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dpache1Daniel Pacheco

Web and Multimedia Designer

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  • Feature Request: Ranking Specific Game

    This does not work I'm finding. As soon as one player abandons, it removes the game from the Open Games area. What did happen to the waiting area. The devs need to fix this really quick because this is VERY annoying.

    Posted 17 May 08 in Weewar

  • Weewar Players Association

    I'm ok with these revised rules, but would propose to Pistos, that you emphasize this point on collusion:

    A has never witnessed B participating in an undeclared alliance from the start of a game.

    I would recommend that you stress this point since players may assume collusion is any undeclared alliance that forms throughout a multiplayer game. I still feel you need to be extra careful in putting anyone on the greylist for collusion. This is not because I condone it, but because  someone  could very easily be falsely accused.

    To SaintArved and zoraster:

    I understand where you guys are coming from, but feel the WWPA should be extra careful when it comes to collusion, as there is alot of grey area when it comes to alliances. In truth, during a multiplayer game, alliances can be formed and broken many times over. It is in this dynamic that someone could very easily get the wrong idea and accuse someone of collusion. This, in turn, would offend that person when they find out they are being investigated by the WWPA, or worse when they find themselves publicly humiliated by being posted on the dreaded "greylist".

    Posted 16 May 08 in Weewar

  • Bailing/kicked players imbalance multiplayer games?

    +1 for player feedback stat. I think this is a great way to get to know your opponents.

    Although this feature can be abused to blackball a player out of spite. Perhaps instead of comments, a short survey that players can choose to take after playing someone.

    For Example:

    Would I play this player again?   Rate 1 - 5.

    Was this player considerate, polite, etc, whatever? Rate 1 - 5

    Posted 12 May 08 in Weewar

  • strategy discussion

    I prefer HT to Zerkers...HT have nearly just as good of a defense, but have a high heal rate. Zerks are nice, but their low heal rate makes them much more of a liability. I only buy Zerks in games where I have a huge amount of income.

    For me, HT are a much better buy. Their high defence and heal rate is a great combination.

    HT are my favorite unit, if you play me, expect to face ALOT of them.;)


     

    Posted 21 Oct 07 in Weewar

  • Piffle

    @ slugthog:

    Ok I'll let me take this one point at a time:

    "Piffle!  On small maps Zerks are game breakers.  First Zerk wins. "

    -Sorry you are wrong...I had an opponent build a Zerk on Aruba and I tore him apart...I just tied up the Zerk the entire game with infantry and worn him down. No single unit can win the game, perhaps you need to play a bit more to see this. People who depend on the big unit are not a threat. I'm much more afraid of a combination of many units. People who learn to use a combination of many units turn out to be the best players.
     

    "Question 1)  Why have three different tanks that vary primarily in power and cost? "

    I already explained this in my previous post...I showed how each of the three tanks had their uses.
     

    "Question 2)  Why have three different artillery that vary primarily in power and cost?"

    Here we may agree...I feel the light artillery is for the most part not worth it's points...I've built a few only as counters for Hvy Artilleries. Artillries are the only part of this game that I feel need serious tweeking....I concede this point to you.:)

    "Both of these favor the player with the greater income, who is usually the first to purchase the larger unit."

    Ok I'm not sure what you are trying to say...of course the player with more bases is at an advantage, but this does not mean he will win. I've beaten many players when they have had more income than me. No matter what people say, this game is not about income, but unit management. Once a player learns how to keep his units alive to pull them back and heal them while destroying his enemies units, he learns how to win. Income is part of the equation, but I've seen many players squander their income and waste units. Unit management is the key, not income.

    I simply think you should invest more time in developing your tactics than blaming game mechanics.
    .

    If HCraft can eliminate tanks why have tanks?  HCs cost the same, are more mobile and have greater range."

    Why build a tank? As a tank-heavy player, I feel more than qualified to point out the uses of tanks.

         1. Tanks have a higher defense than HC. And trust me, that extra defense makes all the difference.

          2. Tanks can take out Raiders. HC are actually at a disadvantage against Raiders.

          3. In a straight out fight, a Tank will beat a HC.


    While I feel tanks are a bit under-powered, I still use lots of them in many of my games. They have a nice balance of maneuverability, toughness, and attack strength. This coupled with their high heal rate, makes them a useful unit, especially in squadrons.

    If you don't believe me, you are welcome to challenge me to a game.

    If HvyInf are just slightly harder hitting & slower LtInf why build them?

    Ok, Hvy Inf are a little over priced, but still very useful...In the right terrain, a Hvy Infantry can really hurt a unit, 3 to 4 times it's cost. It may take alot of damage, but it will deal a good bit of damage itself. I've had them deal 4 damage to Hvy Tanks. They are much more of a defensive unit than their lighter counterparts.

    I don't play alot of naval and air battles, so I cannot say too much about the flaws of Ships and planes.

    Lastily it's a great game...it has it's flaws, but I think alot of you are barking up the wrong tree. The unit selection is pretty solid IMO.


     

    Posted 21 Oct 07 in Weewar

  • Heavy Art Too Cheap?

    I agree that HA need some adjustments...even if they are slight.

    I would prefer is they simply did less damage to vehicles. I say let their infantry damage stay the same and lower their damage verses vehicles. This would make advancing on them much more achievable.

    Posted 09 Oct 07 in Weewar

  • Strategy Discussion 2: Heavy Artillery

    My initial advice is to make sure your opponent never gets a wall of artillery on you. I've went to great sacrifices to destroy artillery before they begin to mass up, and I don't mean wound...destroy. One thing for certain I will say is that, most of the time, it is pointless to simply damage an artillery, as they can just pull back behind their lines and 6 to 7 turns later...you have a fresh artillery on you.

    Another way to avoid heavy artillery walls is also to continuously kill the fodder...once you let your opponent get a comfortable cushion of fodder, artilleries is all he will build. That means staying on the offensive with raiders and tanks. Keep your raiders in squads of 3 to 5. With the multi-attack bonus rule, raiders can be very powerful if there are enough of them.

    If you opponent does get a wall of artillery, then the only way to break through is with one huge offensive. Retreat and save your man power...force your opponent to advance. Make him distance himself from his source of reinforcements, while you get closer to your source of reinforcements. When the time is right throw an all out attack on him. Have some artilleries of your own to soften his fodder wall and some Heavy Tanks to absorb alot of his firepower.  Give him too many targets to  attack, so that he will either have to hold his ground and lose his artilleries or retreat. If he retreats you have him, since those heavy artilleries move so slow, and his rearguard is already weakened from your initial assault. If you can't force this choice on an opponent in the first couple of turns, you are not ready to attack him continue to pull back out of range.

    Posted 04 Oct 07 in Weewar

  • Combat formula exposed

    i definitely see some cool attack combinations with this new multi attack rule...Opponents BEWARE!!!

    Posted 28 Sep 07 in Weewar

  • WWPA replay storage - Beta

    looks awsome!

    Posted 27 Sep 07 in Weewar

  • Feeling like testing the latest?

    i like this new interface alot! I'm signed up for the first game...good job devs:)

    Posted 27 Sep 07 in Weewar

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