Rastakyle
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Posts posted by Rastakyle
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Very nice indeed!Originally posted by kuroi neko:Here is an action/reaction summary I made primarily for my own use, but now that it's done, why not put it online?
I found useful to have the occurence percentages of each card at hand, it helps getting a better grasp of the various sequence probabilities.
For instance, the choice between tight turn and barrel roll in defence, or what cards to discard to maximize the chances of getting some others.
I would appreciate any comments, changes or additions.
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Thanks for your response..Originally posted by Moon:In the game manual for the full version.
Yes
Martin
(we said 4-6 weeks after pre-orders open, and we're on track so far)
1) Can you post the full manual so I can find out what they mean...
2) That's a range not a date.
So when did the preorders start? I just found the demo a week ago...please tell me it's been out 6 weeks....LOL.....
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Where are the aircraft specials documented?
(turbocharger, agile, etc......)
Any idea on a ship date?
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I've been learning alot flying against you guys.Originally posted by Pawlock:</font><blockquote>quote:</font><hr />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.
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>
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Dang it. I didn't know about this rule. I must have missed it in the help file when I first started playing. I was wondering why my opponent two nights ago was burning manuever cards from his leader to my wingman. He seemed to be a pretty competent player so it seemed odd to me....Originally posted by Niwotian60:I played the demo quite a bit yesterday and wanted to give some feedback:
I do have a couple of suggestions. None of these are game issues and some are probably just y personal preference.
</font>
- When maneuver cards are used against wingmen, it would be nice to see a little visual indicator showing the extra bursts available. Maybe a little red text +1/2/3 bursts" or even just plus signs. It is a little distracting to not get any feedback after using the card.</font>
Again, great game!
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And when exactly will this happen Moon? (LOL, I preordered and can't wait).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!
Too bad we can't get a beta version like with Gal Civ when we preorder. I love that model.
Seriously though, is it really 4-6 weeks before you start shipping?
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I've been learning alot flying against you guys.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.
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.
Opponent balancing
in Down In Flames
Posted