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SilenceKiller99

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Everything posted by SilenceKiller99

  1. This post died because @Loptous is feeling ill. Hope you feel better soon!
  2. Can you explain the problem again if you would remove any kind of caps... Because if it is only the beginner problem it can be solved with bonuses for beginners, a good tutorial or a server new players can play with eachother without getting stomped by pro's. I have no clue what the community problems could be... Edit: Adding these things is a good thing in general, at least the tutorial.
  3. Even though the soft-cap system is probably the best choice and I would have chose it to if I had to chose something, I think that this will still encourage people to multi-account. There should be another way to prevent this, or at least discourage it. Someone need to come up with something genius that will help this problem. If not, I guess the soft-cap system is indeed the best choice.
  4. Reminds me of Sun Wukong, but his name actually refers to Sun Tzu.
  5. lol, maybe he is lazy! No, he is probably busy with more important stuff, like real life business.
  6. @MrXLink Maybe the list of staff members must be updated. Bolrader is not even in the list. By the way, is there no IP-detector thingy that just deletes multi accounts? Or give an alert to a staff member who can decide to delete one of the two accounts or something?
  7. Can someone confirm/deny that multi accounting is forbidden? Because I thought it was, but I often hear things about smurfs (on replays, as well as on the forum).
  8. Seems like an okey-ish tower. Riot retreats tower is the lowest damage dealing tower in T2, this one follows up with an awfully low damage. For the same power you could build a cannon tower, with more damage and more health. Cannon tower only knocks back S units though, while the infused version of stone hurler also knocks back M units. So its kind of a CC tower, like Make Shift tower in fire T1. The damage increase against humans is really strong, there are actually a fair amount of human cards in T2, that are often played in PvP. I will list a few: Amii Phantom, Bandit Spears, Defenders, Firedancer, Ghostspears, Gladiatrix, Knight of Chaos, Lyrisch Knight and Stormsinger. I hope you feel better soon!
  9. Just for my information, multiaccounting is forbidden, right? If you only care about the 'vision' others will get from you this whole 'problem' could be easily fixed by adding a option to play anonymously. So you would just get a random name, which will also change every game, so its nearly impossible to get recognized. If you care about playing on the right ELO niveau because you switch decks much, than the anonymously PvP solution, would not really be a solution xD
  10. @Mental Omega I was wondering that too. I think they are ratio's, by looking at the formula that is used.
  11. Do all the ingame descriptions are 100% correct? Or would it be worth to test some of these?
  12. It definitely doesn't look like 1 second yeah xD If someone gives me the correct (tested) rate of fire, I will recalculate and change the value. You would have to search the game code to find the exact attack speed of every unit. Maybe someone is able to do this. For know I think you should leave the description how it is because we don't know the exact value, but you could add a warning at the description about this.
  13. I think you mean 'at a rate of 1 attack each 2 seconds'. Thanks for testing! I will change this.
  14. I was talking about the stormsinger, but you already fixed it. If you could tell me for the commandos too, would be nice. You have to kill 5 of the 6 squad members to really test it though.
  15. Thank you YaBro0, @Ladadoos could you tell me how many seconds each attack take and how many damage they do (on a non-counter unit)?
  16. @Eirias In the link in this quote you will find Mental Omega's spreadsheet, with T3 included. Iam gonna add T3 in the future, after I added the other (not ranged) units. (Those units have no description, so I will not be able to calculate their damage, testing is needed). Just wondering, does the attack value on the cards change if the upgrades give extra damage? Or will it stay the same?
  17. As said before, if you have any tested values, post them here. I have also changed the Gunner damage.
  18. Gunner: (BFR Allcards:) "Every 2 seconds, unit uses its cannon to fire off a ball that deals 144 to enemies within a cone-shaped area, up to 216 in total." So, first of all I took the average, which is (144+216)/2=180. If the unit fires at a rate of one shot every two seconds, this would mean 10 shots every 20 second. So ten times 180 equals 1800. LSS: Lost Spirit Ship has the following attack (BFR Allcards:) "Every 2 seconds, 8 turrets shoot independently dealing 115 damage to enemies in a 15m radius around its target up to 140 in total each." So, the average is (115+140)/2=127,5. Eight cannons will deal eight times 127,5, so 8*127,5=1020. They will shoot every two seconds, so ten times in twenty seconds. 10*1020=10200 damage. Of course, these damage values are according to the description from AllCards.BFReborn.com which might be false information. Therefor I asked in my first post if any alpha tester want to check this in the forge. Yeah, I found out AllCards is not a reliable source, because Commandos, LSS, Gunner and some more cards would be ridiculously to strong this way. It would be nice if we could work together with some alpha testers to check up all the values. If any alpha testers wanna coƶperate, contact me. About the calculations, I used the Google Rekenmachine (Dutch for Google Calculator), so the chance that I made mistakes are indeed present. If you think some value is not correct, you might wanna calculate it and compare our outcomes, because Iam only a human, I can make mistakes.
  19. Hi fellow Skylords! Today I took the time to note down all the damage values from some cards (all the units with primary ranged attacks) in a google drive spreadsheet. I also calculated how much damage a ranged unit would do within 20 seconds (which should be equal to the amount of damage on the card). I came to the conclusion that a whole lot of cards have inaccurate damage values. I calculated the damage with: (((min damage+max damage)/2)/seconds per attack)*20. For example aggressor deals 112 to 168 damage every 4 seconds, so: (((112+168)/2)/4)*20 = 700, which equals the damage value on the card. There are two extra columns. One says if the calculated/tested value is equal to the value on the card. The other column with 'significant damage' says if the calculated/tested value differs more than 10% from the card value. The rows marked in black gave ridiculous values, so can someone please check my calculations and/or ingame test this? This is a link to the spreadsheet I made. This is a link to the Excel document that Mental Omega made. If you see any mistakes, miscalculations, misspelled things or vague things, post it here and add @SilenceKiller99 to the post. To be Tested List: - The units in the black coloured rows. - Cards that have 'significant difference'. - Cards that have not yet been tested (see the 'confirmed?' column). Updates: * Changed Gunner damage to 1200. (21-02-2016) * Changed Stormsinger damage to 576,9. (21-02-2016) * Changed Commandos damage to 660, which now equals the amount stated on the card (21-02-2016) * Added a extra column (name: 'confirmed') which tells you if the calculated/tested value is confirmed by alpha testers. (21-02-2016) * Changed Skycatchers damage to 4333,3. (21-02-2016) * Added a link to Mental Omega's Excel document in this post. (21-02-2016)
  20. than they have 1320 atk and 582 hp. Now they seem viable... It actually makes them really strong, with a 1320/582 stat. DA has 576/450 stat. Defenders have 540/630. riflecultists have 960/810. They might even win from riflecultist... they are T2 while riflecultists are T4... thats rediculous.
  21. whahaha, commandos says: shoots every second for 11 damage. That would be 6x11=66 each second, so 1320 in 20 sec. That must be wrong.
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