RE: New battle system, missions, and bans

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New battle system, missions, and bans

in drugwars •  6 years ago 

You clearly haven't played with this simulator more then this 1 pointless test.

The single biggest flaw in the system which has cost a TON of resources for many players is the simple fact that a group of bat yielding troops can overtake a well rounded army.

Capture.PNG

1.2 million in resources worth of troops for the attacker, about 2 million for the defender.

Attacker wins and has over 50% of their troops left, total cost 582600 in resources to kill off 2 million.

This is supposed to be an improvement?

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I was purely referring to the snipers attacking first, with the old system the bouncers would attack first which was completely wrong. Sniper should attack first.


dw-old.PNG

I have to agree with you though those results there look a bit off, I had a play around more with ranged attack situations.
Here is another interesting scenario, where you can really see the benefit of having ranged units.


attack-rowdy.PNG

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!dramatoken
#sbi-skip

Cool another token on steem-engine. Going to have to look into this one. Seen it given out to others before but never had time to look into it.

  ·  6 years ago (edited)

I agree with you thedarkhorse.

Previously already a person stronger than you could wipe you for almost no cost.

But what was even worse is that he could do it without even giving any second thought, just send rowdies and clean you of men.

This part has not changed. I know people would feel great because people have losses from ranged units now but the part that someone could clean your troops for 20 % of cost without even having to think strategically or tactically is still there. And is about as strong as before.

It should need some tactics or well-rounded force to get to that point, not the opposite.


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