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Pawlock

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Everything posted by Pawlock

  1. Have'nt tried it yet, but imagine it could be embarrassing in some cases. Simple solution would be colour coding the text. Prolly though of that anyway, just in case you had'nt.
  2. Bartbert: While I agree with a lot of what your saying, its getting rather ridiculas to play the AI now. I though in demo it was bad, but what Im sseing now is WOW I got mid 30ish pilot with 5 skills, havent spent huge amounts on extra cards and my latest mission having just scraped up enough to fly a mossy I was up against Top Jap planes with typical leader 7-8 skills 7 card draws, target pilot plus 2 , Wingman 5 plus skills and 5 card draws, plus target pilot plus 2. They tore through the heavy bombers more or less by end of first turn,ie both smoking both dead by turn 2. I like playing the AI, yes I like a challenge, but this maybe over the top and starting to make it not so fun any more.
  3. UK recieved mine yesterday( monday) less water for the Irish to cross I guess.
  4. In game text toggle between "team" and "normal", prefereably colour coded so instantly recognisable.
  5. Same problem as above, just curious if the server will be back up today?
  6. Im gonna throw another fly in the ointment insofar you can explain 2 ims2destroy in 1 turn, well now Ive encountered 3 in 1 turn; I held 2 and enemy wingman played 1 on my teamate, while I still had 2 in my hand as leader. Surely that cant be right?
  7. Something that I think has been glanced over in the past but not much input on it, so think needs re-examining possbly. As you know when a wingman takes over at highter altitude unless damaged he gets a full quota of (normally) 6 cards even at very high. Most all know the game mechanics insofar higher altitude's represent more energy used etc ,etc . The game as it stands now makes going for a leader kill at the high alts very dangerous and dare I say it unrealistic in game balance. Reason being all planes have used energy to reach required high, yet when leader dies his wingy is treated differntly and gets a full boat from the get go. If you start a game at high or very high, you are penalised by -1/2 cards to reflect this, cannot the same principle be transferred to the wingy upon taking over as lead in these situations?, even with 4 or 5 cards chances are they will still have a card advantage at this high. Thoughts ..............
  8. Thanks, that clears that up for me and just surviving a mission is not enough.
  9. Can someone shed some light on what constitutes, "successful mission" because I have some pilots doing in excess of 10 missions without regaining it, which seems a bit steep and makes you wonder if thier dead men flying from the get go.
  10. You've already committed to saying those registered with the Demo Beta, upon full release would be able to carry over pilots from the Demo to the full version. I would be interested to know how this would work in regards to a few things. 1. Pilots in the Demo have been Xp capped at 100, but thier xp for leaderboard standings ect has not been. Would that xp be obtained above 100 be given to the pilots to spend? 2. This can be good and bad, mainly bad I think, because then you have instant "Uber pilots". 3. Again slightly related, would they keep thier original planes? because the planes in the demo are not the basic starter planes, but ones that cost nice xp to upgrade too. Just interested to know how its all gonna be implemented.
  11. More differences that alt make which are not immediatly apparent until you played a while. HP - is increased or reduced depending wether low or high Defence is also reduced at highter alt's.
  12. Right, which translates to 1 extra card when attacked.
  13. One question I meant to ask: what effect are you expecting Check Six to have in this case? Check SIx is a leader ability that allows that leader to draw a card when his Wingman is attacked - it does not affect Wingmen in any way. A leader with Check Six is not going to help keep a wingman from going down to the 2:Destroyed card. You may be misreading the rules? </font>
  14. This is certainly something to seriously consider, shipping to Europe adds significantly to the cost( dont worry, I have preordered !!), but people on tighter budgets wont stretch that extra mile, which would be somewhat of a shame to lose potential custom in this way.
  15. Thats exactly the feeling Im tending to get, I take in a good pilot and first turn the wingy gets it with the Man/destroy combo. From then on its just survival mostly. I've also dealt this out too, and although its always nice to get the kill, its certainly not very satisfying.
  16. Yes, I realized the Rarity is given on card, but my thoughs are leaning towards is even 1% too high, considering the throughput of cards dealt each game? I would'nt mind betting on an average 2v2 game,during the course of the game at least 1 Destroy card is dealt,wether on not it gets used is another matter. Im not just looking for obstacles to knock down, but rahter making observations based on the more experience I gain playing, albeit in the demo and not full game,granted.
  17. Dont get me wrong, I like the destroy card but sometimes I think its just to easy to use for its lethality. As for its rarity, Im in two minds on that, bad luck other night maybe, but 3 SUCCESSIVE games my wingies went down within 2 turns to the destroy card combos, thats even having check 6 on 2 occasions. I've also been other way round, in fact 1 game I had a destroy card twice!! Theses are not isolated occasions, they may be extremes, but rarity Im certainly not wholly convinced on that.
  18. IMS 2 Destroyed as it stands now, is it too powerful? I have been on the recieving end and the punishing side of this card, and IMO in its present format is overpowered for the expense of using it. At first glance no its not, because IMS cards can be countered by many cards. Once past the novice stage it becomes a game turner all to often. In Wingmans hands its a free shot, in a Leaders hands who has an inkling of how to play its nearly a certainty, 1Man, Destroy, follwed by an ace at a wingy is nearly always lethal, even without the ace, probabilities high against Wingy. A Wingman using it at a Leader although has free shot, normally has to contend with a greater amount of cards, so although powerfull, chances of survival are more balanced. My thoughs on how this can be overcome and bring more balance into the game, would simply make it a "IMS 3 Destroyed" meaning you would need that extra burst to use it. Thoughs?
  19. Obviously not having played the full game Im not in the know, but I can see the xp restrictions certainly limit the available strategies atm. A good example of this would be perhaps leaders who chose the higher end skills unsupported by other skills because cannot get more xp. Couple of my leaders have gained marksmen, I imagine in full game a very powerfull skill, but without any complimentary skill make them extremly vulnerable and easy targets.
  20. I've been learning alot flying against you guys. One dogfight I had recently my wingman was smoking after one turn. My leader kept getting poor draws and my wingman was no help at all because he only drew one card per turn. So I think there can be value in attacking the wingman. If nothing else to disable him. And check six does mean you need some good cards to seriously damage him right off the bat. </font>
  21. Although I like attacking wingmen,I generally dont bother with them if they have check 6 skills. Wingmen, unlike leaders do not suffer attrition on the same level. Also defence seems last to suffer if at all with damage caused and alt changes. So in essence if you attack a check 6'd wingmen he will mostly be drawing 3 cards per series of attacks. Thing is, as a targetted wingman I know as a general rule I dont need to save cards unless I suspect a big Hitter on the next card. Lastly, my rule of thumb for attacking wingies is, dont bother unless you can kill or seriously smoke him in 1 go.
  22. Think you missed the point Dan, what you describe is correct, but what is happening is said leader dies, wingman then takes over. Normally he would get his PERMANENT skill xp points refunded to use as leader skills. In the error I describe and I would suspect Skuderian is the same, is that the new leader now keeps his old wingman skills and no point return achieved. So now you have essentially a leader with wingman skills.
  23. Your not alone, Ive had that happen to me once too. I essentially had 2 wingmen no leader!!!
  24. Thanks for that, beginning to think Im a complete idiot here;)
  25. Hi, Im new here, but stumbled upon this game due to previous Battlefront games. Anyway, I cant seem to be able to select any campaign apart from the 3 turn Dunkirk one. I can play this one till the end, but no other options come up in single player. I must be missing something but for the life of me cannot figure it out.
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