of Magnums .50


(Hot-Wire) #13

Oh I see. I’ve always used the magnum on Gus, but since the new patch, I’ve replaced it with the Pray and Spray. I’ve given the magnum to my commander, which was when I noticed that it looked different than when Gus uses it lol. Gus does that slow aim with 1 hand before firing

And thanks! Glad to be part of the club :D.


(mitsuhiko) #14

That is absolutely correct and what’s happening. :slight_smile:


(Hot-Wire) #15

[QUOTE=Coup_de_grace;440875]@Ciakgb
yup catnadian is right, many people including me have pointed out that if knarly also received a similar energy reduction it would simply be the strongest melee around, and that gives us no reason to use other melee weapons which is against what the devs have in mind. It is a lower tier-ed weapon with lower SP cost so one would assume that it would naturally perform slightly below par. It also gives you more reasons to use other more awesome weapons in the arsenal!!!

[/QUOTE]

How about lowering its equipment cost to 3 than? Would that still be overpowered? It’ll allow more team combinations that way as well. IMO the cost of use for the melee weapons should be:

Knarly Knife: 3 - Weakest overall that cost 3 energy to attack, but might get some use due to being able to have new team formations.
Karma Katana: 4 - Weak melee that cost 3 energy to attack.
Seville Slugger: 4 - Weak pushback melee that cost 3 energy to attack.
The Persuader: 5 - Buff damage to 80, so it is above the lumber numberer slightly. Strong pushback melee that cost 4 energy to attack.
Lumber Numberer: 5 - Strong melee that cost 4 energy to attack.
Salad Jammer: 6 - Strongest pushback melee that cost 4 energy to attack
Chain Awesome: 6 - Strongest melee that cost 4 energy to attack

This seems like a very balance spread according to myself.


(Ciakgb) #16

I like the idea of 3 squad cost, six toon can be a little boring right now


(Coup_de_grace) #17

I have no opinion on the suggested melee tweaks, but personally i feel it is very VERY difficult to make it a balanced arsenal for melee. I am pretty sure devs have had a hard time figuring out what to do.

But to answer your question of making Knarly to 3SP is impossible. This was also initially my idea of balancing the melee problem, but as Catnadian (i think) pointed out to me, it had not worked. That was already the case early in the game’s release but in matches people would cram a large number of toons all with melee knarly resulting in a overwhelming numbers thus overwhelming toon skills too. I dont remember how it was explained to me so it is hard to re-relate it back to you… But in the end even i agree that it was not a viable option to reduce Knarly to 3SP…


(Hot-Wire) #18

How would it be overwhelming when it is already possible to use 6 unit squads (albeit a bit boring, with mostly pistols). Also early in the game the knarly knife only needed 2 energy to attack as well. I bet it wouldn’t be as bad as that if it was introduced now as such… but this is just me.


(Warchest_Andy) #19

If the gnarly knife cost 3 SP you could have 8-toon formations in 26 point games. That would provide overwhelming numbers and staggering damage output once the distance had been closed - imagine a Strategic Rick with Hooah and seven Cloaking Juan’s (or five Juan’s and two Gus’s to boost them around) all with gnarly knives. :eek:

Doing anything much to the gnarly knife would break something, somewhere. It’s a little sad to see it relegated to being a poor man’s katana, but that’s perhaps the safest option.


(KINONEZ21) #20

Yeah I agree with Coup_de_grace, if you lower the equipment cost to 3 you would experience a masive a kount of players using the knife, slow character would be hable to attack 5 times if they manage not to move, or four times after moving just one tile, with the help of gus and his water cannon or megan and equip ped with the hamjak, yo could push players towards a hevy troop if he attaked 3 times that add up to 105 plus the impact of the canon or the hamjak that deals 90 you could K.O. any 200HP player with two chatacters