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(June 1st, 2016, 11:49)BRickAstley Wrote: So this is why a bunch of my old games have been deleted from my "Completed Games" section I'm guessing?
Yeah, I had the same, and I'm assuming they're related.
(June 1st, 2016, 13:18)Bobchillingworth Wrote: Boot feature still seems to have some kinks in the system- a couple of my games have players who are to be booted in a negative number of days, including a 4 v. 4 game Brick & I are in which has been stalled on one player for weeks.
I think it happens overnight so it might not take effect until tonight or tomorrow night depending on the backlog of bootees (heh)
(June 1st, 2016, 15:00)Bobchillingworth Wrote: Oh, also, I'm in a "Z" series game with Fenn which needs whoever created it to start the match for us.
Done!
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Thanks for starting the game.
WRT our earlier duel, the Rocket buy and trading blows with your Fighter were definitely mistakes in hindsight. I find that I like to play aggressively and maintain constant pressure on all fronts, but sometimes that's a bad idea like we saw. If I had focused more on advancing in the south I could have broken through for good.
Having played him, Sensei seems average in strength without his Inf/Mech spawning powers. Buffed up Infs/Mechs/Copters are very nice to have (With one Tower a B-Copter can outright OHKO Tanks on roads during COP/SCOP), but B-Copters can only go so far, and it hurts having only minor stat boosts as a CO power, even costing only two stars. In maps that favour both Mechs and Copters he's probably very good, but otherwise I'd rather go for another CO.
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(June 1st, 2016, 17:33)Fenn Wrote: ... it hurts having only minor stat boosts as a CO power, even costing only two stars.
Agreed 100% here. Sonja might suck, but her SCOP can be used to great effect. It can be a big deal to make a strong push all at once when you know the opponent doesn't have that same option. Usually d2d powers help you more overall IMO, but Sensei's (S)COP is seriously underwhelming without the unit spawn aspect and that worked against you. I never really put too much thought into whether you would use your power the next turn.
June 2nd, 2016, 15:45
(This post was last modified: June 2nd, 2016, 15:55 by Fenn.)
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Yeah, Sensei's (S)COP needs at least a couple of unit spawns to be good. Mapmakers can at least approximate that with ghosted properties (or ports + all sea units banned); maybe if it spawned the units on any HQs+Bases he owned?
Anybody up for a game on this map? I have one set up with Fog and other minor settings. Password is 'realms'.
Bobchillingworth
Unregistered
Not sure if my press message went through, but that was a fun duel, Fenn
I thought I was a goner for most of the endgame, especially after I completely screwed up my Rocket positioning and wasted almost a turn's worth of funding. I noticed however that you had committed almost all of your mobile forces contesting my captures in the south and fighting for my western base, and you couldn't stop me if I went all-in capturing your HQ. I did exploit a gimmick tactic not available in the Gameboy series though, by unloading an APC in the same turn it itself unloaded from a Lander.
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(June 2nd, 2016, 15:45)Fenn Wrote: Anybody up for a game on this map? I have one set up with Fog and other minor settings. Password is 'realms'.
What's with all the banned COs? If you're trying to make a low-tier game, presumably you should have banned Kanbei
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(June 2nd, 2016, 18:27)Cheater Hater Wrote: What's with all the banned COs? If you're trying to make a low-tier game, presumably you should have banned Kanbei Oops. Well, don't pick Kanbei then. I do want to play a low-tier CO game...I'm never comfortable picking Adder or Jess otherwise.
(June 2nd, 2016, 17:02)Bobchillingworth Wrote: Not sure if my press message went through, but that was a fun duel, Fenn
I thought I was a goner for most of the endgame, especially after I completely screwed up my Rocket positioning and wasted almost a turn's worth of funding. I noticed however that you had committed almost all of your mobile forces contesting my captures in the south and fighting for my western base, and you couldn't stop me if I went all-in capturing your HQ. I did exploit a gimmick tactic not available in the Gameboy series though, by unloading an APC in the same turn it itself unloaded from a Lander.
AFAIK press messages sent after a game's over don't take. I was definitely careless in leaving my HQ open, especially after you'd tried once already. Without fog being around, I just assumed that I could respond to any further attempts, but I ended up leaving an opening for you to steal the match from under my nose.
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Unloading tactics are definitely a game changer on AWBW and can easily save you a turn in any transport since you can load and unload on the same turn or unload from a blackboat even after you had it "repair". Watch out for this new sorcery
Also, you can normally send press messages after games are over, so if that doesn't work, it's a new problem.
Bobchillingworth
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The boot system def. still has a few bugs remaining- check out this game for example, where one of the players should have been booted 11 days ago.
RE: unloading tactics, is there a chart anywhere documenting differences between AWBW and the Gameboy games?
June 3rd, 2016, 11:30
(This post was last modified: June 3rd, 2016, 11:31 by Xmo5.)
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Hmm.. I'll keep an eye on it in, just in case it's taking a bit to kick in, but I also have my own test game going to make sure it's working, at least with newly created games.
RE:RE: unloading tactics, I'll have to check. I'm really not sure if such a thing exists, but if it does, it was probably on the original forum. I'll have to do some digging and see if anyone ever put something like that together.
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