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I notice my team members almost never transform . . .

Discuss the Heavy Metal War game, report bugs, challenge opponents, and talk some smack! Play the Heavy Metal War game here.

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Re: I notice my team members almost never transform . . .

Postby alldarker » Wed Jul 28, 2010 6:55 am

Motto: "Vi Veri Veniversum Vivus Vici"
Weapon: Vibro-Force Gun
Come on, let's tell it like it is. At level 0 any wins or losses are mostly due to luck and the RNG. The stats you can boost are still too low to really be of much influence, and I'd say there are no configurations which give an upward swing of your win-percentages any more than 5 to 10%. The rest of your wins are due to RNG-luck, facing weaker opponents and/or being on the larger/stronger team.

Best shot is to level up as soon as possible, and until then, just invest in on of the main stats (STR, COU or SPE) and in avoid as a tactic. FPR isn't worth it at level 0.
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Re: I notice my team members almost never transform . . .

Postby Loki God Of Mischief » Wed Jul 28, 2010 4:32 pm

You're welcome kid. I learned everything I know from friends, and they learned it from perhaps the single greatest guru in this game. Circle is complete, Student is now the master, yadda yadda yadda.

Psychout wrote:No mention of Courage?

Courage is the main stat used to determine how often your minions make an action in a mission/arena battle of any kind, tactic or melee.


I mentioned it ya stoned git!

Grimloque wrote:
Name_Violation wrote:
Grimloque wrote:Did I really pay all that to "step up" from <--moderate--heavy--> to <--light--moderate--heavy--very heavy-->? Are you sure it's as simple as that? In most games, the narrower damage band would make for the more expensive weapon--because, as noted, it is clearly the superior weapon.

yep. weapons arent exactly balanced in this game.
"Poor balance" seems a generous review of allowing a weapon to be significantly more effective than another one that costs nearly three times as much. But if that's the way it is, that's the way it is.


The game's balance is off because of how old it is and because there's no Admin or programmer to enable the Mods to tweek the weapons panel.

Also damage spread weapons at higher stat cost (IE firepower, skill, or a combination of both) do more damage than their weaker versions. For example a moderate to heavy damage weapon at 2 FP does more damage than one at 1 FP. The reason the good weapons sell out is simple. There's only a finite number of them now that the weapons store can't be updated and it's human nature to want the best possible weapons for your team. Your best bet to get better weapons as a newer player is to hit up people in your faction and ask if they can sell of spares. Co-ordinate this through msn, pm's, irc, etc. to make sure you get the gun you want. If you can't afford the gun ask for some cash to be fronted to you. Offer to pay it back if needed. Your factionmates will generally be happy to do this for you as it means you'll level faster and be able to back them up sooner.

Grimloque wrote:
Psychout wrote:Courage is the main stat used to determine how often your minions make an action in a mission/arena battle of any kind, tactic or melee.
Sure but--if I understand this correctly--CRG is only tied to taking any action not particularly to whether or not you will transform during that action.


False. Courage is tied to how often you can attack. The more attacks the more chances an offensive tactic will activate. Offensive tactics include strafe and ram. High courage as a support skill along with their feeder skills and the tactics themselves at a high enough level make for more transformations/tactic use.
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Re: I notice my team members almost never transform . . .

Postby Grimloque » Wed Jul 28, 2010 5:21 pm

Loki God Of Mischief wrote:
Grimloque wrote:
Psychout wrote:Courage is the main stat used to determine how often your minions make an action in a mission/arena battle of any kind, tactic or melee.
Sure but--if I understand this correctly--CRG is only tied to taking any action not particularly to whether or not you will transform during that action.
False. Courage is tied to how often you can attack. The more attacks the more chances an offensive tactic will activate. Offensive tactics include strafe and ram. High courage as a support skill along with their feeder skills and the tactics themselves at a high enough level make for more transformations/tactic use.

Wait, no . . . er, let me try and explain what I think is going on. But first a question: is it the case that CRG makes it more likely that you will attack more frequently (this is what it says, right?) or simply act more frequently. Is there a functional difference between attacking and acting? I ask in light of the "purely defensive" Avoid tactic which occurs when you are attacked rather than when you are attacking. Moving on, CRG gives your more attacks or acts. Let's say a CRG score of 0+X gives you X% more chance of acting/attacking more times before your opponent(s) attack(s)/act(s) -OR- (I'm not sure which it really is) X number of extra attacks/acts before your opponent(s) attack(s)/act(s). That's not actually the same thing as making it more likely that you will use a tactic. From what has been said earlier in the post, it would seem that the particular tactic score itself is what makes the tactic more or less likely to happen. The more points I have in Avoid, the more likely I am to actually use Avoid. Let's say that my Avoid score gives me a 50% chance of using that tactic. Whether or not I have one or one hundred attacks/acts before my opponents next move (i.e., no matter what my CRG score is) I still only have a 50% probability of using it.

*EDIT: I see you are making a distinction of "offensive tactics," which presumably can only occur when you attack. I get what you mean now regarding CRG: you need an attack to even have a chance at activating a tactic like Strafe or Ram. Even so, CRG does not effect how probable it is that the offensive tactic will occur just like how the number of times you flip a coin has nothing to do with the probability of it coming up heads or tails.
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Re: I notice my team members almost never transform . . .

Postby Burn » Wed Jul 28, 2010 6:11 pm

Higher courage will mean your chances of making an offensive move greater.

That's why at higher levels with higher courage, avoid becomes redundant as it's a defensive tactic.
Avoid activates when an opposing bot targets your bot.

Higher speed counters that. I.E. if you have high courage and high speed, you're turn to attack will come up quicker thanks to courage and the speed will of both bots will determine whether you hit or miss if you use a non-tactic attack.
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Re: I notice my team members almost never transform . . .

Postby Loki God Of Mischief » Wed Jul 28, 2010 6:55 pm

Burn wrote:Higher courage will mean your chances of making an offensive move greater.

That's why at higher levels with higher courage, avoid becomes redundant as it's a defensive tactic.
Avoid activates when an opposing bot targets your bot.

Higher speed counters that. I.E. if you have high courage and high speed, you're turn to attack will come up quicker thanks to courage and the speed will of both bots will determine whether you hit or miss if you use a non-tactic attack.


Burnsy speaks the truth. Courage increases the chance that you'll make an offensive move. Offensive tactics like strafe and ram work by triggering when you make an attack. The higher your tactic the more likely you'll use it when you make an attack. And avoid is a defensive skill.

Avoid triggers like this: Your opponent makes an attack. An invisible dice roll is rolled by the RNG. It weighs your opponents speed vs. yours and whether the attack is successful or not. If your speed is higher and the RNG rules that you dodged the attack nothing happens, you just dodge it. However, if it rules that the attack is successful that's when avoid would trigger if possible. It only triggers on what would have been a successful attack.

High speed high avoiders are able to fight higher levels with hit and run tactics in this way. You'll lose in a straight up fight but with enough speed and avoid you can rake in XP and with luck and chance down bigger enemies if your team mates soften them.

However, from talking to others Avoid isn't useless at higher levels if you have a dual tactic alt. High speed, high courage, high avoid, and whatever feeder stats in either Ram or Strafe can make a difference in a losing battle. Because you have the chance to avoid heavy hits and retaliate with a hard ram or a massive strafing run.
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