Slight corrections. Video says Andy's Super Power gives +25% firepower, but it's +20%. Also Colin's superpower costs 6 stars, not 7. Sorry about this :>
@zhenweilai7993 жыл бұрын
Dangit ,Mangs Math
@michaeljonathan97153 жыл бұрын
I think that is mispronounce /typo instead mathematical error.
@mr.s.i66423 жыл бұрын
Mangs u should have said that direct combat unit instead of direct vehicle which is misleading (about max)
@littlesaintwilliamofnorwic85003 жыл бұрын
I'll forgive you.....this time.
@Sajuek3 жыл бұрын
Your apology is not good enough, be better.
@Zersetzor3 жыл бұрын
Regarding Sturm: I'm _guessing_ the way the game is coded requires each CO to have a normal and a super power. So there Sturm probably has a placeholder normal power, not because they scrapped an idea but because it is easier to program that way.
@KopperNeoman3 жыл бұрын
Could also be that he was intended to only have the normal power, then some guy decided that big stars are scarier.
@Zersetzor3 жыл бұрын
@@KopperNeoman Sure. But if my guess is correct, then they would still have given him a dummy super power, because the programming would expect each CO to have both types of power.
@PinuyashaRPG3 жыл бұрын
From what I know about programming, if a CO is a super class, then each individual CO is an object that inherits from the CO super class. The CO super class would have a private variable for a Normal and Super COP because nearly all units have it. They would not program a separate class just for Sturm. He'd inherit the COP and SCOP private variables from the CO super class, but his COP variable would be set to 0/Null or whatever empty value the variable takes. This is probably why he's coded to have a COP but it does nothing. It's probably an inherited attribute from the CO super class he just doesn't use. This makes the most sense out of all reasons.
@Crawver3 жыл бұрын
@@PinuyashaRPG Yep, exactly what I thought would be the case as well. It's not an intentions issue, but rather just what is the most efficient to code.
@erikvasinca20472 жыл бұрын
A good idea could be "Meteor Storm" a normal power that applies an unique effect: for 3 turns at the start of the oponent turn, 10-20 tiny meteors with a 1×1 area fall randomly dealing 3 damage to anyone hit. Its cost would be 8 stars.
@michael_betts3 жыл бұрын
Samurai spirit makes 10 hp units invincible on 4 star terrain in AW2, namely mountains and HQs. This means you can use it for an unstoppable HQ capture unless your opponent can fire a missile or use a global damage power. It is useful for very cheesy HQ caps, where the enemy can attack your infantry, but not kill it.
@_Hamler3 жыл бұрын
Yeah but if the enemy isn't stupid you probably wont be able to do that
@michael_betts3 жыл бұрын
@@_Hamler fortunately the AI is very stupid
@clydefrosch3 жыл бұрын
Can't you even deal luck damage in such situation?
@KopperNeoman3 жыл бұрын
@clydefroach Defence is flatly reduced from incoming damage AFTER luck is flatly added. 100% defence = immunity to all non-fixed damage. Luck may not care about damage tables, but it bows to defence.
@michael_betts3 жыл бұрын
@@clydefrosch base damage is multiplied by power then Luck damage is added and then the total damage is multiplied by unit hp fraction and defence. Defence is the last modifier added in damage calculation so 200% defence or more gives 0% damage. I have tested colin and nells super co power with 4 neotanks+ a lot of rockets against kanbei's infantry capturing to make sure this is correct.
@CloudyDaze3 жыл бұрын
I just wanted to say, I appreciate Mangs' character development. Because in his CO Tier List the way he was so hard on Drake and talking about how Typhoon wasn't worth it, only to have that battle against Drake to explain why Typhoon is busted. I am glad you learned Mangs. This is good content
@grimrapper52023 жыл бұрын
Drake didn't have D2D though
@whichDude3 жыл бұрын
Also made him respect Hawke and Olaf more as well. He used to consider Hawke over rated and Olaf as an underdog pick. Now he fears the 2HP Trio.
@Dragonoid2693 жыл бұрын
To be honest I consider Olaf a bit weak too (don't really play pvp, but have finished all the solo player content). I do assume that it is probably better in pvp than versus the AI, but I don't really see the value of using Olaf when he just seems like a worse Hawke (except for maybe maps with permanent snow toggled on)
@CloudyDaze3 жыл бұрын
@@Dragonoid269 the idea in PVP is that Hawke is a worse Olaf considering Hawke's power is more expensive than Olafs, despite their main draw being the same. 2 Damage on every unit. In PVP, I personally consider the side benefit of slowing down your opponent more beneficial than the +2 Repair you get, but I think that's just me. Olaf and Drake's powers being cheaper and their Supers continuing to Debuff past damage tends to snowball hard in your favor the longer a game goes on. Contrasting that with Hawke, the 2 HP Buff seems nice but it's really going to be less common than Olaf or Drake's super being 9 stars. On top of that, 2 HP is not going to help your heavily damaged units in the grand scheme of things. If you have like a handful of wounded 1 2 of 3 HP units, them suddenly coming back up a couple points is not going to change much as in PVP you tend to use those units as sacrificial pawns anyway. It's not like Andy's Hyper Repair or Hyper Upgrade where even if your unit is close to death, that boost in HP is so big it fundamentally turns a wounded unit into an asset. It comes down to spamability and in most PVP Olaf and Drake can spam their powers more often and more effectively than Hawke can.
@maxspecs3 жыл бұрын
@@CloudyDaze Hawke also repairs his units, which means it’s a 4 HP swing of momentum.
@NCHProductions3 жыл бұрын
Sturm's normal power would still be meteor strike, but, allows you to take control on WHERE you want to land the meteor strike(like a missile silo) BUT, at half the damage cost lol.
@khoelindawati6716 Жыл бұрын
Still too broken even if 5 stars
@codycombs8590 Жыл бұрын
@@khoelindawati6716what about a bonus for rough terrain?
@HanakkoLove3 жыл бұрын
My takes on Superpower being better: Andy: yes Sami: yes but Double Time is still pretty good Max: no but can be good on a push Nell: no Hachi: HELL. YES. Grit: nah not really Olaf: Yes 95% of the time Colin: Sometimes but usually no :I Sonja: Yes 100% of the time (unless EV *literally* makes you win the game) Kanbei: Absolutely Sensei: Nah not really most of the time Drake: Of course it's busted Eagle: -no- OF COURSE Jess: Depends, both are good. Flak: Not really imo Adder: Absolutely not Lash: YES Hawke: Depends but usually yes. Sturm: What are regular COPs?
@soulhoney12273 жыл бұрын
Hanakko do you want him to make ' are mechs worth it?'
@JuanMatteoReal3 жыл бұрын
Hachi: Huehuehuehue building on cities go brrr Lash: >Has higher Defense level firepower boost Indirects on properties rains boom boom boom on you Drake: Have a shower... Sturm: Tf you worms talking about? *Snaps finger* Sigma Colin: >spams CO power >saves up money >has a load of money >buys neotanks >buys megatanks >buys pipe runners >doesn't explain his strategy >RESIGNS
@uiron57553 жыл бұрын
SYSTEM CRASH
@azensama75083 жыл бұрын
@@JuanMatteoReal Thats the Sigma mindset for you
@JuanMatteoReal3 жыл бұрын
@@uiron5755 Jugger!
@NicoTheCinderace3 жыл бұрын
Welcome back to the "Is it Worth it?" Series in Advance Wars, where an Egg answers questions just because.
@TheNezperdian3 жыл бұрын
Don't forget to rub and polish the egg until it shines for more profound and detailed answers.
@NicoTheCinderace3 жыл бұрын
@@TheNezperdian Perfect.
@user-up4tx3xm1f3 жыл бұрын
🪑🪑🪑🪑🪑
@aganaom17123 жыл бұрын
can't believe mangs forgot about colin's hidden power "sigma grindset"
@SupremeST253 жыл бұрын
and geegabrein
@GameMiestro3 жыл бұрын
5:40 This bit about Hachi's powers is some 200 IQ shit right here, I'm glad you brought it up.
@blahmaster6k3 жыл бұрын
I feel like Mangs is underselling(hehe) Hachi's super CO power here. Unit count is the most important deciding factor towards who is going to win the match at any given moment, and Hachi's ability to ignore base limits and flood the entire map with 500 cost infantry and a few stronger units offers swarming potential only matched by Sensei(and is the only way Hachi can keep up against Sensei). Having an extra 15 units after the first SCOP over your opponent can win the game by itself. His normal power is nice, but the ability to have a couple bombers or neotanks in the early game is nothing compared to the sheer flood of units his super power brings to the table.
@bentowers36143 жыл бұрын
Not every map has numerable enough usable properties to get the most bang out of Hachi's Super CO Power. A lot of the time, a few key expensive units far earlier than your opponent can get them will be far more game changing than a mass swarm of infantry. Outside of those rare maps with dozens upon dozens of regular cities, Barter will always have more uptime and thus more value.
@blahmaster6k3 жыл бұрын
@@bentowers3614 A bomber can get zoned and countered by AA. A neotank can't do much to artillery blocked by infantry. Expensive units can often be mitigated for a fraction of the cost. What can't be countered is having 10-15 more units than your opponent, AND having a few expensive units that demand a counter unit. By the time CO powers are coming online both players will have at least 10 cities, that's an extra 10 unit lead hachi gets, and that's only the first one. Merchant union still comes online faster then just about every other SCOP in the game, and you'll always have it before your opponent has theirs in the broken tier. The only broken tier COs that will use powers before hachi are Sensei and Colin with their normal powers, but hachi beats them both anyway as soon as his SCOP is up. And if the game goes long enough, first you're up 15 units, then 30, then 45, etc. And remember, destroying all those extra units just serves to charge hachi's power bar even faster, just like copter command. This means that once hachi gets merchant union a single time he will start charging his power way faster than any other CO possibly can.
@daddysempaichan3 жыл бұрын
@@blahmaster6k Like, simply put, if you can build 6 tanks to your opponents 3, you WILL win the game unless you're playing badly. Another thing is that the time it takes for a unit to go from the factory to the frontline can be non-existant if you can just build in the frontline, and no amount of good scouting will stop it. A infantry is threatening capture? Just slap down a unit in that city. Terrain too difficult for Rockets to move through? Just build it in a frontline city lol. Production is BIG in strategy games, and holds especially true in Advance Wars, as factories are your biggest bottleneck in the game. If your'e playing Max and you just lost all your infantry, you'll have to spend time building infantry from your limited factories when you want to be building tanks. Hachi don't have to worry about that, he can just sidestep the bottleneck with his SCOP, and then some. It's similar to why Sensei is strong, as while he can't exactly sidestep the production bottleneck like how Hachi can, he can just make free Infantry and Mechs.
@suddenllybah3 жыл бұрын
@@daddysempaichan yup, production capacity is important. ... I think that's what makes mech spam so hard to counter, because there isn't a comparable cost counter that works on counter attack, and only really battle copters give you a not too expensive bulky unit. You really need a more open battlefield to allow high mobility units to pick them apart.
@mecklejay75872 жыл бұрын
@@suddenllybah Quote: "I think that's what makes mech spam so hard to counter, because there isn't a comparable cost counter that works on counter attack, and only really battle copters give you a not too expensive bulky unit." Infantry. Infantry is the counter to mech spam. You can deal with them and easily wall them off for 1/3 the cost.
@Swordkirby99993 жыл бұрын
Well since you asked, here's my take on Sturm's Normal Power Comet Rain: -Causes 3 (or maybe 4?) small meteors to fall, Each dealing 3 damage -The range is 1 less than Meteor Strike or Missiles -It prioritizes how many enemy units it can hit, rather than value. -Comets cannot fall on the same place another comet just fell, nor the adjacent spaces. (To prevent 2 or 3 comets hitting the same unit) -It avoids your units if possible, but if there are no available targets left, it will hit your units as well. -Comets cannot wipe out units, much like every other CO Power that deals damage -Cost is 6 Stars The idea being it's better to use it if you're outnumbered, rather than outmatched in raw power
@whichDude3 жыл бұрын
So just make it Rachel's Super Power? Because that's her Super Power.
@grimrapper52023 жыл бұрын
Much better & way more broken
@i_am_jarvistm72203 жыл бұрын
I had an idea similar to this, but let me crunch a few numbers to compare. The original Meteor Strike (costing 10 Stars) deals 8 HP of damage to up to 13 units in a cluster, for a maximum damage potential of 104 HP. The idea I came up with, Meteor Shower (5 Stars), which is five smaller meteors that hit up to 5 units each for 2 HP (also has the same limitations you have here), has a maximum damage potential of 50 HP, which is essentially on par with other CO Powers with 1 HP global damage. For this one, which you've priced at 6 Stars, has the same radius as Meteor Shower and fewer strikes despite costing one Star more, though they do deal more damage, but the kicker to keep track of is the damage potential. In this case, the most it can do (assuming we say this drops four comets) is 60 HP, making it directly on par with the previous, though both consequentially pale in comparison to the existing Meteor Strike in terms of power to cost ratio, especially since Meteor Strike gets that +40% Attack/Defense boost on top of it.
@777Plushy3 жыл бұрын
Welp, might as well show off a Normal Power for Sturm: [Meteor Strike (seriously, I am giving Sturm a new Super)] - 1 Meteor Crashes into an 3x3 Diamond-Shaped Area dealing 4 (8 in Fog of War) & having 90/130 Units
@Tippex_Official2 жыл бұрын
@@whichDudeI mean Rachel was probably trained by strum. Or strum is Rachel, one of the two.
@soulhoney12273 жыл бұрын
Now i am excited for 'are mechs worth it'
@manghariz22113 жыл бұрын
At 15:31 There seems to be some glitches seen on Green earth Tanks Played this game alot back then, but never seen this type of glitch before or atleast never noticed it before.
@Jaknize13 жыл бұрын
My head canon was that Sturm's normal CO power was his Advance wars 1 vs mode power of doing 4 damage to enemy units inside a range and it was called Comet Clash.
@michelzwiers77422 жыл бұрын
There is unused data within the game for a version of Meteor Strike that sets Sturm's units to +30% firepower and defense and pulls a 4HP meteor instead of an 8HP one, so the devs might agree with you on that one
@Jaknize12 жыл бұрын
@@michelzwiers7742 That's interesting. Thanks for sharing!
@GoofballPaul3 жыл бұрын
Sturm's normal CO power should be uhhhhh taunting Andy for not knowing what an airport is, costs a single star and all it does besides the universal defense boost in completely deplete Any's (AND ONLY ANDY'S) power meter if he's in the match and show some dialogue berating him.
@KopperNeoman3 жыл бұрын
Then in Dual Strike (I know Sturm isn't in it shut up) if he's tagged with Max, Sami, or Hawke, they'll defend him with the whole language barrier thing and double their current meter.
@SlimeLen9683 жыл бұрын
Counterpoint, deletes all of andy's airports, they're just gone
@i_am_jarvistm72203 жыл бұрын
@@rayfrizelle54 I am all for this, especially that last part XD
@Green241523 ай бұрын
@@KopperNeomanVon Bolt does not deserve to inherit the title of lead BH CO.
@amiasg93053 жыл бұрын
The 10% increase in defense is a factor you should consider too. In that sense max force could be considered better
@Sines3143 жыл бұрын
I notice the Normal power users are almost all top-tier COs. The sole exceptions are Adder and Flak, who are bottom tier COs. I'm not sure if that says anything, but it's worth noting.
@JuanMatteoReal3 жыл бұрын
Sigma Colin: >spams CO power >saves up money >deploys infantry and recons >has a load of money >buys neotanks >buys megatanks >buys pipe runners >doesn't explain his strategy >RESIGNS >also steals your time
@Jokerecho35403 жыл бұрын
7:59 Typo: Colin's SCOP is 6 stars, not 7 stars.
@iqbalhaikal36793 жыл бұрын
Flak: exists Savescummer and TASers: ah yes, god
@rRecoveryProd3 жыл бұрын
15:33 Glitch tank!
@bentowers36143 жыл бұрын
Honestly, for Adder, I'd say never use his Super CO Power. Even if you find yourself fully charged, unless the +2 movement gets you some important targets, I'd still use the CO Power instead, since it consumes 2+1 Stars for a turn at +10% Defense along with the +1 movement. The reason why comes on the next turn; you have 2 Stars remaining, so you can activate the CO Power a second time back-to-back. That's another turn at +10% Defense and +1 movement. Two back-to-back turns with the benefit of his CO Power can be lethal in a fight.
@KopperNeoman3 жыл бұрын
On the other hand, double Sideslip increases your star cost twice, while Snakebite does so only once. Unless you're spamming so much you go from 280% to 200%, it's worth considering.
@Sebby_Nineteen3 жыл бұрын
Here is an idea of Sturm's normal CO Power. He swaps the attack and defense stats permanently, until the next time he uses it.
@robotsturm64883 жыл бұрын
but in aw2 he has a 120 atk and def
@bongcloudopening54043 жыл бұрын
So he just swaps his 120 atk and 120 def? So its basically useless
@release8583 жыл бұрын
So basically the Grimm button.
@Sebby_Nineteen3 жыл бұрын
@@bongcloudopening5404 woops, was thinking AW1 Sturm
@bongcloudopening54043 жыл бұрын
@@Sebby_Nineteen that's fine Although since its AW1 nobody really had a superpower So you could probably think of a different co power for Sturm in AW2
@IFinishedAVideoGame3 жыл бұрын
Absolutely loving these videos. They've got me on such an advance wars hype with the remake coming out soon too!
@bubbasbigblast85633 жыл бұрын
For Sturm, I'd give him a 4 Star ability that changes nothing, but doubles the charge value occurred during the ability: if you get 2 Stars, you break even, but a big push by either player would turbo charge him. If we wanted to be extra spicey, make it a 2 star ability that charges BOTH player's bars. Could be very intresting.
@ideohazama87633 жыл бұрын
I personaly think than the both draws should be in favor to the normal power, because the 10% defence boost, and you also gets it for cheaper.
@zacharynelson28563 жыл бұрын
Yeah but it also rises the cost in CO powers twice as fast and that extra 20% can make a big difference. Also you could end up with more power meter spillage and lose excess energy that way. Also +1 movement twice isn't equal to +2 movement once. You get unique tactical options you may not have had otherwise with +2. Also if the bonus firepower from a super changes a 2HitKO to a one shot then it could be very impactful tactically. So that's why a draw is pretty fair in my opinion. The 10% defense boost is potent, but not so good to outweigh other benefits in most scenarios. So you have to balance it with what is the most advantageous in that game.
@FlameSoulis3 жыл бұрын
Hmm... for Sturm, I could see it based partially off of the final mission. That is add a new unit (the small slimes?) based on certain conditions, but do not let the player (Sturm) control it. This means you can get cheap, difficult-to-kill fodder, but you can't directly control it as a tradeoff. This would also help keep him unique. Another one would be... almost superpower territory: The cheapest unit on all other teams convert to his side. This doesn't sound like much, but it could lead to rather interesting tricks where you force other players to have to play carefully when creating units, unless you want to spawn a mech near your base and that gets popped the next turn, leading to now having to kill the spawned mech before it captures. You suddenly begin to fear more on what will happen, because once they have it, any time NOT spent using it means more of a chance of Meteor... but they could decide they play devilishly if it means screwing up your plans.
@MOORE4U23 жыл бұрын
For Sturm's normal COP, maybe something like Meteor Shower? For 7 stars, hits three 3x3 cross shapes (think missile with one smaller radius) for 4 damage each, using similar AI to Rachel's missiles from AWDS.
@MrCheeze3 жыл бұрын
I think you're understating the value of the 10% defence boost given by every normal and super power. It means that, for example, if a Super Power has exactly twice the cost of a Normal Power and seemingly has twice the benefits, you're better off using the normal power every time. (Jess is a good example of this.) And I realize this video isn't about Dual Strike or AWBW, but the hidden 10% power boost for all powers in those games makes this even more true.
@BoltTheEmolga3 жыл бұрын
don't forget the 20% penalty for all future COP costs, and how it takes away extra if you have a surplus past your normal power.
@MrCheeze3 жыл бұрын
@@BoltTheEmolga That's a fair point. I figured with Advance Wars being as snowballish as it is, getting the early advantage would be more important than later cost. But if I'm wrong and the cost increase is more important, then maybe the opposite conclusion is true (that the draws are better off using Super)?
@zacharynelson28563 жыл бұрын
One more point is that sometimes double the power is far more potent than half twice. It could be the difference between one shotting a unit and taking it out of play or taking it from max to something like 1hp versus 3 or 4. Also +1 movement twice isn't equal to +2 movement. They offer different tactical benefits sometimes the +2 move gives an opportunity for something unique. So they both have tactical applications that the other power isn't always a replacement for. So that's why I feel like the labeling those powers as draws is fair.
@suddenllybah3 жыл бұрын
@@zacharynelson2856 there's also a question on if you should pop a power ASAP. powers with econ benefits tend to be that way, but push powers tend to require you be in position.
@OrionTheHoonter3 жыл бұрын
20:30 was that rhyme intentional? It felt really smooth so I honestly dont know.
@amirzohn58153 жыл бұрын
Sturm normal COP, 4 stars, his units can move through tiles with enemy units on them and can't get trapped by hidden enemies in FoW, unless he tries to move that unit directly onto that occupied tile
@MrRaui3 жыл бұрын
I like it. I'd call it "Infiltrator"
@MiysteryMisty3 жыл бұрын
Oooh, I was so focused on thinking of attack-based powers (because he's the final boss) that I never even thought of the possibility of a movement based power. I like the idea that it's an evolution of his day-to-day ability.
@KopperNeoman3 жыл бұрын
He'll have to get trapped back to the last empty tile, however. If some Recon moves through seven enemies and lands on an enemy...
@MiysteryMisty3 жыл бұрын
@@KopperNeoman Oh yeah, I hadn't thought of that. Would it send him back to the tile he started on? Or would it just trace his route back until it finds a spot that's open?
@islar74203 жыл бұрын
@@KopperNeomanMake it a risk vs reward situation. If the unit moves onto an enemy unit, it's stopped. If there's unit there already, Sturm's unit gets destroyed.
@megarotom15903 жыл бұрын
If I had Sturm have a super power, it would be one that strikes a meteor on the map, but the meteor waits a turn to arrive so you can try to move out of the way but it would still help manipulate your opponet's positioning (or you could go the awbw method and just give him the 4 dmg regular power but eh)
@onEmEmbErstudios3 жыл бұрын
When Eagle came up Me: Oh boy, Super or Normal? No question about that
@fernandomora42303 жыл бұрын
Fun fact I actually used eagle's cop during campaign in an effective way. It was the second to last mission my bomber took some damage and it was near the giant cannon so I popped eagle's normal power so the bomber can one shot the cannon
@germmanator3 жыл бұрын
I was about to say, def. pop COP when the game is about over.
@Voidling2423 жыл бұрын
Normal or hard
@jeremymiller33053 жыл бұрын
Good evening Mangs. My name is Jeremy Miller. I have been watching many of your videos and let me tell you, you not only provide entertainment but you also have a ton of a sense of humor. My god I have been laughing, even with the mistakes you do in your lets play you don't get pissed off, you take it in stride. Thanks for making the corrections on the pinned comment. Awesome touch Mangs. Nobody is perfect. People can make mistakes. You just have this enthusiastic personality about you. When we give up playing Advance Wars because we find it challenging to clear this certain tough level in the campaign, you guide us with your knowledge. Well done Mangs! I can't wait to play the new Advance Wars Reboot 1 and 2. My only other question is would you do a top 10 favorite and another top 10 for least favorite Commanding Officer?
@gyga1003 жыл бұрын
if we could give a normal power for Sturn would be probally something similar to the first game and give extra mobility along with the defense and atack boost, so would be cool to choose between mobility or massive damage
@nchastan3 жыл бұрын
What happened to Jess' tank at 15:33 ? Graphical bug for it to get rescaled and changing side?
@weaponizedpizza88253 жыл бұрын
For sturm: Normal power: meteor strike Super power: meteor storm Make sturm even more OP than he already is.
@grimrapper52023 жыл бұрын
His SCOP is the beginning of AW: DoR lmao
@weaponizedpizza88253 жыл бұрын
@@grimrapper5202 The ultimate SCOP, capable of putting you in a worse game.
@Suy..3 жыл бұрын
If Drake is fighting Andy, wouldn't it be better to use his COP instead of his SCOP?
@Yearofthebows243 жыл бұрын
Sturm Normal Power: Comet Strike: Does 3 damage to a missile sized area on the map, all units gain +20% fire power + defense. Costs 5 stars. I was gonna make a joke and say that his CO power should be broken as a joke to further explain how broken Sturm is, but decided to make a serious one.
@Mikethekappa2993 жыл бұрын
I think Hachi should have gone in the draw category. I think you made great cases for both powers and the different situations you would use them, and it really does come down to the map for which power is better.
@SaturnineXTS2 жыл бұрын
It just now crossed my mind that the devs didn't give Sturm a normal power because they were afraid he would choose to use it and therefore not drop meteors on you. Like, it could only be the increased atk/def component for example. That's like half or even more meteors you get dropped on your ass, and that's not something they could tolerate, right? :D
@af25472 жыл бұрын
20:35 3 smaller meteors that deal 3 damage in a 2 radius area, all of the meteors correspond to each meteor AI, it’s 5 stars and gives no stat boosts other than the 10/10. when you really need the enemy to be weaker for some reason.
@penguinflames7073 жыл бұрын
For sturm, why not compare it with that in AWBW sturm has a normal COP? (AWBW is 6 stars for a 4HP meteor) Also for my idea of a sturm COP. Asteroid Rain: 3 individual enemy units get hit by an asteroid, dealing 5 HP damage to them. The asteroids show where they impact (like how you see the meteor from meteor strike hits). These asteroids will all strike the most expensive enemy unit, and not strike the same unit twice. They also will strike said expensive units so long as they have 7HP or more, in addition to the asteroids, the COP raises attack and defense like meteor strike: This COP is meant to help weaken the enemy army, and make it easier to death push while the enemy big units are down.
@Redline19987663 жыл бұрын
I am still playing this game. I am so happy it receives attention again.
@zeromus42093 жыл бұрын
Sturm normal power, rain of terror: launches 3 meteors that deal 2 hp in a 2x2 square
@morganadays35303 жыл бұрын
lol at the md tank at 15:30
@birdbig68523 жыл бұрын
Against the ai, I recommend usually to use the normal power because there is no retaliation. And the faster you roll, the faster you win. Except for Eagle and Olaf (maybe Sonja?) where superpowers outshine completely their lame normal powers.
@PaperMario3 жыл бұрын
15:29 WTF why does that one green medium tank suddenly grow bigger
@aidanbeesley32213 жыл бұрын
Hey Mango, I just had an idea for Advance Wars, and was curious for your opinion. What would you think of an Advance Wars game with much larger FE4 style maps, where you have multiple objectives in one “chapter?”
@leokatchu4843 жыл бұрын
I personally really like it, I think it would be extremely cool
@Xertaron.3 жыл бұрын
Problem with FE4 is that those maps made non mounted units fall very far behind your cavalry. In AW it would be even worse as any terrain makes your tire based vehicles slow down to a crawl and you would have to spend many turns to make them to catch up. Unless you were playing Sturm who ignores movement penalties, big scenarios like this would be tedious as hell, as they often were in FE4.
@TundranTiconderoga3 жыл бұрын
typically you see huge FE4-tier maps in hexagonal based strategy games, like Daisenryaku/Iron Storm
@yespp8353 жыл бұрын
Tbh for a new advance wars game I would like a prequel or something with a bad ass young sensei and hachi
@grimrapper52023 жыл бұрын
@@Xertaron. wouldn't APC fix this issue?
@smaco66333 жыл бұрын
Wh- what happened to that one Jess' MdTank at 15:31...?
@SomeGuy712x3 жыл бұрын
LOL, it Dynamaxed! :P Wow, I've never seen that happen before. (Actually, it might've happened to me before but I was never paying attention for it.)
@smaco66333 жыл бұрын
@@SomeGuy712x also it apparently betrayed its buddies.... or try to deflect the enemy shot with its rear. Lol
@minnick663 жыл бұрын
I agree with this video mostly but one thing I disagree on was what you said on if you end up with SCOP on Adder by coincidence you should use it. I disagree. If you really need the extra 2 MOV for a very specific task then go ahead, otherwise you should still use COP. Adder is one of the few COs that can do back to back COPs over 2 turns if he has a full power bar and you should take advantage of the extra 2 turns of boosted defense if you can. Otherwise, good video 👍
@stevenswann52933 жыл бұрын
Another point in favor of having the normal power in your back pocket is that the enemy will need to take the potential extra movement of you popping your normal power into account when trying to advance with squishy units like indirects. Even if you don't pop it, it can still affect your opponent's play.
@minnick663 жыл бұрын
@@stevenswann5293 yep, I have had a few matches where opposing players were ceding territory to me just based on the *threat* of the extra movement. Didn't even have to use it to take cities from them.
@daddysmurf22663 жыл бұрын
15:32 commander we have a traitor in our rangs
@MegamanNG3 жыл бұрын
You hit the nail on the head with these man. Also this gave me an interesting idea... What if the Advance Wars cast were FE characters? And what personal skills and classes would they have?
@ethanfrench91113 жыл бұрын
Wouldn’t it be interesting if Sturm had a normal power that swapped his defensive and offensive values. In multiplayer, he has a thirty percent increase in defense and a twenty percent decrease in offense. It wouldn’t be perfect due to the way powers globally give you plus ten percent defense but you could pay homage to the classic AW1 campaign Sturm. It probably have to be an expensive normal power considering that it effectively turns him into a whole different CO but imagine the possibilities and pushes you could pull off with that. It would practically fix Sturm’s normally passive play style, fit with his character’s blitzkrieg theme, and be an impressively niche and unique way to play the game. No longer would Sturm players sit back twiddling their thumbs waiting for their high defense and low offense to eventually grant a meteor that hits a cluster of mechs in the corner of the map. Now they can take the fight to the enemy.
@whichDude3 жыл бұрын
The Sturm you are describing is AW1 Sturm, and Super Powers came in AW2. AW2 Sturm has even fire power and defense both at 120. It would be a cool feature for AWbyWeb though.
@generalblanc29467 ай бұрын
15:45 I was half expecting you to say “never use flaks co power” lol you did say that
@gogobrasil71853 жыл бұрын
Video idea: unit tier list! Which units are better, which are worse, and why are rockets S tier
@sevret3133 жыл бұрын
Now I want to see a 1 vs 3 with Hawke, Drake and Olaf on one team.
@Eviscerator18 Жыл бұрын
I feel like it's also worth noting that Sturm's units become weakened in the snow, meaning that Olaf's blizzard gains some more utility when battling him.
@JPhillyyyyy3 жыл бұрын
Hawke gives me Dedue vibes. I'm new to Advance Wars so we will see!
@dat_lamp3 жыл бұрын
Drake the true destroyer of OCD players.
@Colonel_Overkill3 жыл бұрын
If sturm had a normal power that was a meteor but only hit for 4 damage they could call it meteorette.
@patthecat5743 жыл бұрын
If Sturm had COP it could be like a miniature version of his SCOP but instead of just one meteor it launches 3-5 smaller meteors (3 = 60% chance 4 = 25% chance 5 = 15% chance) that deals 2 damage on the tile it lands on and 1 damage to adjacent tiles and always tries to hit other enemy armies if there is more than 1, at a cost of 4 stars and call it Meteor belt
@LimakPan3 жыл бұрын
Is the AWBW tier list still planned?
@whichDude3 жыл бұрын
I feel like half the suggestions for Sturm's normal Power are just Rachel's Super Power.
@howdoilogin3 жыл бұрын
Nell's easily the most terrifying CO. Playing a game as or against Nell is like being handcuffed in the back seat of a car while Nell's speeding down the wrong side of the highway blindfolded. It's going to end in disaster for one or both of you and you have no idea who because Nell's gonna take stupid engagements believing in the power of RNGesus and sometimes her infantry will experience the normal results of shooting at tanks and sometimes she has a battle copter nuke your brand new neo tanks.
@yuritatsumicom2 жыл бұрын
For Sturn's normal power. name: Darkness screen. stars: five effect: sets a black smoke globally for one turn. (this is count as weather effects and can be removed by overriding with other weather changing power) this causes all units to have bad luck rating up to 20%, terrain movement cost that is originally one is increased by one, cash obtained from buildings are reduced by 10%, and unit costs are increased by 10%. For this case, Sturn's passive ability is added as the units and buildings under his control are not affected by black smoke.
@shiftfire45113 жыл бұрын
In terms of Sturm, he'd probably have something similar to Lightning Drive? That being, a flat boost rather than his famous power gimmick. Either that, or he'd use a weaker version of Meteor Strike. A 10% boost in firepower, with a 3HP damage blast on his opponents in the same range as Strike, to keep kinda in line with his AW1 Vs. Mode power. Let's call it Meteor Rain, where he calls down a storm of tiny meteors.
@fayece3 жыл бұрын
If Sturm would have a normal power, It should be the AW 1 PVP version of meteor strike.
@KopperNeoman3 жыл бұрын
Like in AWBW.
@lucethedoormat813 жыл бұрын
honestly the thing I love most about your essay style videos is the fact that you don't dwindle on what the game is about, I mean I clicked on an advance wars video, if I don't know what the game is about then why am I here?
@realarmed3 жыл бұрын
The thing with using Nell super over her normal power is that you are doing it for that gamble thing and probably you'll end getting nothing but a dead unit from a normally unfavorable exchange (eg: infantry vs anything) while with her normal power you still pick favorable and equal fights with the plus that you might actually kill or cripple units. I find 100% luck is a bit overkill for that kind of "no gamble" game style
@WorldsGreatestRingAnnouncer3 жыл бұрын
Strum: The map is covered in fog for an entire turn.
@jasserescorcia43573 жыл бұрын
15:31 what the heck happened there?
@Deathpikachu3 жыл бұрын
Since it's not covered in the video, my "Is it worth it for Dual Strike Added COs" -Jake: Yeah -Rachel: God Yes -Sasha: No 95% of the time, Market Crash spam is hillarious -Javier: Yes -Grimm: So-so, not a fan of Grimm so can't give a good opinion -Koal: Yes -Kindle: Depends, both are very good -Jugger: Read Flak -Von Bad: No contest
@germmanator3 жыл бұрын
Grimm and Koal are almost a draw, but COP is better
@Deathpikachu3 жыл бұрын
Thanks for the input, they aren't COs I use much. I'll take your word for it.
@thepersonwhocomentz3 жыл бұрын
If Sturm were to have a normal power, I'd make it thus: Meteor Shower (5 stars): Targets the 4 most expensive enemy units on the map and hits them each with a small, one-tile meteor, dealing 4 damage, and provides half the firepower/defense bonus as Meteor Strike.
@blackleon17083 жыл бұрын
Sturms normal Power should be “Flex”, costing 9 stars, and damaging all of HIS units by 1 damage. The upside should be properly voiced Sturm’s diabolical laugh. Will not cost him game, probably.
@SomeGuy712x3 жыл бұрын
(1:06) You said 20% extra firepower, but +25% is what's typed on the screen. Which is it supposed to be? I'm guessing the +25% is a typo that should be +20%, right? (2:15) Whoops, "capure" should be spelled "capture". (8:05) Actually, Power of Money costs 6 stars, not 7. (12:55) "Recieve" should be spelled "receive". (13:10) Okay, the color bars when "attempting" to show Lightning Drive gave me a good chuckle. (19:19) "Missle" should be spelled "missile". Your judgments on which powers are usually better for each CO sound good to me. EDIT: Oh, so you did notice the mistakes at 1:06 and 8:05, and I didn't see your comment pointing out the corrections until I posted my comment and then refreshed the comments.
@vileone133 жыл бұрын
a hypothetical normal power for Sturm: Comet Shower: half his CO gauge, deal 3 (or 4) damage to two (or three depending on how broken we want sturm to be) seperate missile shape clusters on the map. That and the normal 10% that normal powers normally give to attack and defense.
@ClassicLes3 жыл бұрын
I'm amazed you did not mention that Eagle's Lightning Drive Still gives him an extra turn but lower defence in the upcoming reboot game. (while showing footage of this happening)
@Silidirian3 жыл бұрын
Sees the title Looks at walking power COs like Rachael Yes
@kadenthefoxbat14503 жыл бұрын
Sturm's normal power could be a mini-meteor that hits a single unit for 8HP damage and grants him +20% firepower & defense. If cheap enough (4 stars?) it could be viable for the additional firepower and defense more often and as someone playing Sturm you'd almost always know which unit the mini-meteor would strike (since its based on value) so you could decide if you wanted to pop it or save up for the big one.
@StriderZessei3 жыл бұрын
That one bomber/neotank/megatank: "Heh heh, I'm in danger."
@GreyWolfLeaderTW3 жыл бұрын
A simple idea for Sturm's Powers: Rename Meteor Strike to Asteroid Strike, keep the function. Normal CO Power is Meteor Shower: 3 meteors with missile shape deal missile-grade damage to three targets, largest cluster of enemies, most valuable cluster, and largest group of hostile infantry. His regular units get additional +20% firepower and +10% defense. NCO Power costs 6 stars.
@SonVegeta233 жыл бұрын
I think sturm’s normal co power would be called meteor shower and have the ability to have two meteors that give 3 damage each to hit missle sized spots on the map. It would cost 4 stars and I would have sturm’s super power be 9. The firepower and defense would be boosted up by 20% each.
@yoshifan23343 жыл бұрын
I think the AWBW meteor strike 1/2 split would be a good place to go for a Sturm normal power, 4 or 5 cost 4 damage meteor with no stat buff Alternatively, you could give a cheap 3-4 star Normal power (maybe call it Meteor rush?) that just gives the 20/20 buff of meteor strike with no meteor?
@i_am_jarvistm72203 жыл бұрын
For a Normal CO Power for Sturm, I'd say a good one would be "Meteor Shower", cost of 5 Stars, drops five SMALL Meteors that deal 2 HP to the highest unit value in a two-square radius per, rather than Meteor Strike's three square radius, but each meteor is targeted to hit different units rather than the same cluster over and over again. Oh, and then no boosts to unit Attack/Defense, leave that bit to Meteor Strike.
@stevenswann52933 жыл бұрын
isn't that just better?
@i_am_jarvistm72203 жыл бұрын
@@stevenswann5293 Not necessarily, having a smaller radius means each can only hit a maximum of 5 units, dealing 2 HP to each of them, for a max HP loss of 10. Multiply that by 5 and realize that this is under the impression that someone is dumb enough to make five clumps of five units in the ideal fashion for this to work, that's a total of 50 HP. That's no different of a total amount than the maximum a 1 HP global damage ability can do to a singular army, plus it has no other bonuses to it. Meanwhile, Meteor Strike does up to 8 HP to an area that bears up to 13 units, that's a maximum value of 104 HP. Not only does Meteor Strike have a higher damage potential, but it also has the +40% Attack/Defense on top of that.
@drawingabout3 жыл бұрын
7:55 Colin wtf Are u ok?
@Davtwan3 жыл бұрын
Don’t forget that Drake cannot move through rain unimpeded when he pops his Typhoon. Keep that in mind so you don’t accidentally screw yourself over.
@germmanator3 жыл бұрын
that and reduces vision in FoW
@Toast_943 жыл бұрын
I suspect it was either easier to program an empty co power there as a placeholder for sturm. Or it was something that was later moved into his day to day power like a temporary 40% defense increase for 2 stars assuming he still had his AW1 day to day stats of +30/-20 at the time in development.
@timidfalcoknight3 жыл бұрын
Regarding Sonja: TL;DR: The scouting effect is way more valuable then the counterbreak effect. The vision, especially into forests, allows sonja invaluable flexibility on the front lines, while the counterbreak only makes the enemy's bad trades worse. Counter break is a nice buff on paper, but giving Sonja first strike on counterattacks doesnt really give her that much power because your opponent likely wont attack your units where the first strike might matter anyways. Does it help your mechs and tanks against vehicles? Yes, but because of sonjas higher counterattack strength anyways, your opponent will be pushing with their bcopters against them anyways. Does it help sonjas bcopters? Yes, against other bcopters, but your opponent will have anti airs anyways, which your bcopters wont be able to touch. And counterbreak doesnt suddenly allow your indirects to counterattack. It makes it worse for mechs to attack your recons, but your enemy will have tanks out anyways to deal with them. In comparison, being able to see into forests and reefs without being adjacent to them is invaluable. It allows sonja to advance quickly through terrain without easting moves checking those tiles, and allows her to rush expensive units hiding in forests towards the front lines where you cant really afford to waste actions just scouting. On top of that, the 10% defense boost from her normal power stacks really well with her natural counterattack buff and makes the interactions counterbreak buffs better anyways without outright scaring your opponent away from them. Your enemy is more likely to attack your tanks and mechs with their vehicles when counterbreak is inactive, but instead of gaining a definite numerical advantage from them, they become a bit more of an even trade. Because the vision and defense buffs are so invaluable, the more turns you have them active, the more of an advantage you gain against your opponent.
@varodleus2 жыл бұрын
Sturm's normal power: THIS is an Airport! Allows to move air units immediatelly after being deployed ))
@LordDarkDan3 жыл бұрын
My idea for a Normal Sturm power isn't anything original but I think for his campaign fights it would be 'Overwhelming Presence' and increases only defense for 40% if I'm remembering correctly it would make both stats 130% for that turn, adding on the passive boost for using a power. Simply to kinda go with his whole theme of just being such a terror for the allied forces. I'd say its for four stars too so while he's almost unstoppable for a turn it does at least delay the meteor strike, but only that delaying the inevitable :P
@Quoise_3 жыл бұрын
Very interesting question I think its definitely CO dependent but I think its interesting to find out if cost or power is more important overall
@khezoboi3 жыл бұрын
I'm guessing for sturm thinking about it Racheal's super power would fit slightly for Sturm's regular CO power only it does 2hp of damage, the 3 missiles launched can stack up if unlucky, and weakens the units for sturm's assault I'd call it a simple name "Explosive strike".
@GreyWolfLeaderTW3 жыл бұрын
Quick Point: The power info listed here is specifically the boosts COs get in Advance Wars 2 only. Dual-Strike had some changes here and there for some COs.
@AndreIsrael433 жыл бұрын
If Sturm had a CO Power it should of been called BURNINGGGG EARTHHHH!!!!!!!
@TKHedgeHog3 жыл бұрын
I'm surprised mangs didn't confuse Terrain tactics with Prime tactics.
@gicrueldad95203 жыл бұрын
But he confused one power, can't remember who, maybe Kanbei? Where he said that you should use his Normal power rather than his Super, when he just explained why you don't want to use the Normal power at all xd.
@makohidari47233 жыл бұрын
for the most part. one power tends to obviously be better than the other. wonder if things will change in the remake. As for sturm. Normal power for 6 stars. summons two small meteors doing 4 damage but the damage cluster is smaller
@wisecrack3461 Жыл бұрын
I'd take away Sturm's all terrain d2d, give him a +1 bonus except with infantry through rivers as a d2d and a -2 during weather effects (The personality explanation is that when things are going as planned he does well leaving his troops alone but when conditions change he needs to take charge). I'd then give him a 3 star ability that gives him all terrain at a cost of 1 damage per extra distance (Maxing out at the unit's ideal max distance) to all troops who utilize said all-terrain either at the moment of, or at end of their turn based on balance testing. Call it "Event Horizon" or something else Black Hole themed. I'd then remove the defensive boost from Meteor Strike not included with the base Super usage and give "Event Horizon" for the turn it is used. This would certainly need a LOT of balance testing but I think it keeps the spirit of the character, nerfs them to be more in-line with other characters and characterizes him better as someone willing to sacrifice even his own life (Or his robot's life OOooOOoo lore theory!) in the name of destroying all opposition at ANY cost. Obviously there are massive holes in the balance atm but the core idea is that opponents should be able to delay Meteor Strike into a scary doomsday scenario (As fits with the theme) by forcing Sturm to use Event Horizon while also turning his All-Terrain capability from a crutch that disincentives considering terrain movement into a character who considers it more heavily than others, helping the player to get into Sturm's mindset of grinding down troops in pursuit of oppressing the opposition.
@GrimmundusRex3 жыл бұрын
I think Sturm's 'Normal' CO power should be "Meteorite Swarm", 4 stars, does 4 Damage to (Total Units on Map/5) units _at random_ . Including Sturm's own units. Because you _know_ he's the sort of CO that would absolutely roll the dice on that sort of thing if he thought it could hurt the enemy some.
@lightningshadows76103 жыл бұрын
Strum regular power should be the allow his units to heal and allow his units to traverse any terrain regardless of weather plus 15% on attack and defense