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Pawlock

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Posts posted by Pawlock

  1. 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.

  2. Originally posted by bartbert:

    While there could be a bug, it is actually possible to see two IMS 2:D cards because when the last card is drawn, the entire deck gets reset including the cards that are currently held in everyone's hand. It was easier to code that way, and seemed like it would also throw off the card counters out there.

    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?
  3. 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 ..............

  4. Originally posted by bartbert:

    There are two ways that the Escape Death can be awarded. First, if you shot down at least one enemy aircraft during the mission, you have a 33% chance of getting an Escape Death.

    Second, if you didn't shoot down any enemy aircraft, but made it through the mission undamaged, then you have a 20% chance of getting an Escape Death.

    Thanks, that clears that up for me and just surviving a mission is not enough.
  5. Originally posted by Kiith:

    Just a question on what constitutes a successful mission is a victory or merely one where you don't get shot down?

    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.
  6. 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.

  7. Originally posted by Mike:

    What is the advantage of height?

    As far as I can see you can "boom and zoom" if you have a vertical roll - but you can do that from lower too, in reverse.

    Coming up from low you choose which cards to discard so you know exactly what you are left with.

    Dropping from higher you have fewer cards to start with from which to make your attack worthwhile. You get the same number of cards when you get there, but some of them are random additions.

    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.

  8. Originally posted by Bruce G.:

    </font><blockquote>quote:</font><hr />Originally posted by Pawlock:

    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.

    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>
  9. Originally posted by Mike:

    The main trouble with all rare cards is that when they DO come up they tend to have a massive effect - so the game becomes more of a lottery as to who can get the lucky break first. And that kindof removes the pleasure one gets from "skill".

    But that's the nature of games of luck of course!!

    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.
  10. Originally posted by Moon:

    Pawlock, when you right click on the 2:D card when it's listed in the right-hand action window, a little "card" image shows up, stating what it does. But also showing the rarity of that card in the deck. For the 2:D it's 1%.

    The problem with rarity is that with hundreds of games played each day, even the most extremely rare things are bound to happen sooner or later. And it "feels" like it happens way more often than it really does (people tend to remember unusual events more or somefink)...

    Martin

    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.

  11. Originally posted by Bruce G.:

    I agree with Moon. In the demo you're only playing with a limited set of planes, but later, once your wingmen have 4 cards on Defense plus several "Draw extra card" abilities, 2:Destroy rarely works. And leaders are carrying 9-10 cards plus multiple "draw extra." Its main value is actually in allowing 1:1 bursts to get through as your opponent is always wary of the 2:Destroy card coming up.

    I like 2:Destroy because it's sort of a "lurking danger" card that you always have to be afraid of. But that danger is more anticipated than actualized. The very existence of the card forces more conservative play, but its rarity keeps it from being a game-breaker.

    Lastly, DiF is at heart a card game. In any card game, the possibility exists that you're just not going to get the right cards, or your opponent will get an outstanding hand and you won't be able to deal with it. That's simply the nature of the game, much as luck has always been part of wargames. I actually like it for that reason.

    In the boardgame, 2:Destroy was never a problem. I think players will find the same in the computer game once they start playing the full version.

    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.

  12. 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?

  13. Originally posted by Moon:

    People's perception and strategy of what to do or not with wingmen will change when you get the full version. Different strategies apply on the various levels and even with different aircraft actually!

    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.

  14. Originally posted by Rastakyle(rastak):

    </font><blockquote>quote:</font><hr />Originally posted by Pawlock:

    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.

    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>

  15. 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.

  16. 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.

  17. Originally posted by Moon:

    Skolman:

    1. you can play all the campaigns in single player. Simply click on AI when you set it up. But you're right, currently no more than 2 players can play. Maybe we can devise a way for 4 player campaigns.

    Martin

    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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