Naval Yard War Thread (Full Version)

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Silver Sky Magician -> Naval Yard War Thread (9/26/2014 20:13:51)

Monsters and curses and pirates, oh my! The Naval Yard is the latest battlefield for the Legion to prove itself, and the Exile to reassert its might. The prize this time is an incredible pirate captain armour, so there's no way we can lose this one, me Legion hearties! Your task is to take down the cannon-blasting landlubbers (i.e. take down the Exile turrets), while Exile's is to sink our pirate ship.

Legion, rally like you have never done before and strike at the health objective. I currently see all three objectives being targeted, which is unacceptable.

For freedom! For power! For the One Piece! Duel on!




Bionic Bear -> RE: Naval Yard War Thread (9/26/2014 20:33:25)

"For the One Piece" made me laugh.
I'm waiting for a rally, I have nine bombs ready to go.




Mother1 -> RE: Naval Yard War Thread (9/26/2014 20:36:06)

@ Bionic bear

I did as well, however those are random and unless I am mistaken legion has the lead.

@ Silver Sky magician

Even though I am Exile and I want to win this, I still wish you and the rest of the legion good luck.




Bionic Bear -> RE: Naval Yard War Thread (9/26/2014 20:38:39)

I'm legion, that's why I'm waiting.
Oh, we're ahead by a slim thousand. A temporary reprieve, perhaps.




One Winged Angel1357 -> RE: Naval Yard War Thread (9/26/2014 20:58:49)

As I said in my video attack teh health pbjective until it deals 24 min damage. Then shift focus to the standard objective until the finisher deals 26 min damage. Then start knocking out objects one by one; finisher, standard then health




Mother1 -> RE: Naval Yard War Thread (9/26/2014 21:25:00)

@ OWA

I wonder will they actually listen to you though. Last couple of time neither legion or exile listened.




One Winged Angel1357 -> RE: Naval Yard War Thread (9/26/2014 21:29:23)

Most likely not due to people not caring or not speaking english




theholyfighter -> RE: Naval Yard War Thread (9/26/2014 21:40:35)

An alignment chat might help tho, seeing that not many players actually involve in forums or other outside-game media.




Silver Sky Magician -> RE: Naval Yard War Thread (9/29/2014 0:28:14)

Legion, we've damaged the health objective sufficiently! Please focus on the standard objective!

Please post here if there's a War Rally going.




Bionic Bear -> RE: Naval Yard War Thread (9/29/2014 11:59:45)

No, we need to destroy the finisher now. If we focus on the standard objective, then the finisher will get too strong and the exiles will win.
Standard will always have 25-34 anyway, which is better than a 60-69 like the finisher could get if we don't destroy it.




Silver Sky Magician -> RE: Naval Yard War Thread (9/29/2014 12:25:02)

Don't exaggerate, it never helps. The finisher's max damage is almost half that.

But now that I think about it, you're probably right. Going after the finisher first would be better.




Bionic Bear -> RE: Naval Yard War Thread (9/29/2014 12:55:41)

War rally! Go go go go!
Just used my 9 super bombs, time to get some more!




Variation -> RE: Naval Yard War Thread (9/29/2014 14:25:59)

Yes the finisher objective should be being attacked now. I've analyzed the wars and I can say without a doubt that it's better to take down the finisher before the standard. The finisher objective can become extremely deadly late-game if it isn't obliterated, which is why all effort needs to be directed to it. Sadly it appears that once again the health objective will go down first, when it should be the last objective to go down because once it takes heavy damage it's next to useless.




Mother1 -> RE: Naval Yard War Thread (9/29/2014 14:37:23)

@ variation

Neither side listens in bulk in these wars sadly. You would think after going through 5 wars with the last two finally going by a pattern that both legion and exile would figure out that this is the pattern if you are on defense.

1 Weaken the health objective until it does less than the standard
2 Destroy the finisher before it becomes a threat
3 Destroy the standard objective since it can't rise in power like the finisher can at end game
4 finish destroying the health objective which will not help the attackers much even if war rallies came to aid them.

Destroying the health objective first only gives the attackers one of the better turrets to use in the end game rather than the worst.




Silver Sky Magician -> RE: Naval Yard War Thread (10/1/2014 3:26:02)

BTW, has anyone observed either alignment taking a significant lead (i.e. greater than 10,000 points) during a War Rally? The recent war rally did not result in a significant increase in Legion's lead, and in fact ended with Exile leading by a few thousand points. Furthermore, given that the majority of players I was fighting during that time were Legion, like myself, I doubt that there were more active Exile players than Legion players.

My hypothesis is that the entire mechanism of War Rallies is being undermined by the opposing alignment fervently buying and using Super Bombs/Shells to prevent the rallying alignment from gaining a significant lead. Is this a consistent trend? If so, I appeal to the devs to seriously relook the use of purchasable bombs in wars. Players should simply be given the option to upgrade the bombs they earn through winning, instead of skipping the battles altogether.




suboto -> RE: Naval Yard War Thread (10/1/2014 11:50:43)

I think its just the new mechanics in the war meter that is making it like this to prevent a large gain on either alignment but whas odd about that is if one side works hard to attack something the other gets a cookie handed too them so they are same if not more but thats ok no bomb buyers winning this war




bobbyhonkers -> RE: Naval Yard War Thread (10/1/2014 18:52:50)

The wars now just seem like whoever happens to be on top at the end wins. There is never any significant lead by one side that the other must catch up to. This seems pretty unlikely that just by chance with no helping hand of the debs that the side would stay so close until the end. Nor, in my opinion, does it make the war as fun to compete in. If the sides stay together always why bother playing until the very end and just get ahead then.




Dual Thrusters -> RE: Naval Yard War Thread (10/1/2014 18:55:42)

@bobby

To get the credit and arcade token rewards?




Mother1 -> RE: Naval Yard War Thread (10/1/2014 18:58:40)

@ Bobby

While I agree that they shouldn't have made wars like this when one sides outnumbers the other, they did this so the losing side doesn't just roll over and play dead due to them thinking they can't win.

This happened the first 3 wars sadly.




AQWorldsFarmer -> RE: Naval Yard War Thread (10/1/2014 19:03:45)

quote:

This seems pretty unlikely that just by chance with no helping hand of the debs that the side would stay so close until the end.


I had the same idea. Consider individual players. I myself, have 5987 on one account and 5124 on the other (both legion). If I wasn't to of played during the war, wouldn't legion be behind by about 10,000 based on my winnings? I believe the war is fixxed and might be a lost cause. The devs probably 'estimate' our damages and average them out to balance each other.

Ex:
Legion: 10k (just an example)
Exile: 40k

War Meter: 24k (legion) | 26k (exile).

Its highly unlikely that with every individual player having so much influence in the war for it to be side-by-side during the entire period.

To add to this, I don't know if its true or not but Dfo99 said:
quote:

nemisis30 use more than 600 superbombs during the war rally in last war inflicting 192000 of influence damage and not change the diference between legion and exile.




bobbyhonkers -> RE: Naval Yard War Thread (10/1/2014 19:22:17)

Well I must say that these wars are much more balanced than the original frystland and infernal mines wars, they are in no way balanced in the best/ most fun way they could be. I understand the credits and tokens are there as rewards for playing but even once you reach the top tier many people stop participating because the wars not going to change just because they stop fighting.




Mother1 -> RE: Naval Yard War Thread (10/1/2014 19:37:35)

@ bobbyhonkers

Actually while I agree with you on frostland 1.0 Infernal war 1.0 I believe was more balance in terms of free to play vs Pay to play. In that war you couldn't buy the war unlike frostland 1.0 and everyone one of these regional wars.

But to be honest I don't think they should have even made these wars if both sides couldn't compete fairly without a handicap. It makes the wars

A) one sided without help due to one side being vastly outnumbered
B) unfair to the real winning side due to them having to appease the losing side due to the lack of players.

These kinds of wars need to be made when both sides are at their best so it will be fair to both sides.

But to be honest there is another reason to keep fighting believe it or not. While some might not care about it there are others who care about rating and cheevo's. Those upgrade and give extra rating points for influence gain and for those who do care they put in the work.

The same can be said for World Domination and war hero (even if they are pay to win sadly.)




DeathGuard -> RE: Naval Yard War Thread (10/2/2014 0:20:54)

A War Rally just started for Exile. Make sure to have fun dropping bombs!
I will try to reach 20k influence this war XD




Mother1 -> RE: Naval Yard War Thread (10/2/2014 1:41:36)

@ Deathguard

Sadly I won't be gaining any rating this war due to them having to cycle in the area where I have my highest region cheevo which is the 20K one. But thanks for the heads up. I was able to drop my super bombs I was saving for such an occasion as well as get some good bomb drops in.

Though as most pointed out any lead Exile did get was instantly removed even with the war rally.




ConQrR -> RE: Naval Yard War Thread (10/2/2014 9:35:19)

Hey All,

Fact 1 : For the time being Legion and exile has almost 19,5m damage. Total damages

Fact 2 : Legion Overall damage

Legion top 20 players has 720,816 total dmg
Legion 20. player has 15,383 dmg
19400000-720000=18,680,000 dmg
if we assume rest of legion players has 15,000 dmg => 18680000/15000=1245,33
Legion should have 1245 players with 15000 dmg

Fact 3 : Exile Overall damage

Exile top 20 players has 372209 total dmg
Exile 20. player has 9324 dmg
19400000-372000=19028000 dmg
if we assume rest of exile players has 9,000 dmg => 19028000/9000=2114,22
Legion should have 2114 players with 9000 dmg

Fact 4 : if all legion and exile players has same damage as 20. player of overall board
there should be 1245+2114=3359 actively playing.

So I wonder what do you think after these informations. Whats going on?




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