![]() ![]() We know some players have taken up the new challenge of getting to know the new systems. It may be MORE effective to bring units with a Tank role and high Threat to draw aggro from turrets, then using Artillery like Mortarmen, due to their high anti-building DPS and very long range. The older strategies of steam-rolling everything with Elite Paladins, for example, may no longer work, as they are now in an Artillery Role. Units have been balanced to encourage trying different battalion compositions and being more strategic possibly requiring a little more micro skills too. Missile DPS is designed to take a few hits to kill the toughest units, while able to insta-kill groups of weaker ones.įrequently asked question: Why are units so weak now that we can’t do event bases anymore?.Turret DPS is designed to focus on particular target types as well and to kill a target in 2 to 10 seconds of sustained fire.Mine DPS is designed to insta-kill the strongest non-elite unit in its target category.There will be ongoing analysis and fine-tuning for this. Turret HP is based on potential attacker DPS output, and is currently designed to withstand 20 seconds of fire from the average unit.You can find these in the Unlock/Upgrade windows of a specific unit. Some aircrafts have the “ Tank” role, too. Note that the “ Tank” role is not strictly limited to actual Tank units. The “ Tank” role get a bonus to HP and get an even higher “ Threat” stat, making the AI 100% more likely to pick them as a target.Threat gets a bonus to HP and a nerf to damage.Some units have the “ Threat” stat, which makes the AI increase their priority in the targeting system by 50%.Most of your artillery units are Long Range/DPS roles. DPS units get a bonus to damage and a proportionate nerf to HP.High Speed gets a slightly higher boost to speed while paying the same range cost as close range.Long Range units get the same bonus to range and nerf to speed.Close range units get a bonus to their speed and a proportionate nerf to their range.Artillery and Sniper units get range boosts and speed nerfs to compensate Air units are the fastest with the shortest range on average. Unit speed and range balanced based on unit type and unit role: Infantry is the slowest with the longest range on average.That means that out the gate, a unit that takes 30 space is exactly twice as powerful as a unit of the same type that takes 15 space, but they receive modifications based on their roles. The more expensive a unit, the more powerful it is, and at a predictable and consistent rate. Unit HP, DPS, build time, and resource costs all balanced based on space requirements.You can buy more with each unit of each resource than you could before. Think of it this way: your resource currency just underwent serious deflation. However, all research unlocks, build costs, repair costs, etc are now auto-scaled to the available harvest rate and storage caps, so you have lost absolutely nothing in terms of buying power. Our old levels jumped all over the place in terms of advancement. It’s a hard cap at 120 hours.įrequently asked question: Why are our resource storage and production so low now? It takes a maximum of 5 days (without leader bonuses) to build or research anything now. Time requirements dramatically reduced.Turrets, mines, and missiles have three levels per tier.Non-elite units and their associated research/production buildings also get two levels per tier. ![]() ![]() All unit research/production buildings have two levels per tier.Economy buildings now have two levels per tier.Previously, levels per tier are wildly inconsistent.For simplicity’s sake we will categorize the main changes into two: economy and buildings, and unit rebalance and strategy. Hopefully, in addition to dispelling some weird rumors and theories, we can clear the air and give you a little more insight as to how to utilize the new systems put in place. We do apologize for the delay in our communications, but we’d now like to address and explain what, why, and how things have changed. The Elephant in the RoomĪs you all have noticed, there has been a lot of changes happening since last week. That requisition order was just shy of a death threat. We’ll be sure to caffeinate your architects for you, Commander. Tick-Tock! The TOC now upgrades to Level 13, unlocking a variety of new upgrades for your military forces! It seems like only yesterday we were huddled together in tents. In addition to a sharply-worded requisition order for more coffee, they’ve delivered the upgrade plans for the next Tactical Ops Center expansion. Your architects have been hard at work, Commander. New this week in Thunder Run: Level 13 Tactical Ops Center ![]()
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