Version 1.1.0 New discoveries


(Coup_de_grace) #21

Well im not sure if you get it, but these are the words from catnadian himself to me back then.

"You also seemed confused about how lower SP counts would prove detrimental to newer players, and I asked you which weapons you were hoping would have been changed. It upsets a very delicate balance set by the SP system already to lower melee weapon SP counts: that lower damage, lower AP cost weapons go on one end, higher on the other. The change proposed here would move most middle-tier weapons down to lower than they arguably should be, and even with a pure SP reduction, this means that melee teams have an advantage, if not on melee damage, then on ability damage, which is where introducing this strategy to 14-point games proves lethal.

Originally, you could sneak 4 soldiers into a 14-point game, which was a 12-point game back when the selective beta phase started. Every weapon you see on the market now had one less Squad Point than it does now, which meant the Knarly Knife had a cost of 3, which meant you could field up to three soldiers and a Captain, but what’s more: you had the ability to introduce additional ability damage to your team loadout, such as Archie’s, and anyone who didn’t also use this strategy was at a severe disadvantage that isn’t found at higher point tiers. Anyone who simply could not utilize the strategy, back in a time where the least expensive soldier was roughly 29k credits, meant that the only point tier they had a chance in ran the risk of everyone who wasn’t new employing the four-soldier strategy, which would have been absolutely toxic to the game, hence why it was one of the first things that got changed."


(KINONEZ21) #22

He’s right that would be a lethal combination, sniper teams would no longer be used, if you have your captian and a group of medic all with knifes at a 14 point game, that would be insane.


(Coup_de_grace) #23

Other quick discovery update:

Pete with headshot armed will deal a wooping 77dmg with Electri-fryer at max range of 9. This is the indicator shown damage.

Artillery strike number of usage is reduced but DAMAGE increased. On target hit will deal 45dmg, one square beside will deal 29dmg

C4 on target hit will deal a massive 110+ damage, one square away 86dmg


(Jerry-Rigs) #24

What do the circled items mean?




(KINONEZ21) #25

The one of the top, is your friend’s score on the missions, the one at the bottom left is your progess on the missions, 5/8 or 8/8 and the score you got overall, how ever if you had already passed the london mission in the past, the score seems to be “0” you can retake the mission to see the score you get and compare it to your friends. The last one on the bottom right is the rank you recived, wheather is copper, silver or in this case gold.


(Hot-Wire) #26

[QUOTE=Coup_de_grace;440971]Well im not sure if you get it, but these are the words from catnadian himself to me back then.

"You also seemed confused about how lower SP counts would prove detrimental to newer players, and I asked you which weapons you were hoping would have been changed. It upsets a very delicate balance set by the SP system already to lower melee weapon SP counts: that lower damage, lower AP cost weapons go on one end, higher on the other. The change proposed here would move most middle-tier weapons down to lower than they arguably should be, and even with a pure SP reduction, this means that melee teams have an advantage, if not on melee damage, then on ability damage, which is where introducing this strategy to 14-point games proves lethal.

Originally, you could sneak 4 soldiers into a 14-point game, which was a 12-point game back when the selective beta phase started. Every weapon you see on the market now had one less Squad Point than it does now, which meant the Knarly Knife had a cost of 3, which meant you could field up to three soldiers and a Captain, but what’s more: you had the ability to introduce additional ability damage to your team loadout, such as Archie’s, and anyone who didn’t also use this strategy was at a severe disadvantage that isn’t found at higher point tiers. Anyone who simply could not utilize the strategy, back in a time where the least expensive soldier was roughly 29k credits, meant that the only point tier they had a chance in ran the risk of everyone who wasn’t new employing the four-soldier strategy, which would have been absolutely toxic to the game, hence why it was one of the first things that got changed."[/QUOTE]

Okay, I get what he says. Here is my revised melee weapons layout below. I believe they need to buff the knarly knife. Lets just make its damage output worth its cost.

Knarly Knife: 4 - 50 Damage, 3 cost to use. (Damage Buff)

Damage Output:
Light: 200 (4 hits)
Medium: 200 (4 hits)
Heavy: 300 (6 hits)
Reason: Deals higher damage overall than the Karma Katana. Deals lower damage per a strike.

Seville Slugger: 4 - 55 Damage, 1 Knockback, 3 cost to use. (Lower cost by 1)

Damage Output:
Light: 220 (4 hits)
Medium: 220 (4 hits)
Heavy: 330 (6 hits)
Reason: Deals higher damage overall than the persuader. Deals lower damage per a strike.

Karma Katana: 4 - 65 Damage, 4 cost to use. (Damage buff, lower cost by 1)

Damage Output:
Light: 195 (3 hits)
Medium: 195 (3 hits)
Heavy: 260 (4 hits)
Reason: Deals higher damage per a strike than the Knarly Knife. Deals less damage overall. (Equal trade for same squad points cost)

The Persuader: 4 - 70 Damage, 1 Knockback, 4 cost to use. (Damage buff, Lower cost by 1. This weapon is just horrible anyways.)

Damage Output:
Light: 210 (3 hits)
Medium: 210 (3 hits)
Heavy: 280 (4 hits)
Reason: Deals higher damage per a strike than the Seville Slugger. Deals less damage overall.

Lumber Numberer: 5 - 76 Damage, 4 cost to use. (Squad cost lowered by 1)

Damage Output:
Light: 228 (3 hits)
Medium: 228 (3 hits)
Heavy: 304 (4 hits)
Reason: Deals higher damage than the Karma Katana by per strike and overall damage. Advantage is paid by 1 additional squad cost.

Chain Awesome: 6 - 87 Damage, 4 cost to use. (Unchanged)

Damage Output:
Light: 261 (3 hits)
Medium: 261 (3 hits)
Heavy: 348 (4 hits)
Reason: Deals higher damage than the Lumber Numberer by per strike and overall damage. Advantage is paid by 1 additional squad cost.

Salad Jammer: 6 - 90 Damage, 2 Knockback, 4 cost to use. (Unchanged)

Damage Output:
Light: 270 (3 hits)
Medium: 270 (3 hits)
Heavy: 360 (4 hits)
Reason: Deals “much” higher damage than the Persuader by per strike and overall damage. Advantage is paid by 2 additional squad cost.


(Ciakgb) #27

It feels whack that a knife and a katana slash cost the same energy…


(Smouse) #28

The shield O Bot cannot be passed through anymore. Why!!! Also, in Favela, it can’t move past the only way to get out of the spawning area (when you start second).


(Coup_de_grace) #29

well some of these maps are trying to balance out some move 1st advantage. You will realize if your opponents do want to rush into objective area, they are very exposed to easy artillery knockout due to the inability to take secure cover. You will also see that they make easy long range targets for snipers due to the small map size enabling you to dish maximum static impact damage. Be flexible, it’s not always abt rushing in 1st to capture the area…

I dont know if anyone else realize, but the new maps also try to make it less likely to encounter a stalemate. By shifting the spawn of both sides, and objective area location, you can still advance to objective area. Unlike bridge map and many older maps the objective area is in between both players, making any move to secure the area only exposing toons to a high amount of danger without cover.


(Smouse) #30

[QUOTE=Coup_de_grace;441158]well some of these maps are trying to balance out some move 1st advantage. You will realize if your opponents do want to rush into objective area, they are very exposed to easy artillery knockout due to the inability to take secure cover. You will also see that they make easy long range targets for snipers due to the small map size enabling you to dish maximum static impact damage. Be flexible, it’s not always abt rushing in 1st to capture the area…

I’m commenting on my experience while going second, not first. The bot was not able to get passed the pinch point. Also, I rarely attempt to capture the objective area. If I win by take and hold it’s usually something that just happens because my opponent gives it to me.


(Jerry-Rigs) #31

Medic kits heal the effects from Ivan’s stun grenade but Angela’s healing aura does not. The healing does not immediately give the stunned toons full energy back. That happens next turn.
Flaming Nora is still unaffected. I think (not sure) the commander’s bee bomb is unaffected too.

Along with spray-n-pray, I think medic heavy setups got a sizable boost.


(EL-CO) #32

I still don’t have much time to play the new version, but here’s some changes I found.

No healing through wall any more. UAV doesn’t activate opponent’s turret.

I’m happy with new melee weapons and I would say that Knarly Knife is powerful enough already.
New weapons are both very useful…maybe too useful. Now medics have 3 SMGs, engineers have 3 SGs, agents have 3 SMGs and 4 rifles. Give more choices to commandos! They should be most proficient at weapons.


(Coup_de_grace) #33

No longer possible to do a manual heal through walls? How abt partial walls? I guess we have a lot to find out from this new patch, they are lots of minor stuff done here and there not mentioned by devs.
UAV doesn’t activate turrents? Why lol… But since tele grenade CAN tele turrets away, i feel turrets are at a serious disadvantage. turrets unfortunately did not get a buff in this patch, and now have to face one more formidable adversary.
I second the Commando weapon proficient suggestion~


(Hot-Wire) #34

[QUOTE=EL-CO;441475]I still don’t have much time to play the new version, but here’s some changes I found.

No healing through wall any more. UAV doesn’t activate opponent’s turret.

I’m happy with new melee weapons and I would say that Knarly Knife is powerful enough already.
New weapons are both very useful…maybe too useful. Now medics have 3 SMGs, engineers have 3 SGs, agents have 3 SMGs and 4 rifles. Give more choices to commandos! They should be most proficient at weapons.[/QUOTE]

Yeah! Lets give the Commandos another heavy machine gun or assault rifle!

Here’s a couple ideas.

Assault Rifle: Looks like SCAR-H
Squad Points: 6
Range: 7
Optimum Range: 6-7
Knock Back: 0
Damage: 35
Cost to Use: 4
Desc: An assault rifle that fires heavier caliber rounds, so they hit harder and travel farther.

HMG: Looks like the old soviet PK machinegun
Squad Points: 5
Range: 5
Optimum Range: 1
Knock Back: 0
Damage: 47
Cost to Use: 4
Desc: An old outdated and inaccurate machine gun that struggles to meet modern weaponry standards. It can only effectively hit things that are relatively close.


(Hot-Wire) #35

Here’s one that NO ONE noticed.

The Otto Semi-Auto has been reclassified as a Sniper Rifle. It was considered an Assault rifle before the patch.


(Warchest_Andy) #36

I’d be happy to see the Commandoes get access to the SMGs and perhaps even the shotguns (although the latter might further marginalise the Engineers). It’s not as if either of those weapon types is rare or specialised.

It would open up their options without breaking anything immediately obvious.


(Ciakgb) #37

I think you guys are way too definitive sometimes, OMG IT WILL RUIN THE GAME. How about, gosh, limiting squads to six men? The new drop zones are that size anyway. Personally, I don’t mind if it was bigger, so what. Reduce the damage a little if you want.

I thought we were going for less Juan/Kate snores-ville…


(Coup_de_grace) #38

Melee tweaks arguments aside, there really isn’t gonna be a change anytime soon even if you are not satisfied. I would suggest to try working around with it and make the best of it. Unless SD feels the need and urgency of imbalance-ness they aren’t gonna try to make it a “thumbs up” for everyone. They cant satisfy everyone anyways…

On the bright side, SD has made a change which someone in the forum suggested which can also help in making game replies faster. I don’t think many of us here consciously realize it, but the quick play button now directs you to the games that replied the EARLIEST not latest. Unless your opponents choose to not reply you 1st by selecting thru the game list, you should have a match that would have a much quicker response. The game list is also arranged from earliest response to latest replied.

So you see, these tiny little game enhancement are implemented eventhou it wasn’t a highlighted notion to the devs but they are looking and listening to us even if it was just a mention or a tiny little suggestion. I don’t see the need to be busting at their chops since they really did a good job steering the game the right direction and looking after the gamers interest. You have to give them credit, they dint even brag about what improvements they have done in the change log to shut us up.

Since they are listening so attentively i wonder if they heard “STORYLINE PLEASE!!!”


(Ciakgb) #39

It’s the future, its Radical and Radioactive, there are soldiers and they fight.


(Coup_de_grace) #40

Some other discoveries…

  • You no longer can see your opponent’s invisible toons bleed off from your DoT skills at playback.

  • Not only ally toons are unable to “walk over” Shield-O-Bot, the bot itself CAN’T walk over friendly allies!!!
    (I don’t think both of these cases should be happening, its ruining Dee’s gameplay)

Attached Image showing bot unable to walk across Gus