Please watch the video before commenting. 📄 Google Sheet: tinyurl.com/537ap3ba
@WorldsGreatestRingAnnouncer Жыл бұрын
What will the Co Icons look like whole in battle be from: Adv 1, Adv 2 and or Dual Strike?
@WorldsGreatestRingAnnouncer Жыл бұрын
Also will Eagle be banned in High Funds Tier 1? Atrueboss has videos that shows how broken Eagle is.
@Gregataur Жыл бұрын
I assume that Sturm's Day to Day has a minimum terrain cost of 1, because imagine planes, and roads for example having 0 movement lol.
@tonitoni9984 Жыл бұрын
I love these changes(all of them) I couldn't have come up with better(l try) Also love seeing the work put into the game❤
@tonitoni9984 Жыл бұрын
Also l would like to see, that l would still be able to play with lower tier COs against high ones in comp games. The tiers should set the ceiling not the floor.
@rustyslug2943 Жыл бұрын
Haven't watched the video, but the solution is to make Colin's sprites visually shorter.
@rustyslug2943 Жыл бұрын
TYPO IN THE FLAK DAY TO DAY DESCRIPTION! SHUT IT DOWN LADS, IT'S OVER!
@art-games6230 Жыл бұрын
@@rustyslug2943 shouldn’t that be a comment on the video instead of a reaction too a comment about grit?
@thanoid2373 Жыл бұрын
@@art-games6230 ?!?!?!??!
@art-games6230 Жыл бұрын
@@thanoid2373 ?
@thanoid2373 Жыл бұрын
@@art-games6230 grit isnt colin?????
@YourFunkiness Жыл бұрын
I like Sturm gaining 20% defense, but also losing 20% defense. Seemed perfectly balance. 😄
@trickygamer555 Жыл бұрын
actually if we do the math this ends up giving you -4% defence which is kind of annoying
@Tzizenorec Жыл бұрын
@@trickygamer555 Well no, stat adjustments in Advance Wars are additive, not multiplicative (despite being percentages, yes I know It's confusing).
@Sephiroth08150 Жыл бұрын
As someone who always said Andy's repairs needs to cost half less, I see his revamp as an absolute win.
@h0m3st4r Жыл бұрын
What I had in mind would be for Andy to be able to fix his units on any building he controls but at half effectiveness if they're mismatched. For example, a tank would gain full repairs on a base or city but half repairs on an airport or seaport.
@siriuslyawesome Жыл бұрын
I would actually like to see something else. I would've suggested Andy's Air Units can repair on cities for 50% increased cost. It even plays into the whole "what's an airport" because he doesn't need them to repair Air Units.
@Alternative-Works Жыл бұрын
Andy looks super good with these changes, the whole problem with repairs is that they are full cost. This makes repairing vehicles and air units super good now
@blackdragoncyrus Жыл бұрын
@@h0m3st4r I always wanted Andy to automatically regain 1 HP every turn, but it wouldn't stack with property repairs.
@likky1 Жыл бұрын
@@siriuslyawesome i always felt out of the loop on the joke here, wasn’t that “what’s an airport again” line supposed to just be a tutorial prompt?
@Panzergraf Жыл бұрын
Jess: +30% firepower on all vehicles, +50% defence on all vehicles, +1 move on all vehicles, -20% cost for all vehicles. Infantry, air, and naval units are baseline. Balanced! (I did not watch before commenting)
@jacka7275 Жыл бұрын
Still a little underpowered given how awesome Jess is, maybe change her super from "Vehicles gain +2 movement and their attack is increased to +40%. All units resupply fuel and ammo" to "win"
@Mangs1337 Жыл бұрын
Instructions unclear, Jess is now a Submarine specialist.
@art-games6230 Жыл бұрын
+50 defense?? That means that the enemy deals half damage! That would be better then kanbei without increased cost
@oof776 Жыл бұрын
@@Mangs1337 LMAO
@Localsoupeater Жыл бұрын
@@art-games6230I'm pretty sure it was a joke
@engiopdf8745 Жыл бұрын
Max's -1 range on indirects now also applies to their minimum range. This results in them also becoming direct combat units capable of gaining his firepower bonus, retaliating, and attacking the same turn they move at 1-range. Why? Because I didn't watch the video.
@Mangs1337 Жыл бұрын
At least you're honest.
@WorldsGreatestRingAnnouncer Жыл бұрын
Turning the artillery into a field cannon. Lulz
@Gosti85 Жыл бұрын
honestly, I like the idea of the minimum range reduction, without the extra rules of course
@denverwingchun9852 Жыл бұрын
@@WorldsGreatestRingAnnouncer Or the anti-tank from the AW2 mod Mangs demoed a while ago
@enzoponce1881 Жыл бұрын
@@denverwingchun9852oh yeah, forgot about those, they are in days of ruins and tbh the concept of a 1-2 range unit that can retaliate at distance sounds fun, HOWEVER, that also means that gritt would have them, and a unit with a potential of a 1-4/5 range, plus being able to counterattack at distance? Hell no
@benabaxter Жыл бұрын
As a non-competitive player, I think it is important for balance changes to be appealing to all types of players to help attract all types of players.
@claudioalejandro9731 Жыл бұрын
i assume there's gonna be an option for choosing the re balanced co's and the normal ones
@TheOtakuKat Жыл бұрын
@@claudioalejandro9731Where do you get that impression?
@dudu28r81 Жыл бұрын
@@claudioalejandro9731No mangs said at the beginning that you'll just have to stay on AWBW for that
@claudioalejandro9731 Жыл бұрын
@@dudu28r81 ah mb
@Martarts Жыл бұрын
@@claudioalejandro9731We think that we will focus on launching with the comp balance changes but then branch out into other CO balancing options. It is just a lot to try and make multiple with the limited dev team atm. I see this happening in the future
@zekenotech Жыл бұрын
Watched the entire video, loved nearly every single change made. Grimm having awesome, faster Battle Copters is brilliant since Grimm's battle copters were his best unit beforehand. (Deals good damage, takes little back from non anti-air) Flak and Jugger have very interesting new mechanics that I can't wait to see implimented. Especially Flak, his attacks so violent that the enemy ranks and moral are broken because of it. Jess having her DS vehicles but also much weaker air and naval units is a very fair compromise. Jess mains rise up. Sturm having a CO power that brings him back to his AW2 glory is another excellent move. Feels right for the character. But oh lord, the Adder changes are genuis. Having Adder's ability truly becoming CO Power spam and actually having Sidewinder do a bit more damage is a perfect change for the character. The fact he gains extra charge when he does damage is so complimentary to his sadistic nature. Bravo. I honestly believe these changes could be final, even Kanbei having 30% more expensive units will be a massive balancer for his 120/120 day to day, especially against CO's like Hawke whose CO power and cheaper units made a good opposing force to the Samurai. Again, bravo.
@LimakPan Жыл бұрын
Sonja should hide her HP during power or superpower. Just because that mechanic is so unique, it makes Sonja into Sonja.
@kingofthejungle5338 Жыл бұрын
agreed. sonja is my favorite CO BECAUSE she has such a unique ability that allows for mindgames
@ER-je3fd Жыл бұрын
As someone who's coded several custom COs, played my own extensively and even helped organize a tournament with them, I can assure you that no matter how much on paper theorizing you do, no balancing changes will make things 100% correct, so ideally you'd want to have a group of beta testers with the proposed changes, have matches and then verify the theories. If your only desire is to have balance, you might want to focus on matches with high rated players, on the other hand if you wanted to make *things fun*, you may want to bring in players with varying levels of skills, because tunnel vision occurs at both ends. I don't play aw competitively, I am not too keen on endorsing ELOtism. I am gonna start learning it simply to make people who love using magister dixit as their argument, shut up, though. No hate to pro players though, most of which I know are pretty cool.
@Zetact_ Жыл бұрын
Testing is one thing but also having occasional balance updates on the table can be a major benefit. Instead of saying "This is our one re-balancing attempt and it will be locked in." Of course updating the balance too often is bad and for a strategy game you can't get as much instant results so having balance changes be, like, an annual thing would probably be too frequent, but simply having the option and saying, "We don't expect to need to re-balance but might at some point in the future" would probably be good enough. Letting players have a "version select" in casual play also would help find those sweet spots, assuming there are multiple sets of balance updates.
@elolawynladriel Жыл бұрын
Something about Sonja. Could it be possible for both her powers to turn the map into fog of war for her turn and the enemy's turn in standard (like drake's rain and olaf's winter) so she is not less powerful in standard.
@M30W3R Жыл бұрын
This
@SoulHero7 Жыл бұрын
I agree with this. Sonja is THE fog CO. Might as well make fog a part of her powers.
@TheMongral Жыл бұрын
I hard agree, last time mangs brought up suggestions for co's, this was literally my biggest suggestion for Sonja, specifically: Normal Power causes 1 turn of fog, and super causes 2 turns of fog. It fits her whole ninja vibe, allows her kit to be used regardless of fog status, and would make her another "weather" type co, giving the roster one unit of each kind (drake for rain, olaf for snow, and Sonja for fog). That and removing her negative luck, but adding fog is the easiest buff in the world. (worth noting this suggestion was from the perspective of a non-competitive player who has fully cleared all games in the series on advance campaign.)
@elolawynladriel Жыл бұрын
@@TheMongral I think is balanced. It would not destroy half her kit in other mode (like other changes already done, for example Mangs mentioned changing Sasha to make her more viable in high funds (and her CO power less broken) ). It would not make sense not to make this change if we take into account that Olaf and Drake already do this in clear weather. Additionaly, unlike Olaf and Drake weather change, fog of war is not the end of the world, you just have to make sure you build some recons in standard to counter it. Of course, Sonja's objective should be to destroy vision to deny counters for that turn, that is her whole gimmick, you make an agressive push with no possibility of counter due to vision denial or always first attack. It is even better now that enemy have 1 less terrain star, you can dislodge units from cities and forests and take them for yourself with a turn of "you can't touch me".
@tubebrocoli Жыл бұрын
I was thinking about this as well, in fact I think you can push it further, even if it pushes her into a higher tier: have her bad luck removed during COP / SCO (not a competitive player)
@4wheal Жыл бұрын
Im so happy the clone Andy gets his own powers to make him his own character
@northernsun6003 Жыл бұрын
As listed it looks pretty crazy, too. You can wall in a neotank with four infantry, pop hyper sabotage, and do 8 HP of damage. The power seems to have an absurd skill ceiling, with good windows before, during, or after a brawl to get maximum adjacency to cause it to take affect as many times as possible. It compares favorably to global damage SCOPs in my mind, as the prospect of getting it to affect high value units multiple times seems very powerful. I could see another Grimm Guy popping up using such a character. Clone Guy?
@dudu28r81 Жыл бұрын
@@northernsun6003i think he's too good for his tier tbh
@riuoku Жыл бұрын
Clone Andy seems to be the most broken CO. Daily passive seems bonkers:1 less repair is basically slowing down repairs by 50% - it is almost like complete negation of repair for opponents unless they play Rachel. COP: Negate any COP/SCOP atk/def bonus opponent may have and make everything a paper for just 3 stars. SCOP: As others have said, spam infantry (which you would do anyway) and GG neotanks etc.
@jB-mg3sv Жыл бұрын
@@riuokuI agree, Clone Andy has all this and he's tier 3? In my opinion, his CO power alone makes him minimum tier 2.
@silverfortune2205 Жыл бұрын
@@riuoku Wasn't a couple of people moved a tier if needed? Clone andy could easily keep this day to day and CO powers but bump him up a tier at least.
@f2p_felix Жыл бұрын
Love the custom work on Jugger and Clone Andy! Love the uniqueness you've given them! ...I do wish Jess was closer to her Dual Strike iteration though. Bad infantry's rough.
@christiankey5243 Жыл бұрын
I think letting Sonja have the hidden hp, but revealing it when you've got a unit adajecent to one of hers (similar to units in forests in FoW are only revealed by an adjacent unit) would be a nice balance for her.
@undercomposition Жыл бұрын
I like this a lot.
@NevarKanzaki Жыл бұрын
Was a somewhat competitive AWBW player a long time ago. I think balancing Grit's defense down is the right way to go but I don't think 10% is quite enough. Then again, I'm not sure if you could drop it further. I do, however, like that you left his directs a 100/90. Letting them keep their attack helps keep some incentive for tanks while limiting his walling. Though I doubt you'd do it, an interesting thought I had for this was to switch the cost of his artillery and tanks. Same for his rocket and md tank. Something about cheaper shoddy construction for his tanks, premium stuff for his artilleries. This would slow down Grit getting going but in exchange gives him a notable incentive to make tanks early game to help zone out other tanks even if his are a bit worse. It also, of course, is an excuse to notch up the cost of his artilleries. I believe that Sasha will still be focusing on market crash as is. Yes, there are times when you'd want to use war bonds but one of its biggest issues is that she isn't a movement CO nor Eagle and thus can't click a button and force a big fight. At high level, there's instead going to be a lot of posturing around and repositioning with minor engagements at a time because neither wants to be blown out by a power. If she doesn't market crash, she'll generally not be the one able to force the fight and no enemy is going to time their attack to walk into a war bonds where she can counter effectively. Her buffed d2d also makes her want to take many smaller engagements because she wants to levy her monetary advantage sooner rather than later and this plays into how she was doing market crashes before. If you want to keep War Bonds faithfully not a combat augmenting SCOP, the only way I can think to make it see use is to decrease it to something really cheap like 4 stars and adjust the effects accordingly. This cheap cost keeps her being aggressive about her powers, seeking to have smaller fights and making small jabs while controlling the enemy. Then she tries to bait them into going for bigger moves which she can't punish but can money from to hopefully levy later. Taking away the boost from market crash isn't going to make her stop playing how she was before. If anything, taking away her d2d boost will only ensure she plays even more how she previously did. Whereas before there was the boost as incentive to market crash earlier in her turn, without it she'll always invariably do it at the end of her turn, just before buying units. To make her use her whole kit, it needs adjusting in a way that makes sense with the rest of her style. At 6 stars, it just isn't. Von Bolt's Oozium I think may have the unintended effect of ramping up crazy amounts of meter unless you set their value to 5000g. That's their real value otherwise as they somewhat need to be killed eventually and could help loop Von Bolt back to his SCOP For Grimm, I'm going to say the same thing that I say about most of the Grimmguy stuff. Grimmguy wins for 2 reasons. 1. Grimmguy has great micro which is necessary to play Grimm. 2. Grimm fundamentally changes the rules of how you play the game against him and most players don't know how to do that, even many good ones because they just aren't used to playing against Grimm. Glass cannon one shotting on both sides changes the game in the sense that sometimes Grimm wants to be scrappy and sometimes he wants to posture and micro till he can force a bigger fight. Unlike almost every other CO, what the right strategy for Grimm matters much more to the matchup and the map and how to fight him is whatever the opposite of that is. This is unlike how basically every match against Grit is about breaking his walls and fighting a good Eagle is usually about controlling the pace of the match so he doesn't charge up for lightning strike as fast as he wants but not so slow that both sides build up death balls where his moves twice. Sure, you can give Grimm that extra movement to his recons and B copters but I think you're underestimating his tier level. Grimm isn't a bad CO. He's just a high skill cap CO where he performs especially badly in the hands of poorer players and is often misunderstood at higher levels out of a lack of seeing him and the proper way to fight him being so different. Of course, this makes him hard to balance because his tier changes so drastically depending on skill level moreso than any other.
@TysonDylan0 Жыл бұрын
Regardless of what Sturm's 5 star power does, it should be called "Sturm Front"
@ninjashoe2158 Жыл бұрын
Agreed
@dekuknight2058 Жыл бұрын
.> Sturm Furor
@Ukyuu9 Жыл бұрын
Excited to see Hachi in non-meme matches :D
@inquisitor9207 Жыл бұрын
I’m not a competitive player but Clone Andy seems a bit too powerful for tier 3. A regular power that overwrites enemy buffs but sets enemy defences at 80% seems like a power that will easily punch through any enemy defence. Especially when he’s actively disincentivising the enemy from maintaining their units, so they’re more likely to have a bunch of lower-hp units around the frontline
@minecafterhd2499 Жыл бұрын
Honestly, he looks pretty okay in his tier, struggling against COs like Adder and Grimm possibly. But damn he seems good against some of the higher tier COs, especially Kanbei and to an extent Sturm
@0ceanking Жыл бұрын
I think the idea behind the new System Crash for Jugger is really cool thematically. It gives the sense that Jugger just hacked into your vehicles' hardware, or that he dropped a massive EMP on the map.
@Panzergraf Жыл бұрын
Jugger might be a bit OP with the firepower bonus VS vehicles, as those are the kinds of targets where you would usually need more firepower. For Jess, -20 on air and naval units might also be a little bit much, as the cost of those units already make them sub optimal for her at -10, but at least at -10 they're can still be somewhat useful in some cases, and can add more varied gameplay. At -20 you're almost soft-forcing Jess players to build nothing but ground vehicles, with some infantry just to cap and block.
@clownplayer7265 Жыл бұрын
On the other hand, you could try to mess up with Jugger with battle copters. Unless they bring an anti air, Jugger would struggle against the mosquito units.
@zekenotech Жыл бұрын
Jess' whole gameplay style IS to focus on vehicles. You shouldn't be making many air units with Jess anyway since they gain no benefit from her CO powers. You learn to adapt.
@Utsuhoagie Жыл бұрын
@@zekenotech But at the previous -10% on air units, at least they're *occasionally* useful, especially if the opponent expects you to only build tanks early but you throw in 1 or 2 surprise copters while they have no counters to those, or how she can use her (S)COP to refuel her air units so they last forever unless directly killed (useful with stealths) With -20% it's just straight up bad now
@StretchyDeath Жыл бұрын
Perhaps -10% firepower for air and sea, and a +10% cost for air?
@clownplayer7265 Жыл бұрын
@@Utsuhoagie The thing is, Jess's air units are not precisely bad. Their existence is entirely tied to their role as harassers rather than being the main column for the most part. So Jess's air units having minimal penalty of firepower for glass cannon units that need specific counters is not a big deal.
@GrandmasterIsegrim Жыл бұрын
Only a casual player but here are some ideas that I've had: Sensei: for his powers instead of spawning foot-soldiers on all his cities, it would only spawn them on his 5 (or whatever number you feel is balanced) most-recently captured cities. That way he would get a fixed amount of units but you could influence where they spawn by the order in which you capture Sonja: I think it would be nice if her cop was solely vision-focused and her scop solely combat-focused (like reducing terrain stars further). That would make her more attractive to use on non-fog maps. Eagle: His cop could allow him to move twice but only attack once, maybe even with half movement on the 2nd turn. One interesting idea I had for his scop is that all his units get weaker by 1% for every unit he moves twice, which would make it a bit of a double-edged sword like in aw1 Lash: Her cop would work like in aw2 but it would also give her +1 star on every terrain. Her scop would do the same and would then multiply her terrain by stars by 1.5 Koal: instead of giving him a flat bonus for being on roads his atk could accumulate based on the number of road tiles he moves over before attacking (like 5% per tile). That way his tank could drive over 5 road tiles, end on a city and still keep the atk bonus from those 5 tiles. Maybe for his powers his indirects would get the ability to move and shoot in the same turn so they could also benefit from that. Would also make him a lot more unique
@kl1thedominion Жыл бұрын
Everybody gangsta til Jugger siphons their gas and hides their ammo in the nearest bush.
@TheOtherWhiteNerd Жыл бұрын
Generally, I’m opposed to making things too different, inconsistent, and overcomplicated. I’d almost rather have more broken and bad COs that are simpler and more similar to their canon counterparts. Generally, I don’t like only allowing some COs to get the +10/+10 Power boost. Either every CO should get it, or it should be folded into other stat boosts and no CO should get it imo. - Nell - Love them! - Hachi - I’m one of the few that thinks he should keep his 50% discount, but I agree it’s broken. I’d recommend letting him have a 5 star Barter that buffs his units. - I don’t like how his Super “disables” his D2D. While I do like it being an alternative to Barter instead of a strict upgrade, perhaps it’d be fine to let it have the 10% discount were it to be 7 stars. - Grit - I understand the changes to Grit and can appreciate them, but they don’t feel “ideal” to me. Does he still have the firepower penalty on his direct-units? Assuming he does, that’s a very complicated D2D; his indirects have more firepower and range but have less defense, his direct-combat units have less defense but more than his indirects, and his direct-combat units also have less firepower except for his soldiers. Something like “Grit’s indirects have +1 range, but his units have -10% defense against direct-combat units,” would be simpler while still accomplishing the stated goal. - I do like how his powers both have different firepower bonuses; it helps to further differentiate them. - Colin - I think this is about the perfect nerf for Colin. - Sasha - I’m not convinced she needs a better D2D personally, but assuming she does, it feels weird to double dip her income generation for her D2D this way. I’m not sure what would be a better alternative though. - For her Super, I like making it equal 100% of the damage dealt. Assuming all COs get the Power boost, maybe an alternative buff would be to make it 5 stars. That would also allow her to generate more income, assuming the double dipping D2D isn’t present. - Kanbei - This version of Kanbei is pretty ideal, although the idea of further increasing the cost of his units sounds extreme to me. If he needs another nerf, perhaps it should play into his reckless personality; for example, giving enemy units better luck when they attack him would emphasize that his units are elite but that he puts them in bad spots. - Sensei - I love the Sensei changes! - Eagle - Eagle’s changes are fine, though I might suggest making it +2 movement and 3 Stars. - Javier - Javier’s changes are perfect, though they could use some better wording. I’d recommend “His units have +10% defense while he has a Comm Tower,” and “Firepower from Comm Towers is doubled/tripled.” - Hawke - Hawke is perfectly unchanged. - Sturm - Imo, Sturm should have more firepower and less defense, maybe making him +20% firepower and 90% defense. His Infantry units can’t have perfect movement imo; I’d also remove his perfect movement in Rain. - His normal power looks good. Him having 120% firepower and defense for the day is quite strong. However, five stars is pretty expensive. I’d recommend making it cheaper and/or giving him his perfect movement on all units for the day. - Von Bolt - Von Bolt is fine. I’m neutral about the Oozium. - Andy - Andy is fine. If anything, I’m fond of giving him a 2 Star Power with another small benefit like resupplying his units. - Sami - Sami is fine. I like the extra Vision a lot! If anything, I wish she and Sensei were further differentiated. Maybe Sensei’s soldiers and B-Copters could have +30% firepower while Sami’s Soldiers and Transports have +10% firepower, +10% defense, and +1 Vision? - Max - Max is fine. If anything, cart Max feels a bit too similar to Jess and Grimm imo. Maybe he could have more firepower on his powers but +1 movement for his Super? That way, Jess has weaker powers with a resupply and more movement, and Grimm has stronger powers with no movement. - Rachel - Rachel’s D2D buffs are fine. I liked the idea of her having slightly more luck, say 0-15. - Her firing a missile for her CO Power seems pretty strong, but then again her Super is very strong. As a potential alternative, I suggest having her units on cities recover 3 HP. - Olaf - Olaf’s CO Power should be 2 stars since he has no D2D imo. Other than that, he’s fine. - Kindle - I’m not convinced Kindle needs a buff, though I do like the buffs she received. - Jake - Jake’s changes are fine. - Jess - Jess is fine, tho I’d prefer her not having weaker infantry. - Drake - Drake is fine, though I think that maybe Squall should also make it rain for a day, even if it has to cost 5 stars. Also, PLEASE buff naval! - Sonja - Sonja’s fine; definitely fun to play now! If you did want to keep her bad luck, maybe she could instead have a luck bonus of 0-+5. - Grimm - This change is definitely more interesting than giving him -10% firepower. - Flak - Flak’s changes are fine. As an alternative, I envisioned him as being a cheaper version of Nell; his Powers both cost 1 star less, but he has -10 luck up to +50/+90. Thus, he has worse/more extreme luck, but he can use his powers more often. - Lash - I think I would prefer giving her the air unit buff to this. However, her cheaper powers are good. - Adder - This is really interesting! - Jugger - Jugger not being a luck CO makes sense, but it feels strange. I like the changes though! - Koal - Koal is perfect! - Clone Andy - Clone Andy is here! Cool! I like this version of him even though, like Jugger, it’s very different. I’m not a great player, tho I would identify as semi-casual. I follow the competitive scene and play fairly consistently; I’m just bad lol.
@liarwithagun Жыл бұрын
The problem with having a bunch of broken CO is that no one will play them because they will almost always be banned. Sure, the idea of them is cool, but in practice it just means they are rarely ever used.
@magicalcapi9148 Жыл бұрын
As someone who uses Sonja, the hidden HP and specially the increased counter-attack, are crucial part of her gameplay. If people hate the hidden HP so much, make it only apply on fog. She's a defensive CO. With these changes, she becomes a discount Kanbei, turning into an offensive CO. I hate it lol Just add the enemy terrain star decrease, and maybe an increased counter-attack for her CO power, so it actually gets used in no fog matches, and it's perfect. Edit: About Flak & Jugger: To keep them close to the originals, some people speculate, me included, that Jugger is actually Flak robotized. Jugger could be like the old days how random number generators used to work, just follow a list. So, Jugger could have something like, "increased firepower in even turns, decreased in odd turns". Then them both keep their flavour of being random, just Jugger is a different kind of random. For Flak, to not lose his flavour, I would just boost the positive luck. It'll make less likely to run low doing that, because the average will be higher. A bad luck CO might not be competitive, but he's part of the crew. It's a fun CO for casual matches, I wouldn't like to lose him. About Adder: As it is on AWBW, depending on the map, he already pops his powers every turn... I get it that you want to up him a tier, but I dunno, doesn't look fun to me. Sounds very no-brainer to keep spamming CO power every turn. A change I would like tho, is his super. I get it that he's a movement CO, but it's very boring in my opinion only getting +2 movement, as good as it is. -Maybe also getting 10% attack, and adding a star?- (already in the sheet) Just to not overcomplicate things and give more reasons to pop his super instead. Default power boost: It might make sense for high level competitive to have some COs without it, but man, it sounds like something that can get very confusing to new players. Also, feels so bad using CO power and not getting anything out of it... I feel it should remain as default to all COs, it should not be mentioned in any CO's powers.
@insertjokeh3r3 Жыл бұрын
Adder already has 20% firepower boost on super on the list
@magicalcapi9148 Жыл бұрын
@@insertjokeh3r3 I used it as example, but very true, fixed it!
@feasibilyheretical Жыл бұрын
Yeah God no please no more hidden hp.
@magicalcapi9148 Жыл бұрын
@@feasibilyheretical hidden hp makes total sense in fog for some mind games. but yeah, in clear weather, is just a nuisance of having to keep track of the HP. Might be different if she could make fog during her powers, I would love it
@magicalcapi9148 Жыл бұрын
I was thinking more about it, and I believe it might be a good to go slowly with the changes, instead of starting with the door kick. We don't know the impact of the changes would be. Any balance change in any game creates a ripple effect over the whole meta game, a small change in one CO might change everything. Many of the changes seem to be opinionated by pros, which can actually be an issue here. I can see some bias towards going more into aggression overall on the COs, what I believe makes sense to prevent wall wars. However, I believe it's good to have some defensive and more casual CO's throw into the mix. Another example would be Grim changes. Yes, anyone using Grim would die for some movement boost. But...high attack power + movement...isn't just Max? Having to outmanoeuvre the opponent as Grim is what makes Grim guy so impressive. Yes, Grim could have some help, maybe making his super cheaper, because more attack power start to get into diminished returns, but this is just an idea. My point is to be careful with adding new attributes and mechanics instead of number changes. It might be best, only to tackle the greatest offenders for now, and move to the 3 tier system suggested over time, instead of right away. The greatest offenders that never get used, in my opinion of course, I'm low elo, just to be upfront and honest about, are: - Sonja's enhanced vision (fog only power) - Kindle's high society (urban blight is way more cost effective) - Sasha's war bounds (noob trap) There's more, of course. But these 3 are the least used as far I know. Starting by only changing these 3, might be a safer way to go for more variety and balance.
@YourFunkiness Жыл бұрын
I'm not sure about Clone Andy. Seems to vary wildly in power depending on which CO he's going up against.
@Guns-R-Us_ Жыл бұрын
just like Grimm, he can stand up to high tier targets in the right hands but gets slapped by people in his own tier who have other win conditions. Adder is gonna bully the shit out of him since he can just space him out and prevent Clondy from getting the first strike, but he'll be an equalizer to hard counter Kanbei in a way no other CO can. I think having the ability to directly shut down enemy gameplans without manipulating power charge is something we really need, since it levels the playing field for a while and can be used to delay an enemy offensive -- assuming his power trumps all others and you can't overwrite his downgrade with a Samurai Spirit, at least. Seems pretty fair considering how much all the other low tier COs were buffed, especially if he's expected to go toe to toe with Drake and this new Adder. Besides, it's not like he's gonna make enemy units stay at 80-80 for the entire match. He still needs to charge that power at some point.
@oof776 Жыл бұрын
Hear me out, as the most unbiased drake fan ever. Drake needs to get these buffs to even stay viable in tier 8. > +200 Capture rate, just like real Pirates, drake is great at stealing aka capturing, so besides stealing fuel he captures properties, maybe now he can take on Jess capture wise. > TORRENTIAL RAIN: every turn that passes there should be torrential rain since Drake is a Bri'ish name and it only rains there I swear to God can we just nuke England already > Drake is a sailor, you know which country was also the best sailors? THATS RIGHT PORTUGAL BABY NUMERO 1 🇵🇹🇵🇹🇵🇹🇵🇹🇵🇹, so if you pick Red Green Yellow drake you instantly win > He also get Copter Tactics but it summons battleships instead > -1% damage on missiles, so he remains balanced Thank you and I hope I was instrumental in balancing wars world
@Mangs1337 Жыл бұрын
The entire balance team should just resign and put you in charge of everything.
@cristiansaucedo4707 Жыл бұрын
You have some interesting ideas. You really focus on Drake being an ex-pirate. For me, I figure he should have affordable naval units, to get them out more easily. Also, he should probably be able to move his land and naval units twice, so he can almost "devour" his opponent (he's a big guy and Eagle can move his units as well, so it's a reference). What do you think?
@warpuppy4528 Жыл бұрын
This makes me a lot more excited to see Wars World happen. I would love to try out some of these changes. As somewhat of a veteran (1100 rating with 120 matches played on AWBW) here are changes that I would like to see. Eagle - On most maps, Eagle has a lower win rate than Max and Olaf. You currently have Eagle in Tier 1. I don’t know if that was intended, but if you want Eagle to fight in Tier 1 he is going to need a lot more help. As a Tier 2 CO here are my suggestions. D2D- Air units gain +15% attack and +10% defense, and consume -2 fuel per day. Naval units lose -20% attack. Airports provide friendly air units +30 defense. (Eagle is currently unplayable on mixed base maps where it is easy to get an anti air in position to airport lock Eagle. This will allow Eagle to build a bomber to break out of an airport lock.) Lightning Drive (4 Stars) - Units gain +10/+10 and all air units that moved can move again. (You had a balance video a while ago with this change. I thought it looked really cool so I would like to see it come back.) Sensei - In his current state, I do not see him being a tier 1 CO. He currently looks like he is comparable to Sami. I think the changes are mostly fine, but I would suggest dropping him into tier 2. Also, Copter Command seems like an economic power where as Airborne Assault sounds like it is intended to be a combat power. So I think Airborne Assault should spawn B-Copters instead of T-Copters and I also think it should give Mechs +1 move. It is worth noting that Sensei would be Tier 1 on maps that have 2 airports per player. Colin - I actually like the aspect of Colin where you can try to minimize your production to save up money for a big power play but if you get too greedy your opponent will overrun you. I think Power of Money should be based on your funds rather than your income. Buffing defense feels a bit too good though. I don't think that should happen. Also it looks like Gold Rush cost was increased from 2 stars to 3 stars but you didn't mention it in the video. Was this intended? Sasha - I will admit, I do not like these changes at all. Sasha already has fairly low win rates compared to other COs in tier 1 on most maps, and being able to use the +10/+10 from her power to fight on equal terms with the other COs in tier 1 is essential for her. I also love the balancing act of deciding when to pop Market Crash. If you do it early all of your combat will utilize the +10/+10 but your opponent will end up with more power, if do it late you will maximize suppression of Market Crash, but you will miss out on some damage. If you take away the +10/+10 in exchange for a passive get funds for dealing damage D2D, this balancing act that makes Sasha fun to play is completely lost. Additionally, while market crash being based on income rather than funds might be better if you accidentally buy units, it takes away the option save up money for a bigger Market Crash which can sometimes be necessary against Von Bolt and Sturm. I don't like that change either. You can call me insane, but I actually love Sasha vs Sasha mirrors. While +10/+10 might not seem like that big of a deal, it actually makes a significant difference and the strategy that goes into power management on both sides makes for fascinating matches. Sturm - I feel like gaining defense and losing attack is out of character for Sturm. I would prefer to see the Advance Wars 1 style Sturm where he loses defense and gains attack, or if this makes him too much like Grimm just have normal units outside of his mobility. Rachel - I think the 1 missile that fires should be the HP missile rather than the value missile. Rachel's play style is all about forcing your opponent to keep a ball of infantry on the sidelines to absorb a missile and thus weakening their ability to keep infantry walls on the front line. I think this change would reinforce her play style, and the value missile might be too powerful as it is the one that can be the most difficult to play around. Lash- Her day to day power as it is written allows her to gain a firepower bonus for deleting units. I don't know if this was intended but it sounds overpowered. I think a better buff to her would be to give her units the full effect of defensive terrain regardless of the damage they have taken. Clone Andy- Hyper Sabotage in its current state actually looks worse than Hyper Downgrade even if they costed the same amount. It is basically an incredibly wimpy version of Black Storm for almost the same cost. I feel like his super needs to be completely reworked. Hyper Sabotage (6 Stars) - Your opponents will be forced to repair your units that are on their properties up to +5HP at the start of their turn with their own money. Units also gain +10/+10. (I think this would bump Clone Andy up at least one tier, but that should be fine. His Hyper Downgrade is already better than Javier's power.) Jugger- In his current state, Jugger looks like a Tier 0 CO in High Funds. Pulling off a 6 star Super Power twice in a row is not uncommon in high funds matches, and this would destroy all air and naval units and leave all vehicles immobilized and out of ammo. Even if your opponent prepared for it by building APCs, they would also be immobilized. I think System Crash needs to be completely reworked. System Crash (6 Stars) - Until your next turn, enemy ground vehicles can not fire their primary weapons. Jake- As a CO, Jake feels like he doesn't have an identity. Maybe he is supposed to be a plains specialist, but the indirect bonus of his powers make him feel like an artillery specialist, but the movement bonus of block rock benefits tanks far more than artillery. You could call him a vehicle specialist, but that is what Jess is already supposed to be. Rather than turning Jake into a discount Grit, I would like to see him redesigned with a heavier focus on being a plains combat specialist since that is the aspect which is most unique to Jake. D2D- All units (including air units) gain +10/+10 while on plains. The movement cost on plains is 1 for all units regardless of weather. Beatdown (3 stars)- All units that are on plains gain +30 attack . Indirect units on plains also gain +1 range. Touching a non plains square cancels this bonus. Block Rock (6 stars) -All non infantry units gain +2 move. All units that are on plains gain +60 attack . Indirect units on plains also gain +1 range. Touching a non plains square cancels this bonus.
@yamatoko219 Жыл бұрын
While I agree on most of these changes, I have some feedback on : Drake, Jess, Sturm and Jake Drake (Price reduction on naval units) : While extra movement on navals is nice and It could catch someone off guard once, they still get outmaneuvered by air units, their biggest competition. With 10% defense, most naval units will still easily get crippled and picked off by bombers and b-copters, The extra 10% firepower does to little do sway any fight in his favor so I would propose this ; Remove bonus firepower and movement on Naval units except landers and increase the defense bonus to 20%. Additionally, give him 10% extra defense in the rain while removing the hp drain from Tsunami and reduce it's cost by 1 star. Jess : While I understand giving her infantry a firepower penalty, it can massively hurt her early game as it hinders her ability to contest properties early, Give her infantry a -10% to defense instead, this allows her to contest the early game offensively while at the same time allowing breakthrough attacks past her crowd of vehicles to easier contest properties. Sturm : The PVP version of Sturm relies massively on his free movement so that he can arrive at the front earlier than the opponent, forcing them to attack into his higher defence rather than him trying to contest with his anemic attack. While the normal power is a great way to remedy this, 5 stars is to expensive, especially since it prevents him from using his meteor strike. Either : Reduce the cost of his normal power, or remove the normal power and put him at -10% firepower and +20% defense. (hypothetical funny change) Redesign his gameplay to use breakthrough tactics, his units get +20% firepower and defense as long as they are at full hp, otherwise they get -20% firepower, this makes it so that he can maintain his iconic playstyle and blast through an enemy front. But if he for example, uses a tank to interrupt a capture and it doesnt wipe the enemy, suddenly that tank loses 40% firepower. This would force Sturm to be more tactful with his positioning, while also allowing his opponent the ability to deal with his amazing stats. Jake : While the artillery change is cute and I am hesitant to make his Co-powers better, I think a great change would be to, rahter than an artillery CO, make it so all his units have a -1 terrain cost, but only for plains, during his CO-powers. This gives him something unique, especially with Recons and Rockets, as they can reposition or attack from angles that nearly no CO can utilize. Really interesting listen Mangs, looking forward to the end results! PS : not saying anything about jugger because it just seems very interesting.
@steveebeejodd Жыл бұрын
I really like the idea of Adder's Snakebite getting a damage bonus against damaged units or even a 1 flat point of damage against damaged units instead of a generic 20%. I think it's quite flavorful, and I especially like the mental image of 5 infantry charging to their death with 5 move attempting to take down a megatank. It's not really an effect that's present in the game, but it's interesting. Maybe the adverse could fit someone else? Like, Sonja gets a damage boost against only full hp units, emulating a sort of calculated or informed strike, or Kanbei's units only having their full damage boost at full hp, as they're their most powerful when they're presentable and most honorable. It would also add a form of counterplay towards Kanbei, allowing you to make inefficient trades to reduce the efficiency of his inefficient-efficient troops(?). I feel like Sasha is becoming more plain than she used to be, though in reality it is a good thing as her playstyle wasn't really healthy. Her becoming an economy CO is very warranted, but I feel like she should have something to actually stand out on her own. She just kind off looks like a worse Hachi/Colin, but I'm stupid and probably don't actually know how to estimate balance properly. The -20% on Grit indirect defense also sounds really rough to me; I philosophize he should basically lose them in one shot against any firepower related CO, but eco COs shouldn't be able to swarm him down completely and take away his indirects on the first breach they create. If Tier 1 does become a eco-meta, which I, (without any proof, experience or knowledge whatsoever) claim it's more likely to become, Grit will become completely unplayable. I don't really know the math though, if a Grit artillery in a forest doesn't go down to a Colin tank with a com-tower, I guess it's fine. Oh, and Colin's Power of Money sounds absolutely over tuned. On 20k income, that's (a total with the +10/+10 he for some reason gets?) 50% attack and defense. That is ridiculous. I think. It could be 1% per 1k, as it's just an option he should have, not something he should excel at. Or cut the +10/+10.
@andrewforseth5036 Жыл бұрын
I've always thought a good way to buff Flak while keeping his good/bad luck just as volatile is to allow both is CO powers to ignore terrain stars when activated. He is a barbarian and thus smashes through terrain.
@DefiantGenesis Жыл бұрын
G E N E S I S / 1256 MMR Only a few things to comment on. I'm not a big fan of the -defense changes on Grit, but if you keep them, I think he should at least keep his base +20% indirect firepower. I'd personally prefer a different approach at balancing him though. I really don't like 80/120 Sturm. But I do like your slight change to his movement D2D to tone down recons just a little bit. Defense is better than attack, but I think the playstyle 80/120 stats encourage just isn't very fun. I think he'd be more fun if he just had base 100/100 stats. You could change his normal power to give +20% attack and defense, so that he's still like AW2 Sturm for one day. Maybe the normal power could also return his old movement D2D for one day, since it only really effects recons, rockets, and missiles anyway. I think Clone Andy's normal power is WAAAAAY better than his super. On paper, I don't see myself saving for his super when his normal power is that strong. The super is very situational while the normal will almost always be useful. I think the normal needs a little nerf and the super needs a little buff. I think that's all I have to say. I like most of the changes. Edit: Actually, pls give Eagle +20% attack to his air units. His D2D isn't even that good, why was it ever +15%? (Yes this is just to satisfy a little bit of OCD I have. 👍)
@user-in4ph1ex6t Жыл бұрын
Unranked - Been waiting for this site to launch to start playing competitive, really looking forward to it! General: 1) Glad to see these honestly, if nothing else it's interesting and fun 2) Don't take the feedback too seriously without testing in game. What sounds fun and what is doesn't always line up. If you guys think something is a good idea I think it'd be cool to just try it. 3) I'd LOVE to see changes, even small, occasionally (after a season or something). Even if it just shifts the highest/lowest winrate in each tier up/down or something, a little push in the meta occasionally would be neat. Specific: Sensei - The changes are interesting, but I am a little disappointed to see his unit combine gimmick didn't carry over in some form Eagle - I know finding an eagle power that makes sense is hard, but this feels like a missed opportunity to try something weird at least. For a discount his power doubles movement but no second attack, or something that could be interesting or different at least. That way if it ends up not getting used much it's still fun to experiment with Rachel - The counterplay on the three missile super is interesting, I'm a little worried getting one of the better missile's for half cost might be too good, but we'll see. Maybe you get a random one of the three or something? Kindle - Mechs have it rough :( And finally... Sonja - I think this is the only real miss for me. It's kind of bland, but more importantly if we're making changes why not address the balance shackle fog is? Sonja is either fine in standard and too good in fog due to the extra vision, or fine in fog but weak in standard. If your programmers can swing it I'd like to see something like this, even if the actual powers/effects are wildly different. D2D - In fog units gain +1 vision. Without fog luck is a static 5%, she has perfect intel Power - In fog unit vision raises to 2 and can see into forests/reefs. Without fog she ignores up to 2 terrain stars when attacking or counterattacking Super - Same as power, but also now attacks first even when attacked. Her theme is on information and tactics, so in fog getting vision makes sense. Outside fog that intel could be represented by knowing luck results, setting luck to a static number, reducing terrain bonuses, etc. Her iconic counter break works equally in both scenarios and I think makes sense to keep, but I'd love to see her make sense both in and out of fog. If you're going to go through the trouble of re-balancing COs I think this would be at the top of my list.
@sympathism Жыл бұрын
I think the tricky stuff for balancing advance wars is that each CO is good or bad in different kind of scenarios, size, available unit types, available income, weather, etc. There will always be some kind of imba by nature. If the aim really is to balance the game, think about if you want to strictly do it for pvp or not and if so, how you balance each CO around that standard ruleset. Anyway, here is some fun stuff i've been thinking about: - Andy: APC units also restore health as if repaired on a base. - Grit: Indirect units can attack after moving. If doing so, they suffer an 80% direct damage decrease. - Kanbei: Morale boost Units gain 10% attack for each enemy unit in a 3 tile radius, up to 60%, and lose 10% atk for each ally in a 3 tile radius, up to 60%.
@kent7057 Жыл бұрын
Great video, Mangs! I have a few comments below. My AWBW MMR is 1127. Tier 1 COs: I like the changes made to each of the COs here, especially to Nell and Hachi. My own thoughts for Colin were to up the cost of original Gold Rush to 3 stars, but make his units -20/-20 day-to-day. That way, his main advantage will still come from deploying higher tech units earlier and more frequently, but his unit count won’t swell so high. However, I think the changes you for Colin here will work as well. Tier 2 COs: I like the changes made to the COs here, but I question if they’d be enough to go up against Max. Max has a strong day-to-day and strong powers. Eagle, Sami, and Olaf can stand against him in standard because their SCOPs are simply strong enough to counter act Max’s ability to bully them day-to-day (although Sami is the most situational). I think Andy and Rachel would still struggle against Max even with the proposed changes (I think Kindle’s movement reducing would be enough). Max can still easily kill Andy’s units to make Hyper Repair/Upgrade ineffectual and Max can still bully Rachel (a single missile with Lucky Lass may not equalize the playing field). I would propose a 10% day-to-day increase in defense for Andy’s units so that they can live long enough to enjoy the repairs and be able to withstand some of Max’s firepower. Rachel may need to be moved to the top of the new Tier 3. Tier 3 COs: I really like the changes to most of the COs here, especially to Jess, Adder, Flak, and Jugger. Adder being able to actually charge his CO powers more quickly is a nice touch. However, I propose that Grimm should be kept as he is in AWBW except that he gets +1 move to all units with COP and +2 movement to all units with SCOP and neither power gives the standard defense boost. This would allow him to 1st strike more often and be able to go up against Jake, Adder, Koal, and Jess with more consistency. Extra move on B-copters and recon day-to-day is nice, but not enough. Higher B-copter move would reduce Grimm’s need for anti-air, but would not really help him deal with his opponent’s anti-air (I’m thinking of those situations where you break walls as Grimm, but still can reach the anti-air because it is just one square too far). Recons are too situationally useful and, in my own experience of using Grimm, building recons loses too much initiative and tempo in the tank war that Grimm desperately needs. I hope these comments are helpful-take from them what you will. 😊
@Polarthief Жыл бұрын
For Clone Andy, when you say "Hyper Downgrade sets enemies to -20/-20 regardless of boosts", are you saying the opponent can't pop their +/+ powers for that day? I mean they *physically* can pop them, but like, if you use Hyper Downgrade against Max for example (so he's now -20/-20), will his powers just only give him the +Movement? If so that's pretty nuts. Really interesting and neat design, but I wonder how good it'll be in actual play.
@nchastan Жыл бұрын
While not a balance issue per say, I never understood the counter attack bonus on Kanbei's super power when you are already not willing to attack him at all with that massive defense bonus
@Guns-R-Us_ Жыл бұрын
it's mainly meant to tie in with Sonja who has the same ability, it's effectively useless in normal play since few are gonna be stupid enough to attack into that brick wall. They could have given him Counter Break on top of everything else and it would barely change a thing
@cristiansaucedo4707 Жыл бұрын
Hey Mangs. Great video. I liked some of your CO balancing ideas but I have some that I have worked on and I offer a couple of them here so you dont get overwhelmed because I have ideas for all AW/2/DS COs. If you like these, feel free to message me and I will type some more. Andy: Day to Day: All allied vehicle units repair 3 HP for the price of 2 on allied properties. CO Power: Restores 3 HP to all allied vehicle units Super CO Power: Restores 6 HP to all allied vehicle units (Basically, Andy is the hyper one and doesn't pass it on to his units, keeping them healthy but without extra firepower or movement.) Nell: Day to Day: When she uses the hard counter system to her advantage (tanks vs anti-air, anti-air vs copters, copters vs tanks), she always strikes with more force than necessary. When she doesn't, she always strikes with less force than able to. CO/SCO Power: Improve her damage with the hard counter system (Basically, shes a good way for new players to learn about the combat system while still being a good option for experienced players)
@xaif4888 Жыл бұрын
Interesting! My thoughts: Grit: I like the overall changes and looks like what I suggested over a year ago on your previous balancing video to give him weaker defence has been incorporated (probably not due to my comment, but maybe!) Personally I would simplify him and give him +1 range 100/100 indirects and 100/90 directs (including infantry). I'm of the opinion that large strengths offset by large weaknesses are not the way to go; the extra range is such a high powered ability it's very hard to balance. The extra indirect attack is overkill, but the reduced 20% defence is too much. Look how easily Grimm's walls crumble, and Grimm has mostly direct units which are typically more defensive! Grit completely loses the ability to wall at all, his army will just melt. Colin: SCOP should somehow scale back with the map size. The SCOP is going to be rubbish on small maps and insane on larger ones. On a 30K map his units are now 160/160 for a turn? Which is a Kanbei SCOP, for one star less, and he in theory should have 62.5% more units on the field? No one's going to be using Gold Rush anymore... Personally I would try and base it on the percentage of total properties owned which dictates his boost rather than actual total number. I'd probably sway more with the thought that if he's got fewer properties than the opponent his boosts are larger to try and make a comeback. Sasha: Just a thought, but perhaps she could get 10% funds from any damage she takes? Kind of the opposite of the SCOP but, like Colin, allows her to make a bit of a comeback more if she's losing a lot of units. Sonja: Not a fan of her hidden HP going, that is literally synonymous with her. Other thoughts for her D2D could be seeing the exact amount of HP out of 100 rather than 10, so she will know for sure the odds of a KO. Her powers need to induce FoW, she is just not viable at all outside of FoW if they don't. Clone Andy: Does the COP remove the 20/20 from their current stats or does it literally set the opposing CO to 80/80 for the day? If the latter, this completely breaks him as he can just undo an opponent's S/COP that grants them boosts. If the former, then it's ok in principle but I think is too much. In effect he is 132/132 for the day... which is very good for 3 stars. Oh my AWBW rating is ~1200.
@dudu28r81 Жыл бұрын
I think seeing the exact amount of unit hp should just be a default feature tbh...then again im 800 so what do i know
@mr.shkrimtar2870 Жыл бұрын
I haven't watched the video but Flak should have -100 to 100 base luck his CO and super CO just makes him more intimidating
@randomredshirt5274 Жыл бұрын
cop should make the luck range from -100 to -20 and from +20 to +100, but nothing inbetween, scop so its -100 to -80 and +80 to +100. No one likes the small numbers
@LVJYnepeta Жыл бұрын
Watching every single one of these in order and giving my thoughts on them -I will admit I'm not a competitive awbw player, but I've played all of the advance wars titles for most of my life with friends and family, and have always kept an eye and ear on the competitive scene Neil-i like the streamlining of luck with lower higher values, I think this is a great Redesign. My only thoughts would be removing the universal boost on her powers, and possibly increasing the highest luck on SCO to 60 Hatchi-the power rebalances are great. The d2d still feels a little absurd ie no weakness to it, but that feel fine seeing as he's T1 Grit-i think you've made a good attempt here. Grit really is the nightmare for balancing Colin-90/90 and the gold rush Redesign is perfect to balance this nightmare, and power of money feels like it has uses now Sasha-d2d feels good, glad market crash has been redesigned it has felt like hell to play with. War bonds could be good but not 100% sure Kanbei-ive always felt worried about increasing kanbeis cost. A rebalance I've considered myself d2d for kanbei is to keep his cost at 20% more, but change his stats to 110 attack and 120 or 130 defense, but grant him a permanent 1.2x counterattack bonus. This makes his offense less powerful on his own turn, but keeps the damage feeling similar when he himself is attacked. Co and sco powers look good Sensei feels good, but I'm not sure if he'll stay in tier 1? I'd be happy to be wrong tho Eagle- I think there's something that could work for drive, but I can't think of one myself Javier-i think this is fine. Personally I'd want to separate jaiver from comm towers but keeping the weird nature of him-he rushes in like a Knight, yet his indirect defense feels like he's hunkering down well to avoid indirect attacks. My own Javier idea would be to give him greater offense when his units move, and better defense when they don't. Ie (+20% damage after movement, but -10% defense, or +15% defense if a unit hasn't moved, but -10% offense) Sturm- I love this d2d, this is personally how I've always advocated for sturm redesigns, altho I usually limit his footsoldiers from getting any movement benefits. I like stormfront (I'd call it blitzkrieg) altho I think it should he reduced to 110 offense Andy looks good. Personally I think you're on the right path for giving him movement and a d2d Sami looks good nothing to say Rachel-no comment Kindle-heres where I have a very divergent opinion. I hate just about everything in kindles kit normally. Personally I think kindle should deal more damage when attacking units on urban terrain instead of whilst she's on it. This is a personal thing tho and changes her power more than it rebalances it, so I understand not doing anything like that Jake is fine. He looks good as it, but I'd prefer to keep his bonus purely on plains, but just increasing them (ie give him 20% offense d2d on plains, and an additional terrain star for all units on plains) Jess is perfect thank you,,, Drake looks good esp if naval units are changed Sonja looks really good but as a lash player I personally despise dual strike styled sonja so I am a little annoyed Grim surprised me but yk what I like that I think that's great Flak looks absolutely wild I think reducing enemy counterattack is fucking great an amazing way to make his powers usuable Lash is interesting, idk abt it yet but I'll see It when it plays out (personally I've always advocated for granting her a bonus terrain star d2d, but reducing her firepower per terrain star to 5%, with her co and sco powers giving a second and third bonus terrain star, and reducing movement cost by 1 and 2 respectively) Adder-as an adoring fan of adder gameplay, I love his new d2d,,,, however. I feel something more needs to be done with snakebite, as his new d2d simply makes only using sideslip even more effective as a option, and I don't think an extra 10% offense on snakebite really makes it worthwhile. Maybe some other small bonus could make it feel useful. Jugger-I like his new powers, but I think there are ways to keep his old d2d whilst making him feel unique to Flak. A way I've personally considered for this, is to keep his massive luck range, but give his luck a unique effect-it is added at the very end of all damage calculations instead, meaning it ignores both his own units health, and the enemy defense. Koal-similary to jake, I wouldn't mind granting him a single defense star on roads and bridges. Clone andy-thank u for including my baby boy, I adore him. I like his d2d and sco, but I am worried making all enemy units 80/80 as a regular co power is a bit much. I think it'd be better as "reduces all enemy units to 90/90, unless their stat are worse than 90" I think this feels more balanced for a co power, but takes into account some cos having stats worse than 90 Altogether I really like the majority of changes here, and I'm excited to play wars world when it comes out!
@nin10doadict Жыл бұрын
Obviously the best way to balance the COs is to give them all the same abilities as Hetler from Super Famicom Wars. Seriously though these balance changes seem pretty cool. I've never done PvP but these seem neat
@monsterchief117 Жыл бұрын
Just some thoughts on a few COs(I play competitive and casual a lot): -Grit changes aren't bad but I feel he's in the wrong tier. Top tier and Mid tier COs, I feel, will beat him rather easily. -Sturm changes are overall good, I would recommend that he gets his free terrain movement for his COP. I like the option for a straight push power. Deals better with meteor lure cheese and mirror slogs. -Andy's D2D is kinda redundant with his powers. I think instead he needs something that encourages retreating to wait for the power rather than conventional healing. Maybe something like +1 move for units at 3HP and below, to encourage retreats for the power. I only used 3HP as an example, maybe you'll find 2HP or 1HP better balanced. Bottom tier has to be my favorite. The COs have appropriate buffs. Flak and Jugger actually are characters and not dumb memes. There's some fun match ups like Jess vs Juggar/Drake. Overall, like this tier a lot. I would only give Clone Andy a sprite picture lol instead of his RBC one.
@funabit9418 Жыл бұрын
I love advance wars but never played competitively, and I have some suggestions: Re:Grit For grit maybe.... Perhaps increasing his artillery cost to maybeee 8-9k? (so that he can't spam too many given a set amount of income). Re:Sturm Oh yeah, by perfect movement, do you mean a resetting to 1 again? Giving Sturm the Imperial March eh- I like it. Re:Von Bolt I think his normal power alternatively can be some sort of "Life Drain" where his units on properties instantly gets a free repair, while the enemy unit on properties get a free damage or something (So a combination of andy and kindle). How many stars you plan to give him, is up to you and the elites. But if you want to include Oozium in the game, then go with that Von Bolt. Re:Jugger This is really interesting. While I'm here, let me throw in some ideas too. Maybe the System Crash can also do something a bit similar to Von Bolt's Ex Machina and disable some units for one turn IF(1 of these ideas): a/ The units are below certain health after he attacks (so if his attack gets something to low Hp, it's as good as dead anyways, but it can be useful in blocking enemy attack angles on their turns), b/ The units are below certain fuel (just to stop them further). Maybe Overclock can do the same to your units too, Overclock applies to your units if they start that turn on cities and disable those units for one turn after they've attacked or something. It gives Jugger one powerful strike, then a useless blocker afterwards. If that is too much, reducing those unit's defense works too! Anyways that should be it. Thanks for all the good work you've done Mangs!
@secondmemelord8859 Жыл бұрын
Jess : "I fear no Man. But that thing ( Wars World Jugger ). It scares me."
@Finkers1988 Жыл бұрын
It might be that this doesn't get read, mainly because there's been so many comments already. But also seeing as I'm only a 950 mmr comp player (Hodor28) playing since december. But I do think I have some insights that might be useful. General point: I'm glad you decided to keep 3 tiers. Trying to fit everyone in 1 tier isn't going to work. However, you have 12 co's in high and low tier, but only 6 in middle tier. I think there is room for a bit of shifting, I would consider: 1. Move eagle back to mid tier. There is no way he's going to be able to stand up to Kanbei, Colin or grit. Even Sasha is going to demolish him. 2. Buff lash to be able to fit in mid tier. This is mostly because I think lash is such a cool CO design. 3. Buff drake (maybe with better naval units in the game) to fit in mid tier. I think the global damage is too strong for low tier, but drake itself itsn't strong enough for mid tier. Some critisism/love on co design High Tier. 1. Grit - I love the lower defense stats. I think it really gives him a bigger weakness. I'm a big fan of CO's with downsides anyway. 2. Eagle - As said before, the buffs are too minor to be able to go toe-to-toe with top tier COs. Eagle is basically a walking SCOP, and most top tier COs are really strong because of their day-to-day abilities. He's either gonna get overrun, get crushed by Sasha's power, or faces a CO that just poops out too many units (colin, hachi or sensei). Even copters are barely stronger then sensei's copters. 3. Von Bolt - The oozes.. it's great meme potential but I think it's too much of a risk. How does it work when there are multiple enemies? Is it going to be random? Mid Tier. 1. Andy - YES. I love the day-to-day addition. 2. Max - Thanks. I love max and think he's a fantastic benchmark. Low Tier: 1. Koal - Finally, he might be worth picking. 2. Jugger - COP is awesome. The SCOP is going to be too polarizing I think. It's going to be way OP on HF maps and big maps, and useless on small maps. I would maybe consider something as -movement to all enemy non-infantry vehicles or something, because I do like the theme that you're trying to achieve. 3. Grimm - True meme potential. Love it. 4. Sonja - THANK YOU THANK YOU. I love it. Out with the bullshit of bad luck, in with something really useful with -defense. It fits well. She still will be mostly picked in fog matches, but thats okay. A final comment about naval warfare: I don't think naval warfare is really going to work unless you either buff the units too much, or if you have maps in which you force them to build naval units (islands based maps). Why? There is no incentive. You're incentivised to build ground/air units to help you capture properties, naval units don't really do that. In my humble opinion there should be naval-properties to gain extra incoming, forcing players into the water. I understand this gives other problems, but it would mean that naval-warfare is back on the menu. Hopefully you read this Mangs. You got me excited for AWBW and got me playing this game :)
@CrowMercury Жыл бұрын
Played a lot casually, but I'm not competitive, here's my 2 cents anyway. Nell: Good change, still makes her a very good pick for no negatives and if luck damage still ignores defense, that's some assured +1 and +2 damage that is not to be ignored, especially considering it's only 3/6. Hachi: I would still make Hachi a 4/7. Even without the discount, a forward city becoming a base can offset the reinforcement tempo and give an huge advantage. Also 30% discount on troops without a 1 turn boost is still 30% discount. It becomes a CO that can really have some power turns that offset the tempo and since units cost 10% less normally, you will have the money to make this count. Giving him more stars to gain will give the opponent enough time to rebalance. Grit: Definitely a plus giving him less defense, and honestly most indirects still pack an huge punch with or without grit, so the Attack% is irrelevant compared to the huge +1 range, but removing that would make Grit useless. Honestly a good attempt to rebalance him. Colin: I've seen the 3/6 you have not commented of, and that's probably the biggest nerf. Gold Rush being 2 stars meant not even Sasha was useful against Colin's constant power spam. The income thing is kind of irrelevant, as it just means a Colin that is holding to proprieties well is gonna snowball, but overall is that +1 star you added that is the real nerf and I love it. Sasha: I can see what is done here, but...I would have added +1 star to the SCOP. I know this is a net nerf, but Sasha is a bit too viable if War Bonds is just 6 stars, as you can aim for that and if things are not going well offset the opponent tempo with Market Crash. Then again, you could just flat out deny an opponent any chance to get back into a game with a 2 star market crash based on Income. In most maps, you are gonna have at least 10 proprieties, that's 20% in normal funds and a whopping 40% in high funds. Kanbei: Oh boy, I would almost say this is Mid Tier, but not bad at all. Kanbei is gonna be a "rush to recon/tank" order for your opponent, making sure Kanbei doesn't get return to value as that's gonna be his entire game, any "wasted" unit hurting like a truck. Nice to you to keep "Samurai Spirit" basically a godmode turn for him, a bit nerfed but 40/40 and x1.5 counter is just a turn where you lose attacking him. Sensei: I get this was an impossible task, but most maps I see, the Airport is one of the hardest building to contest. With that 3/5, I feel Copter Command is never gonna be used, and the other is gonna be spammed for free tranports and mechs to delay your opponent as you spam copters. Anti-air units are still a great counter, but remember they don't do well when attacked by mechs and copters first, so Sensei players are gonna position the free mechs to soften the AA and then use the copters to clean up. Eagle: Yeah, honestly even with Lightining Strike, Eagle doesn't get much use aside his Air superiority due to the enormous Star requirement, and most maps are not built with air superiority in mind sadly. Still, a good attempt to make his COP more viable. Javier: I say Javier will definitely see play in 2 tower maps, but no, even with that bonuses, the game will be over the moment he gets the second comm tower. Now it is more like a very strong CO but the "uncontested Comm tower you usually get is your new HQ" is less evident, as he could still work a bit back with those bonuses. Not that you are likely gonna win but it's not lose that lose the game. Hawke: Mmm...I dunno if changing the star could have been viable, I would do some tests if it would break him, as I wouldn't mind Hawke getting more play. Right now, as far as I see, his problems is that you see his COP/SCOP probably once the entire game, and while amazing, an Olaf or a Drake is more viable for that strategy. Especially an Olaf. Sturm: I don't like the name "Stormfront". It's an amazing name, but Sturm always gave me a "Sci-fi" vibe, so maybe something more based on that? Also I dunno if 5 stars for this COP is viable for just 1 full turn of AW Sturm. Sure, it's powerful, but Kanbei gets 50/20 for 3 and godmode for 7. Five stars for 0/20 seems a bit...meh, I would go for meteors but again a competitive player may say I'm dead wrong. Von Bolt: I have questions. My problem is that 5000G for an unit that can blockade yourself and the enemy can predict when it moves next can be an easy newbie trap to buy themselves into losing, and for an unit that honestly can be easily zoned by an artillery for full value return. Spawning it on a city that is about to be contested is good but 5000g basically means you are skipping a tank for an unit your opponent is gonna kill in 2 turns with no losses. Not to mention, 5 stars means you are renouncing to use the Ex Machina that is actually devastatingly good to off-position your opponent. Andy: I think we discussed this before once. It's honestly a very good and thematic buff. Sami: I say, making her transports better is a good change. Most people first step to become better is to learn to use transports, and the extra vision and less transport cost gives it a much easier entrance bar with Sami's difficult balance. Max: Here I have a slight complaint. Max being the same in this meta with nerfs to top tiers is inherently a buff, because for example now he can punch trough Grit. I would like to know if you considered his tier level based on the new meta or the old meta. Rachel: I'm not entirely sure on Rachel, I feel her Day to Day is still inherently a secret weapon to really make her a value shifter more than her missiles say. I would argue on her mid tier placement too, she doesn't feel on the same level than Sami and Andy. Kindle: Honestly, I've seen a lot of play of Kindle recently in competitive, and that's because some map creators don't consider her when building maps and fill them with cities. That buff is so huge that makes me feel she's again not on the same level of other Mid Tiers, and it can be an huge game changer. Also, on that note, Colin gets 2% for every 1000 income, but she gets 3% for every city, which is 1000 income on standard? You may have missed it, but that makes her SCOP better than Gold Rush basically. Jake: This is an interesting shift, from pure plains to Artillery. I can see Jake be a little Grit in his tactics, making use of plains rather than forests. I will say he definitely will have 2 different tier scores based on fog or not because of that, but it's a good change. Jess: Uhhh....do I have to say she's overbuffed? Those are Max's COP and SCOP, only to indirect vehicles too and a free resupply? At the same cost? Am I missing something here, because this feels anything BUT a low tier to me. Drake: After this nerf, you should definitely rebalance naval unit cost. People don't think that much because Drake is rarely picked, but half a sub fuel makes the opponent very unable to counter in sea well. It's definitely right to say he rules the sea, as you have to balance all navy around him. Sonja: I would have to say, I expected a bit more buff on Vision, because Sonja is meant to rule in FoW maps, but this is still not enough to really make that full control and switch. But I agree that her annoying stuff was just gimmicky and not really what a CO should be about. Grimm: I'm ok with this. Honestly, Grim has always been a very offensive based CO with their -20 defense, you can eventually increase that even more if he is too strong. Flak: Very thematic, but it really softens the COP/SCOP negative...which is kind of a good thing to make him viable, honestly. Lash: Giving the bonus to air units would be interesting, but it would make Lash also incredibly strong as a Fighter user against other air units. I feel it would be very technical to fight with, since you don't want to charge her too much with your offensive that her counter is gonna be devastating. It has to be seen. Also with 6 stars, Prime Tactics is still the way to go. Adder: I was wondering about this since you gave a lot of CO movement bonuses, but having Adder actually get spam bonuses is the way to go, I like the Day by Day, I would even buff it a little but not give the Sidewinder +20. Jugger: Day to day, I love it, makes a lot of sense. My only problem is the SCOP, it's...dangerous. You are basically telling me all the air and sea enemy units that are at 50 fuel or less are instantly destroyed by that? It could be very punishing, especially against subs. I dunno if fuel should be calculated on maximum. Coal: Yes, finally adding the bridges. getting some bonuses. Clone: Feels like the power Lash would give to a Clone Andy. So maybe appropriate.
@cpukabuto2132 Жыл бұрын
Casual fan. Obviously its most important to get the vanilla Co's in first, but i think it would be really cool to add the Mangsvance Wars ones as well. Seeing as you head both projects i think it would be a nice thing that the community would enjoy. And we could finally play them against the vanillas.
@mofoluwasoomololu6279 Жыл бұрын
Lash loses her firepower boost when her units die, but she no longer suffer from terrain star decay (aka. where units get less effects from terrain stars if there on low health)
@GMOPsyche Жыл бұрын
First of all I'm a 1000ish mmr player who just started this year but have been learning a lot from you and Deejus about the CO matchups. I think Von Bolt should have control over the oozium so they can be used more defensively (like threatening good spots to strike your units in) If naval units are not cheaper then Drake should favor defense over more firepower to lose less concentrated value on his ships when attacked Sonja's health hiding plays into her focusing on psychological warfare but I understand getting rid of it And instead of the war crimes Lash could be immune to the drop in quality of terrain stars with damage taken. Glad to be of help (and hope this didn't come out as too arrogant of a comment). EDIT: just made the comment more readable lol
@randomredshirt5274 Жыл бұрын
good idea with lash. I too think she needs a buff, but that whole +5% gimmick seems a little finicky. No dropoff in defense on the other hand is a solid and fitting d2d
@warpuppy4528 Жыл бұрын
I love the Lash change as well. Not only does it suit her style, but it reduces how badly she gets countered by Kindle.
@Darkside007 Жыл бұрын
Sensei with double t-copter drops is going to be insanely broken, and you broke his powers completely. You did change Hawke, in-game his attack is 105% Sturm has to be +40% with Doom March to reach 120% Oozium will be removed. The enemy player effectively controls them and they will end up blocking Bolt's units Flak's daily map damage may be exploitable in game-breaking way. System Crash is gamebreaking - he'll instakill most enemy air and naval units and allows an easy mop-up from stalled and disarmed units across the map. This makes Jugger a Hachi counter and Jess hard-counters him. I came up with reworks for Flak and Jugger about a month ago. Jugger: Daily: No luck damage, +5% firepower to all units Overclock: +35% damage, +2 move, fuel and ammo costs doubled System Crash: All of the above, and Jugger's attacking units get a second strike after the enemy counterattack, as if he's getting a free shot next turn. The theme with Jugger is that he's burning significant resources to improve performance, like how overclocking a computer gives you more capacity but damages the hardware. Flak: Daily: Negative luck only. +10% firepower to all units Brute Force: +30% firepower to all units, 0 to -20 luck Barbaric Blow: +70% firepower to all units, 0 to -60 luck Flak's not supposed to be getting lucky hits, he's supposed to be hitting hard. In terms of design and description, he's not Nell. Giving him luck was lazy, and given that negative and positive luck are separate rolls that cancel each other out, his powers largely don't *do* anything. The general idea of Flak's power is here is that he's trading a massive firepower boost when the damage is relevant (like a tank mirror) for a potential loss of almost the entire bonus (which drops chip damage to 0) No competitive AW, but competitive Starcraft and Warcraft 3 (at one point rank 73 on War3 USEast) so I have a feel for the impact of balance changes.
@TheOtherWhiteNerd Жыл бұрын
Hawke's not changed; his D2D is a 110% firepower in both AW2 and DS.
@torinpena288 Жыл бұрын
I have no idea where the "Flak's Indirect Bombers" thing came from, but it would be pretty funny to have "Flak with Indirect Bombers" as a custom CO, with him otherwise being the same save for those indirect bombers. Just give him a classic pilot's cap and goggles to differentiate him from normal Flak.
@warpuppy4528 Жыл бұрын
Its from an Advance Wars Romhack. I think it is called Andy's Adventure.
@BearusAurelius Жыл бұрын
I think all of these changes are honestly really well thought out! My only concern is Clone Andy. His hyper Downgrade power seems very strong. Perhaps make it only reduce enemy CO Attack/Defense by 20-30%? Just a thought from a long time casual player.
@JusticeJudge Жыл бұрын
I have played RTS since I was a child I am now an old boomer at 32, I haven't played AWBW cause I like to start and finish a game in a timely manner. All powers no matter what should always give +10% Attack & +10% Defense to all units, makes it's more ideal to use a normal power rather then just save for a super which most of the time it's just better with some exceptions, it also helps newer players when they pop any power they can always expect +10/10 which makes trying different CO's an easier adjustment and get a better unit engagment feel when popping powers and taking engagments. Tier 1: Nell - Lucky Star 2 stars and +10% to +30% then Lady Luck 5 stars +20% to +50%. Hachi - Give the standard power a +10/10. Increase Merchant union to 8 stars units cost -50%. Grit - Indirect units gain +30% attack. Direct combat units -10% attack except Infantry. Only get the +1 range from the normal power and the +2 range from the super. Extra range at no cost is always overpowered in every strategy game and is something always difficult to balance. This change would likely bump him down to tier 2. Colin - The -10 Defense is already a big nerf to his day to day along with the nerf to his normal power it'd be fine to give him the +10/10 when he pops his normal. Sasha - Market Crash gives +10/+10 otherwise solid. Kanbei - Morale Boost costs 5 Stars and gives +20/+20. Counter Attacks do 1.25x damage. Samurai Spirit costs 8 Stars. Another tough one to balance seeing as he get some much from his D2D with increase cost to his power it gives other CO's hopefully a fighting chance to get something done before he gets to pops his powers which is probably the best you can do. Sensei - Normal power 4 stars. Super 6 stars. Getting free copters for 3 stars sounds pretty op that's like a free 10-12k for popping a 3 star power are we Colin? Copters should only be able to carry 1 footsoldier to stop them dumping 2 infantry to block anti-air gettin to them. Otherwise add +5% to D2D and +5% to super for a nice 25%>50%>75%. Eagle - Seems good. Likely bump up his D2D to +20/+10 for air. Normal power air goes to +40% same for super. Javier - Seems good just D2D 10% defense against indirect then 30% for normal power then 50% for super. Hawke - Make his normal power 3 stars it's really trash at 5 then his super 7 stars, or instead he gets 135/110 for normal power then for super 150/110 to fit his +attack D2D. Sturm - Free movement bonusus at no penality is also a hard thing to balance in strategy games look at Knights in AoE 2, Tanks in RA or FoF in DoW 1 however he should keep his OG terrain bonuses though it should not effect his infantry and they should be 100/100. His unique trait is barreling over terrain like nothing with his vehicle, also he's the only CO which can make Rockets viable, so kinda feels like his indirect should be 100/120. Normal power should be +10/+10 then his super gives +30/30 as meteor can be baited the extra boost will make him very scary popping his super which should be the case for this badass. Von Bolt - Would find an alternative to that normal power adding none controllable creeps that just get in both peoples way there is a reason you don't see creeps in competitive SC1 they are just a nuissance and don't add to a positive experience. Will do other tiers a different time unless you think ideas/suggestions are just dumb.
@StubbornProgrammer Жыл бұрын
It will be interesting to see if Adder is overtuned or not... he's going to be +10/+10 quite often, but the rest of the roster has seen a lot of changes.
@bgotty2684 Жыл бұрын
For me it's the OP of his tier. The base game and the maps are all based on certain movement, having +1 move 75% of the time means conquering cities and bases so much faster.
@Havlark Жыл бұрын
Something that would be interesting for Wars World is because its open source would be having some kind of CO Maker where you can make custom CO's for custom games, similar to how Rivals of Aether made its custom character creator. you wouldnt even have to make balanced co's but could just create weird co's for things similar to starcrafts custom games, a co with infinite indirect range but only 1 vision to do cat and mouse or silly things like that.
@HasekuraIsuna Жыл бұрын
This would be so good to have, though there probably needs to be some vetting process for custom art for those COs, because you know... it's the internet. They could perhaps provide some CO arts with lots of colour variations to choose from.
@Havlark Жыл бұрын
I would imagine that it would only ever be for custom games. Any vetting would probably be done before match start, and since its probably a casual environment for no stakes that might be enough to do vetting.
@Havlark Жыл бұрын
oh i missed the "art" part, yeah definitely needing some filtering there if the CO's use art
@WabaStreams Жыл бұрын
Watched the video: I am not currently ranked - played quite a bit back in the day and couldnt get the site to click with my brain but have been watching your vids a lot and understand the gamesense generally. My initial thoughts are that I can understand how hard it is to balance an unbalanced game so Kudos to all involved trying to balance this. I would imagine most of the needed tweeks from the current stats are ones that wont become apparently until we see these balance changes in action over the course of many matches. Heres where I see concern in higher tiers or folks who can gamify and try to rank within the ranks: Sashas power feels strong in most games I see somewhere around 15 -20 properties captured on either side. So thats an extra 2k a day. which isnt a lot at first but then you add in her day to day. And taking engagments becomes very profitable over the course of the match - Maybe shes balanced amongst tier 1 so this might not be as big a problem. Hawke feels almost week compared to the other CO's Would it be poor to suggest giving him the 10% defense Von Bolt has as well? Maybe reduce cost of power by 1 star. Von bolt feels underwhelming - I like the idea behind Oozium being controled by themselves. Tho hard to impliment would be cool to see how impactful they could be. The lighting bolt feels week for that much power charge. Only 3hp and yes they are disabled for a day but ehh. again comparing what the value of that power is to the others seems weak. Sami being able to cap in 1 turn with super power feels broken still - esp in mid tier. Added in the decrease to T copter pricing. Spam city until super power GG. cheese potential. I feel like the bonus for Kindles super power isnt enough to incentize using it over her Normal power. 3hp off every unit on a city is still huge value! Yes slowing down is great mechanic too! but again +1 movement through cities is enough. the +2 is overkill unless you have city engagments to take. and losing out on the -3hp is not worth it to pop super. I think Drake will have to be thought of a bit more as you refine prices for Naval so understood the assignment here. Adder feels like the top pick now. He will generate power charge and pop normal power so often that he will end up being oppressive. Thou its a fun idea behind his "charges power faster then others" Id like to see how it plays out in the long run as far as pick and win rate go. Maybe making his normal power 3 stars. and Super still 5 would be fine enough to balance it. Koal feels balanced tho 30% is a lot...Im scared but I also understand the drawback of engments on roads. HOWEVER A DEAD UNIT CANT FIGHT BACK. So will be interesting to see. and Is def a toss up and map dependnent between Koal picks and Adder picks. Clone Stonk. S tier could go up against tier 1. Love him tho. So dont change him haha. The setting to -20 /-20 is sooo strong for only 3 stars. Rest of CO's feel balanced within their teirs. Best of luck Mangs and all involved hope this comment helped!
@adude1237 Жыл бұрын
This is really good, this is really fucking good. You managed to keep everything as close to the original as possible, the changes are minor but substantial, you performed micro-surgery here, super excited for this. This obviously needs playtesting and we won't know for sure until then, but here are my two cents: -Isn't Flak busted? HQ cap becomes nearly impossible against him. -Doesn't Sonja still kinda suck? Cool bonuses, but you also took away some of her abilities. Maybe cancelling luck like in AWR? -I know you like Adder, but boy that fast charge could be broken AF. Just a feeling. -What you did to Jugger is a masterpiece and you should be proud of yourselves. Can't wait to play him! Anyway, if there are playtests coming I want to sign in!
@kanrakucheese Жыл бұрын
The word you were looking for is "volatile". "Variable" also works". Not a competitive player, but most are questions and comments than suggests. 1: Grit: Isn't the reason Grimm is so bad that his defense penalty makes walling impossible? Interesting to see how Grit's strengths+not as low defense will pair. Not necessarily bad. Von Bolt: Interesting to see an attempt at unit count manipulation that isn't stupid broken. AI control raises questions: Will the AI be deterministic (no RNG)? Will it move at the start or end of player's turn? (I'd suggest the player actually order them as normal, but they have only one option for movement, not even wait, so they're forced to move as the AI wants them to. All unordered Oozium move when the turn is ended.). AI needs to only consider valid terrain (not pipes) when determining distance. Also amuses me to realize the AI would need to account for the extreme edge case of there being no enemy units (only possible in a 3+ player fight where player one deliberately avoids building any units as far as I can tell). 2: Sami: Vision boost makes sense and fits thematically. Rachel: Luck bonus isn't mentioned. Removed? Kindle: Is a silo still not "urban terrain"? 3: Drake: I think naval units need more than a price drop. I expect at best lower prices would just make battleship/carrier as area denial more appealing, encourage subs to counter those and other subs. One thing naval units definitely need to be viable is a non-capturable terrain all naval and ground units can move through (IIRC possible in a roundabout way with ports and ghost units in AWBW) because otherwise naval units will be stuck on one "side" of a map unless the map is an island or peninsula (also water over pipes, as seen once in DS's campaign mode and never again) Flak: Can this kill units with only 1 HP or is it like all other global damage? Jugger: Are units in landers/cruisers/carriers hurt by Overclock? Koal: Adder was always better but seems to have gotten more buffs. He does deserve roads though. Clone Andy: Does this drain work even if your units are undamaged? Same question as Flak.
@bgotty2684 Жыл бұрын
Thank you for your work ! I only played advance wars a lot on gba, but i will try this one. From a hobbyist game designer standpoint : -Tier 1 seems pretty balanced, Kanbei seems the weakest for me but you know your stuff. Sensei won't be played on no airport maps anymore, and isn't Sasha a walking normal power again ? I think infantry spam is more worth now for Nell with her new super ==> You're assured off 2 pvs of damage. -I reeally like Tier 2 (especially new Andy)! Kudos. For me it's the most balanced. -Tier 3 : I think the day2day of Lash is OP on bigger maps. Have you tested it ? Small problem : If you have a bunch of fodder, when you assault your ennemy he has really no choice to but to not retaliate after that. BIG PROBLEM : when you're the opponent, you'll want to minmax and find the best order to kill her troops to minimise counter damage. It will be a hassle I think, taking too much time. -I really like new Flak and Jugger !! -Clone Andy seems unbalanced, his day2day is very powerful against some cos and not others, and his super can one shot units if you swarm them with foot soldiers. (one enemy can be procc'd multiple times) -Adder is a good idea but the 50% boost to power generation( 50 to 75), compounded with the rest of his D2D, seems off to me. But what ratio of kill and losses did you use to generate power ? For me you created a mini sturm, 2 turns out of 3 using his normal. In final : really nice ideas, it shows you have experience building ROMs. I hope you can test a maximum your concepts ! Maybe what you can do is lauching an "early access", and at the end, taking a short feedback ( 400 characters max) from each person ? And after that streamline what you have done
@PongCoffeeWork Жыл бұрын
This is a good idea to "balance" all COs. Of course, it will not totally be "balance" because other factions like map layouts, win conditions, and the opponent's strategies will affect how good each CO performs. Still, reducing the power discrepancy will allow some previously untouched COs to be played (especially high tier COs since they have good themes and it's a waste to not listen to them). I don't play competitive Advance Wars. I usually modify Advance Wars Dual Strike and play mostly with an AI opponent. I do this for creative purposes so my opinions lean on creative CO designs. Overall, I like all of your ideas. I just have some comments if you want to consider: - Kanbei: 30% unit cost seems too much. Maybe, 20% more expensive unit but +20 to firepower and +10 to defense, or +20 to firepower and defense but terrain do not increase defense further. - Sonja: I think her COP and SCOP causing Fog of War would be interesting, so Sonja can be chosen even in no Fog setting. It'll confuse her opponent and lets her manipulate info around, like her CO dossier. Though, she won't have her counterattack bonus for her COP. - Sensei: He really is challenging to redesign. My take is having him spawn a B-copter unit at his HQ then spawn infantries or mechs around all of his B-copters and T-copters. You'll probably want a lot of anti-air to shoot all of his copters for maximum caution. - Drake: If rain induces Fog of War like Dual Strike, then he'll replace Sonja since he has no rain penalty :) But seriously, it just like you said; his power depends on how naval warfare becomes. Right now, I think it's OK. - Jess: +20 to firepower of direct-combat vehicles might be too powerful. Tanks are the lifeblood of Advance Wars after all. I propose +10 to firepower of direct-combat vehicles and indirect ones get +20 instead. Also, remove -10 firepower penalty from infantries. - Sturm: Since he likes invasion, seeing him with firepower penalty is not doing it for me. Is +20 to firepower but -20 to counterattack power more appropriate? It will make him an aggressive attacker but bad at defending. - Jugger & Koal: They are somewhat blank slates so give it your all. - Clone: What a deadly D2D for my play style (yes, I repair my units). Also, Hyper Downgrade is something I really want so powerful COs like Kanbei can be humbled. I'm not sure about Hyper Sabotage yet but it makes me think of Wargroove's final commander in the main story. Anyway, the best way to know if your ideas are fun is try it out. You might want to play some games with your friends to get a better grasp of the COs. Thank you for asking around. I'm sure you'll get a lot of suggestions from everyone.
@SaturnineXTS Жыл бұрын
Damn, gotta say I like these better than your previous proposals from some time ago. The power of the most broken COs is now curbed, but without making them a chore to play or breaking their fantasy. Overall good job!
@YourFunkiness Жыл бұрын
Love what you did with Sami. It's perfect.
@terydtl4427 Жыл бұрын
I’m not a competitive player, but I do have some intrest into geting into it and i do have a few ideas to help balance the game. One way I always thought about balancing Kanbie is to make it so his infantry don’t get his day to day bonuses. after all, even with the extra 300 funds cost it’s still just way to easy to win the capture game with 120/120 infantry. even the infantry specialists rarely get day to days that strong. Sturm I’m kinda mixed on, I like his new normal power, but I think I would give him his aw1 campaign stats and have his normal power increase his defence instead, I just think he fits better as a co who is constantly aggressive with an occasional degree of safety rather then a co who just waits in the back for 60% of the match with occasional moments of aggression. Von bolt is one that I had less ideas of balance and more of a complete redesign (because he’s honestly kinda boring) basically he starts of with 10% less attack and defence on all his units but every time he pops his super power his units permanently gain an extra 10% attack and defence for the rest of the game, i.e. he starts at 90/90 on his units but after he pops his power once they are now 100/100, twice and they become 110/110, thrice 120/120 etc. Kindle is one where whenever I tried to balance her I always thought of just reversing her super and normal powers (i.e. high society becomes her normal power and a buffed urban blight becomes her superpower) but having her powers now reduce enemy movement over cities is kinda evil, so it suits her perfectly and I love it. Jake I completely disagree with, what I would do is increase his day to day planes bonus to 20% but keep his power boost the same (normal is 30% boost super is 40%) but instead he gives all ground vehicles gain +1 movement during his normal power and his indirect’s gain +2 range during his superpower along with there regular bonuses. It makes him feel more of a versatile co then max grit and jess, which is what I think dual strike was going for. For Grimm, honestly its kinda boring but what id do is just buff is day to day to plus 40% firepower and adjust his powers accordingly. Its simple but it dose really fit him and lets him hit some of those important benchmarks during his day to day and superpower. Flak is, complicated, I like his new day to day, but I do prefer his luck just ignoring defence like he did in your original advance wars two balance patch, and I really don’t like his new power bonuses, like I get the idea but I think flak should just be that co that hit really hard the same way smash Ganondorf is, what would do is give him his day to day from your old patch, but instead make his new day to day apart of his powers I think having brute force deals 1 damage to all adjacent units and have barbaric blow deals 2 damage to all adjacent units for being his superpower. Jugger is weird I like his normal power, but I think his super is just going to be useless at best if you only get one or two uses out of it or extremely annoying at worst when you just start spamming it, I like the idea of him sabotaging enemy units I just think it should be done in a different way, maybe increasing their cost so they become more expensive to repair and build, and his day to day just feel there, like its not bad it just doesn’t feel like it firs with the rest of his kit. For Koal what I would do is reduce his bonus to 20% or 25%, but have his ground units get it any time they currently have 0 terrain stars (i.e. Shoals, roads, rivers and bridges) it fits his idea of being good in open terrain but makes it a bit more versatile and allows him to be good on a wide variety of maps rather than just those with a lot of roads. Any co I didn’t mention I ether fully agree with the changes, or have only really little nit-picks that I don’t really feel the need to bring them up.
@ethanleinen6506 Жыл бұрын
T1 Co feedback: Hachi: make the normal power more costly, or split it higher (say 4/2 instead of 3/3), to make it harder for him to snowball off of reduced power charge by means of lower unit value. Grit: consider making his indirects more expensive to make them harder to spam and to reward them being killed more by opponent power charge. Kanbei: instead of making him too expensive to play, reduce how well he takes effectiveness of the terrain to prevent oppressive defense stacking. (Also seems thematic, samurai dont like to dishonorably hide behind cover). Sturm: Reverse power charge generation (Full value for damage dealt, half value for damage received). I am not a competitive player.
@BeardedGorlok Жыл бұрын
Very interesting video, ive only gotten interested in advance wars recently because of the reboots and have been watching some of the competitive matches on your channel to see how its like. Im a game dev but mostly a game designer and i gotta say i like some of the changes but not some others, i wouldve also liked for you to describe what each tier represents because it tends to vary from game to game. I dont play competitve because to be frank, after watching a few high elo games i realized that getting an income lead is all you need to do to win and that most COs abilities wont help you come back from an income loss. So once youve figured ou the build orders all there is left is the macro play but there is just so much you can do with a game locked in a grid. Its kind of the same reason i personally never got into chess. So in my honest opinion the game could use to just have way stronger COs all across the board with clear identities and weaknesses. Im talking about Advance wars 1 Max levels of fun. Now of course you could consider me a casual or "for fun" player so i understand if high elo advance wars players would really despise my changes but i think that if you wanna attract new players than this approach might be the best: For the tiers, i like to design my games around Tiers S, A B and C Tier S Characters are borderline overpowered and are usually dictated by the community. Never try to balance your game so that you end up with only S tier characters, but rather look at what makes these characters S tier and try to either nerf them a bit or bring their counters into A tier. And if you want them to stay in S ier, they should be the type of characters that take alot of time and experience to really bring out what makes them "Overpowered". Tier A are characters that are just good no matter the situation and are fairly easy to pick up by new players looking to get into competitive. These should be CO's with good day to day powers, a solid power and a strong super power to close out games. They are your bread and butter, no non-sense type of characters. Tier B are characters that are good depending on the meta/map/mode. These should be characters that can outperform A tiers only if the conditions are right or if what they counter is being played alot. One trick ponies of these characters shouldnt be able to make deep tournament runs unless the tournament is centered around their strengths. Tier C are gimmick characters. These should be the characters you feel like players wouldnt like to play against all the time but have a place in the meta to make sure some other characters dont run absolutely wild. They either hard counter something or get destroyed because they cant utilize their unique strengths and weaknesses. As for overall CO balance, go nuts. Take advance wars 1 max and treat him like a tier A CO and balance the other CO's to be equally as strong but increases the amount of weaknesses for the other COs as well. For all my suggestions i will suggest numbers but they can be changed as i dont know the game well enough to give accurate boosts or funds. Nell: i think your changes are perfect. She stays as the good luck CO. But she needs a weakness and i think using more ammo per shot would make sense since more bullets = more chances to hit. Hachi: The discount CO, Your changes are good but dont really push his identity forward. He should be more like Advance Wars 2 Colin, a day to day that makes his units cheaper but also slightly worse all across the board. His normal power should be like you suggested and his super power should simply be a 100% discount on all units and those fresh units dont get any penalties from his day-to-day. But as to not frustrate the players those units could be gold colored or have a visual effect to make them different. Grit: The indirect Specialist. Honestly your changes are perfect, maybe tweak the numbers as you experiment. I would also add on top of his Super power a small buff where his indirct units also get the same vision range as their attack range. Colin: The Money CO. Hes the one CO i feel like deserve to be massively changed. Hachi already provides discounts if you want to play that archetype, so Colins should really be all about amassing tons of cash or being able to get more. Here is what i would do: Day to Day: Colin's troops are inexperienced but motivated by cash. They start with -10% bonus attack but get 1% extra firepower for every 1000 in his bank. Power - Gold Rush **: Colin immediately gets 100 funds for every friendly infantry and mech unit on the field. This bonus is increased to 200 if they are on a friendly property. They do not also get the bonus 10% attack but get the defense one. Super Power - Power of Money ******: Colin immediately spends 20% of his income to motivate his troops into a big push, increasing their firepower and counter attacks by 50%. The spent income is only recovered the turn after Colin's super power ends. (again, numbers should be tweaked as we experiment, 50% could be too high or 20% income lost might not be enough of a loss for a 50% boost) Sasha: The money Saboteur CO. ID simply remove her +10% income and instead change it to "She removes 100 income from the enemy for each friendly unit that is on an enemy property". All your other changes seems perfect to me. Kanbei: The high cost high quality CO. Your changes are perfect, or id keep him as he is but mention that "Defense can never go over 90%". Sensei: The paratrooper CO. Hes the other CO that should get alot of changes in my opinion. Day-to-day: Copters, foot soldiers and transport copters get +20% firepower and defence. His transport copters can attack and counterattack (they hit as hard as a normal infantry) His naval units and vehicles cost 20% more to make and repair. Power - Copter Command ***: All copters gain an additional +30% firepower. Mechs and infantry that unload from transport copters can immediately move/act if they had movement remaining before loading into the copter or if they were in it the previous turn. Super Power - Airborn Assault: All copters gain an additional +50% firepower. Infantry spawn on every friendly property, mechs on friendly bases and transport copters on friendly airports, ready to be moved. Eagle: The Air unit specialist. I personally find Lightning Strike to be a balance nightmare, so id just rework it to read "Any unit can move once more after attacking a target or spending all their movement points". Otherwise id agree with your changes. Now i could keep going but this post is already long enough. I think youll get the gist of what i mean with these few examples. Stronger bonuses but stronger weaknesses! Keep the CO identities and if some have similar ones make sure they are truly distinct! Cheers!
@ethanleinen6506 Жыл бұрын
Baseline mechanics change: Defense acts as a negative modifier to the attackers firepower instead of a flat percentage damage reduction. Defense is more important because as a flat reduction, the higher it stacks, the more oppressive it becomes. This way defense stacking can be countered by higher firepowers, allowing for more counter play. Example(units chosen for simple number demonstration): baseline, a fighter attacks a bomber for 100%. Currently: a fighter with a 50% damage boost attacks a bomber with a 50% defense boost. The fighter deals 150% damage, which then has its total value reduced by 50% (half). Fighter deals 75% damage. New: same fighter attacks at 150% (50% firepower boost) against a bomber with a 50% defense boost. Now the defense boost applies as a modifier to the firepower, so it is reduced by 50% in that 150-50. The firepower is reduced to 100% and the fighter still gets the kill.
@pink_menace Жыл бұрын
My favorite CO's right now are probably Adder and Koal. I like the changes you gave to Adder, but I'd also like to give a couple ideas I had for both (~900 mmr player on AWBW btw, just started a couple weeks ago) For Adder, since he's supposed to be slippery and he's literally named after a snake I thought it would be cool to make his units deal more damage the more they moved, but if they don't move to attack their damage is reduced to 90% or something. A flat increase per tile would be kind of weird since that would make units like Mechs or Md tanks able to use his dtd less, but maybe it's fitting for him to use the faster and lighter units to get the most out of them. Alternatively I thought maybe they gain bonuses on the percentage of their movement that they go (so infantry moving 3 tiles would get the same bonus as a tank moving 6, etc). This would incentivize Adder players to purposely move their units more in weird snake - like ways (imagine a tank attacking by driving away and making a U-turn to come back for a damage bonus, I think it'd be fun). This would also incentivize enemy players to force Adder into situations where he can't comfortably move his units, so they will either be forced to attack at a penalty for not moving or standard damage for only moving a bit. For his indirect units I'm not sure how to make it so they also benefit, but I thought of maybe making the furthest range deal extra damage (the 4 farthest for artillery or the outer ring of rockets perhaps) but that feels a bit unfitting for Adder, so I'm not sure. His COP and SCOP could probably stay the same and would work with his dtd; if it's balanced to treat the extra movement as going over the max range to gain more firepower then that works, otherwise the caveat could be that that becomes the max range so he doesn't receive any extra bonus for the one or two extra tiles. For Koal, I like him being the roadmaster but I personally think buffing his road damage and calling it a day is a little boring. I think something like giving his units +1 movement on roads for a dtd might be cool, or maybe +10 defense as well as +10 attack on roads. Building off the defense dtd, then maybe for his SCOP his units treat all terrain as roads (with obvious exceptions to mountains, or maybe woods as well). I think it's fitting since his powers are literally called Forced March and Trail of Woe, and this would make it so that he doesn't receive any of the terrain bonuses he normally would because everything would become roads for his SCOP (maybe it would give extra defense though so he doesn't hurt himself for using it) Anyway I love a lot of these ideas, especially the changes to Jugger and Clone Andy. I think the change to Javier is definitely warranted too and it's a good way to balance him. Looking forward to trying it out!
@definitelynotanarcissist.3135 Жыл бұрын
JUSTICE FOR FLAK! IT HAS BEEN ACHIEVED!
@NerdySatyr Жыл бұрын
Not a competitive player. Buuuut it's nice to see some CO's haven't been changed at all, like Hawk. Kinda nice to have pillars to balance the other COs around. Also LOVE the Ooziun power! That's exciting! So cool. Hope we keep it. If it doesn't end up seeing play maybe you could rework it to spawn 1-3 on random allied cities or, whenever you destroy a unit it spawns one (maybe just first unit you destroy that turn or might be a bit busted haha), but could be a good tool against walls since anything adjacent to the destroyed unit will have to move next turn or be eaten. I love the concept of the Kindle rework, a CO who can slow and hinder the enemy... But nooo! I love basic Kindle! Love the 'global' damage. Maybe you could create your own CO? Haha. Still I'm curious see how new Kindle plays out and if people start picking her. The Flak day to day is AMAZING!! I mean it's in his name, Flak, like a Flak Cannon, explosions of shrapnel. That's awesome haha I'm unsure of the math but 50% cheaper repairs on Andy seems REALLY strong, obviously these things will be tested but I feel 30-40% would be more balanced especially since his powers got buffed. Then again, I guess Repair isn't something you do every turn so maybe 50% is okay.. But hey this is a brand new website so you can always make future changes should anything feel under/overturned. Exciting!! P.s. please make Clone Andy blue skinned by default!! Whilst I like that they included it as an alternate skin.... C'mooon! 😂 Also -1hp to repair sounds terrifying... So you only heal 1 instead of 2? Might be a bit much if it also forces them to pay full repair cost still
@YourFunkiness Жыл бұрын
Love what you did with Adder. 10/10 *chef's kiss* Makes him seem a bit more vicious, which fits.
@electronsympathy Жыл бұрын
I only play casually, so no AWBW ranking, though I do pay attention to competitive strats because it's just kind of fascinating. Sonja is my favorite because I like tricky BS, though I know Fog is not the competitive way to go for stalematey reasons. Her having bad luck I think is part of her charm. And I'd like to see it be incorporated still. But here's my idea: She reduces all positive luck bonuses by 10%. She's the brain over braw, intel specialist who leaves nothing to chance so instead of a -10/+10 swing, she just has 0%, and so will most COs against her, as they're stuck playing her game. I've also heard her counterattack powers aren't very well liked because it just means people turtle up for a turn so they don't get counter attacked. Maybe increase the terrain stars ignored instead? Clone Andy seems overtuned for low tier. No significant Day-to-Day is technically a weakness, but those powers are potentially nuts at 3/6. The downgrade overriding boosts feels like a big deal, and I think could be a harder counter to some COs than others. But the Hyper Sabotage is where I'm really concerned. It's kind of a Black Storm for 3 less stars. The positional requirements seem like a bummer, but it means you roll in, attack something that hits back a bit, then swing -2/+2 HP at the end of the round for excellent value. You can also stack it on enemies exposed on multiple sides meaning it's super easy to cripple the enemy front line to uselessness while ending your turn with a juiced up frontline.
@beforelifewaschaos8 ай бұрын
“Balangs“ 😂 Ehrmagerd that is wonderful with that video title 😄 I'm not crying, you're crying.
@herberthumpeldumpfler7965 Жыл бұрын
I never played any Advance Wars. However, i have watched every single video and stream to advance wars on this channel and some on other channels. I have also put some time and thoughts into rebalanceing and re-programming an advance wars clone myself, although i abandoned the project two years ago. Verdict: Over all i find most changes great and well thought out. There are just two (three) changes that i consider in dire need of additional attention: Clone Any, Koal (and Von Bolt). General comment on tiers: The general idea with three tiers seems very good. However, it requires GRAVE changes to many broken tier COs since in my opinion the distance between tier 0 and tier 1 is greater than the distance between tier 1 and tier 4. Broken tier COs are notoriously hard to balance and sometimes it does require a change in their entire identity. Therefore these changes MUST be handled with even more testing and care than any others. Another problem of the tier system is that - even while more balanced - it is not universal. Certain COs will probably still be better of worse in high funds and fog. In some cases it is probably a better idea to just move a COs a tier up/down for the alternate modus instead of trying to integrate a convoluted rebalancing idea. Even more problematic: Some COs are still extremely depending on the map. This will stop ANY thorough rebalancing attempt early on. But of course that doesn't mean that some of the glaring problems can not be dealt with. Power Meters: Lastly i think that a very easy way of rebalancing COs is to change the stars on their power meter. I think that might have been under-utilized in your balance changes and you might give it some thoughts following hte feedback from all the comments unter this video. Nell: Her main idea is to tear down high value units iwth low value units through luck damage. Now it has been made more consistant but STILL includes luck. In my opinion close to an optimal change that moves her from the "Luck Tier" to a playable position. Hachi, Grit, Colin and Sensei are all impossible to balance (like i mentioned earlier). I have too little experience to make a comment on your changes here. Sasha: War Bonds is still dumpster tier - especially against many other top tier COs like Kanbei and Von Bolt. Sashas position in tier 1 comes mostly from the fact that the game is played without powers and her d2d can be translated into something between a Hawk atk boost and a Bolt 10/10. Because of my lack of experince i can not tell if the game plays the same with the new normal power - or if it SHOULD play the same. Basically: I think that she is not gonna work the way she is now, but i can not confidently explain why and how it could be done better. Kanbei: The extra 10% might throw off build orders at the start of a match A LOT. Not necessarily a bad thing, but it is something to be very careful with - especially depending on the map. Sturm: I actually love the idea of the additional power turning him into half-campaign Sturm. I also think that it actually might not be broken and the tradeoff between this and Meteor Strike is closer than one might think - especially with better players "manipulating" Meteor Strikes. The improved movement might still break heaps of maps though. Von Bolt: As much as i love the additional normal power of Sturm, i dislike this one. Uncontrollable units with awful properties sadly simply induce chaos. This power is unusable. Period. I would even argue that using it is detrimental to the player themselves, since they spend money on units that might just block their own movement and placing. It might be good flavor, but it is definitely better to rethink that power. I am not exactly sure if he even needs one to begin with. (more in answer to this comment since too long)
@herberthumpeldumpfler7965 Жыл бұрын
Andy: Andy is all about his super. Of course it is less interesting if the other abilities of the CO are useless, but this does change his core idea fundamentally. His super power should have a crazy advantage over his normal power - and in my opinion that is the movement. There is heaps of COs with +1/+2 movement and Andy should in my opinion not just be another flavor of that. The idea of having a large power gap between his normal and super power and while still having a "usable" normal power might be achievable by upping the repair bonus of his normal power to 5HP (and maybe shuffling the power stars around to 2/4 instead of 3/3). This is not a well thought-out idea though, more of the suggestion of a design concept. Sami: The vision bonus on her infantery is a very good idea. However, it is also a crazy nerf to Sonja in fog, sine exactly THIS part of the vision bonus is basicly her most important ability - and it is just given to Sami. Rachel: I am not a fan of the additional missile on Rachels normal power. It does fill her role as stall-breaker against clumped-up units even better - especially, since it is now harder to play around. However, i like the idea of her power and super being useful in vastly different situations. Also, this normal power does have increadible tempo and might turn her even into a brain dead normal power spammer - not a good change. However, i do agree that she may be too weak without a buff to her normal. Kindle: I do get the idea behind the urban blockade. I just hope that it is not too confusing/annoying for lower and mid tier players. Jess: That -20% on air units is scary. I think like with current Drake you would still buy bettle copters, because battle copters. However, the power level of the low tier is higher than that of current tier 4, so this change does need some major testing. Sonja: The terrain star is terrifying and actually a really good rebalancing idea. However, as someone particularily interested in Sonja gameplay, that stronger counter attack does change engagements with her units starting out on cities. Both of these changes turn a more defensive CO into a more offensive CO - one without movement and still mediocre wall breaking. The end result: She is still not a viable "defensive" pick and there are better offensive picks - so she remains unpicked outside fog - where her gameplay changes completely. Also, having two different working counter powers feels a bit inelegant from a design-perspective. I have seen people suggest her powers turning on fog in non-fog formats for a turn cycle. While that does make sense from both a lore and a character gameplay perspective, i think that that is also not a good idea, since they are quite cheap and it might be possible to turn standard into fog for a major part of the game - it would not be standard anymore. Grimm: A permanent movement increase on a core combat unit is unseen. Battle Copters do die to Anti-Air though. But that doesn't really stop them, does it? Especially not on maps with terrain features. But now they could also OUTRUN Anti-Air? This is one of the top 5 scariest changes that need major testing. The main problem would be finding a different non-broken way to rebalance the crazy son of a mother. Maybe ask Grimm Guy about it? Flak: I love the idea of "HP true damage" even though it is very hard to balance. It feels like it should be a thing in AW - especially after they added similer stuff to Fire Emblem. In my rebalancing concept, Flak got HP true damage against low HP units (crushing them), but the AOE damage might be an even better idea, since it might open up more interesting gameplay options. Also letting him use his luck with less drawback is probably the best way to turn him into an actually viable CO. However, the mean damage increase might be a little low considering the fact that the power level of the low tier is higher than that of the current tier 4 and current Flak is definitly not on par with other tier 4 COs. Lash: Playing around with the Power meter is definitely the way to go. Current Lash is like an inconsistant Adder with extra defense - hardly an interesting character. I see two major ways of changing this: 1. Changing the way terrain stars work for her. Currently, Lash is extremely matchup- and map-dependant. She is basically counterpicked by global damage to such a part where even on maps with a lot of terrain in form of properties she has majorly losing matchup against kindle. One could turn up this consistancy in two ways: A) She doesn't gain multiplicative but additive terrain stars. That would make her less terrain-dependant but also less interesting. B) She does no longer lose effectiveness of terrain stars with missing HP. This mechanic is honestly the bane of her existance and it exists in the games to make AI opponents less frustrating to finish off. But that is not a concern in a PvP battle where her whole gimmick is to be powerful in defensible positions. Of course doing both would not work, since it would just give her extra stats. 2. Intoducing an additional power. The war crime power is VERY interesting, but might change the game in an unintended manner. Because as far as i see it, it changes the way you play AGAINST Lash more than it changes the way you play her. Basically, it introduces annoyances of the kind you wanted to get rid of with Sonjas rework. Maybe she could generate additional power with units dying on her turn? Sacking units is something that does sound a lot like Lash, would overcome her powers issues and introduces a skill based minigame to playing her and not playing against her. Adder: Finally his wrong description became truth! Honestly, even without, he might still be a good CO in this tier. How much of an increase is this buff actually? Current Adder has his normal power pretty much every turn after the mid game. But that is not the case if he pops his super and also pretty much does not mean "every". These turns without power are what gives other characters - like Grimm - some breathing room. If they now disappear, he is definitely overtuned. Koal: Koal on the other hand is just bad. THIS IS ONE OF THE TWO CHANGES I THINK ARE MAJORLY PROBLEMATIC! Koal is already pretty much useless in normal tier 4. Now in the higher powered low tier he would probably be the worst character - even with 30% and bridges. Also giving him a boost when he attacks ONTO a road might help, but it would still not solve that he is just worse Adder on most maps. He does need something that sets him apart form Adder that is less map-dependant, although i have no idea what that could be. Clone Andy: THIS IS THE SECOND CHANGE I THINK THAT IS MAJORLY PROBLEMATIC! This character has many problems. 1. Enemy repair sabotage is MUCH MUCH more impactful than Andys or Rachels (mid tier!) normal. It DOUBLES the time that enemy units take before they have reached the desired HPs pool. This is the same scaling reason why defense boni are much more powerful than attack boni in AW. 2. Sasha is top tier (currently tier 1) for playing a game without powers. Hyper Downgrade does the same - but even worse - only against select opponents. This is just a highrolling hardcounter ability that introduces extremely high matchup disparity - on top of being scarily overtuned for a normal power. The core of well balanced playable character picks (especially in a 1v1 situation) is not just that they all operate on a similar power level, but also that they are roughly as good against each other than they are against other charaters. That means that there are no rock-paper-scissor-like hard-counter autowin/autoloss situations going on. While i like debuffing enemies, there must be another way to make this power less dominant and more even against different characters. 3. This super power is interesting but weak. It is fine for a character to have a weaker power if the rest of their kit makes up for it - which would be the case here. But normally these characters are not tier 4 (low tier), since tier 4 characters are characterized by overall equally less powerful abilities and not like Andy one crazy power on a stick. Swapping this with the changed version of his normal power would help fix this issue and align it with the fact that Clone Andy also has healing abilities on his "normal" power in the Reboot Camp. Jugger: I am all for un-cloning clones, especially if their abilities do not fit their flavor. And Jugger is a good target for this. I like both of his new powers. But i strongly dislike his d2d. It is just... not that interesting gameplay-wise. It is kind of a reverse version of Jess where you lose infantery battles but get a boost in vehicle battles. You get better copters though. It also does erode a large part of Juggers actual identity. He is the Casino Bot. Now he does not have ANY random aspect. I have seen some other comments introducing "plannable randomness" - where he works like a algorithmic random genrator: With a seed. As long as you know the seed, his randomness is predictable. That makes for a VERY interesting character. What does that mean? Some suggestion was that he deals more damage on even turn numbers and less on odd turns. This is highly volatile on a large scale, but a step in the right direction. I find it interesting when the order of attacks in a turn matters a lot. Maybe it could be possible that he gets one of three separate bonus effects per engagement and they always come in the same order? This also might not turn out right, since it is just the annoying volcano mechnic with extra steps. But there is definitely something to the random-sequence-with-seed idea of a repeating sequence of buffs/effects where you can know the next effect. Lol nobody reads wall of text.
@NaturalCloud Жыл бұрын
I havent played any games on AWBW in a while but im sitting just under 1300 (NaturalSky). At first glance most of this looks good, so most of what im posting here is just food for thought. Eagle: Playing reboot camp, I feel like lightning strike losing attack and defense would be a nice way to counteract such an insane power. Sturm: The fews times ive played sturm, it wasn't a great time. High defense just becomes a real drag to play around. I don't think there is a real fix for this tho. Olaf: If eagle's power can become 2 stars, why not olaf's? Grimm: While i like the idea of giving specific units base movement, i think this will become really broken in practice. You wouldn't ever be able to get first strikes unless grimm lets you do so. Also, minor nitpick, but this would force grimm only to be on maps with airports. Clone: -1 repair for the same price sounds kind of insane, just damaging a unit on their city will drain funds. I feel like the -1 repair is fine but it should probably just be at half price.
@PyrenZero Жыл бұрын
Casual player here. I love that Adder's power bar now actually does fill up faster than other COs.
@blackdragoncyrus Жыл бұрын
"They're still exactly the same, however we introduced two major changes."
@Kilraeus Жыл бұрын
No AWBW Rating to Speak of. Colin - I think his super power should be tied to resource generating structures rather than income, as high funds will see a massive buff. Kanbei - Concerned about raising infantry costs too far, possibly make his infantry stock in cost and strength Non CO Specific Suggestion - Maybe have a "Rotating Weather" mode instead of random, with 2 days clear, 2 snow, 2 clear, 2 rain and repeat for some additional play and strategy with Olaf, Drake and Sturm
@totemical Жыл бұрын
I really like how the proposed COs balance is looking I would just like to post an idea on how to balance naval units (or at least try) Rather than the usual thought of only decreasing the units cost, I think the focus should go more towards making naval units stronger for them to really be viable (or a combination of both). For example: 1) Battleship: It the cost is roughly x2 rockets, the dmg output should not be almost the same, maybe increase it's overall dmg vs land units by 15-20%? 2) Carriers: Its main purpose (if any) is to act as an anti-air unit, since I feel that spending x2 turns on your air units to only re-fuel them is definetly not worth it. What about allowing the carrier to repair air units that are inside? also if we get to pay 30k for one (which is normal, in the real world carrier are the most expensive thing an army can get) it should have at least a 10-15% increase overall defense to not get mega-rekted by only 1 much cheaper bomb/sub, even if that defense increase would mean that the unit's cost has to up to 32-34k 3) Subs: Increase dmg towards other naval units (but carrier) so that ppl could maybe think of building a sub insted of only bombs to counter other naval units (maybe also decrease the price to 16-18k or smth?) 4) Cruiser: This one definetly decrease cost to at least 16k or less. All of these taking into consideration AW dual strike rules/dmg tables (i.e. cruiser are able to do cheap dmg to other naval units, and do not get stomped by battlecopters like in AW1 & AW2).
@gorrazin7983 Жыл бұрын
I'm not sure how to feel about the proposed Sonja changes because I really like having 50% stronger counter attacks as a day to day and the 10% unluckiness was hardly an issue most of the time. Maybe you can get me on board with it if you were able to make fog a weather condition like someone else in the comments suggested but I really do think she either needs the 50% counter attack or the "you don't know how my hp my units have" as a day to day power back.
@rhettorical Жыл бұрын
I'm just commenting to increase video engagement. Appreciate the work you're putting into this!
@Polaris5664 Жыл бұрын
Casual player (doesn't play AWBW...yet) who loves watching competitive advance wars. Huge advocate for customization and fun strats in games. First off, I would still like to suggest that if possible make it so you can edit CO stats for casual games, it would allow for interesting matchups being more balanced and also allow for stupid gamerules for giggles. Grit:I am a little scared about a universal defense debuff (see grimm being bottom tier) but I love the idea of having glass cannon indirects. I think making all other units lose firepower (Not defense) and keeping the defense debuff on indirects could be nice. Though I would be perfectly content seeing these changes in action first and having this as a rework if grit feels like grimm to play. Von bolt: I LOVE the idea of von bolt being able to spawn oozium, bonus point if the Ex machina power would prioritize units next to oozium for some amazing plays (holding your superpower until the oozium is 1 tile away, forcing a reaction from your opponent) the price might be a bit too much (15 stars to maybe have the oozium synergy) Jake: Yesyesyesyesyes low tier indirect enjoyer. Ive always wanted this so I could use an indirect specialist against my friends. (my idea was an adder-grit hybrid who has no D2D but has a +1 indirect range for 2 stars and +2 range for 4 stars) I think as long as you keep an eye on usage rates and make changes to make bad/unused co's,powers,and units usable you should be fine.
@rompevuevitos222 Жыл бұрын
As you said, Sonja is still only gonna be picked for fog. That's because most of her power can literally be disabled with a setting. This isn't a mere "more likely to get X weather with a minor setting that isn't even legal in ranked" This is a literal "IF there is fog, this is busted, otherwise it does literally nothing." And afaik all ranked maps have both airports and ports, so unit-specific powers are always relevant. She just needs a replacement that doesn't rely on fog. Some ideas: -Place 6 HP infantry on up to X enemy cities/forests (the selected tiles are the X closest to your units, they cannot move this turn): thematically these work as spies. They are too damaged to cap in 3 days, but provide some disruption and vision. -Some units can move trough enemy units: think of it as infiltration. Mostly weak units, like recons and infantry -Remove her fog vision entirely. Add +10% defense and -10% attack to her day to day: keeping her tactical nature, being better in the defensive makes sense. -Raise all her damaged unit's HP for a turn: thematically this would be like a fake-out, but it does allow her to plan for decisive pushes after holding out. Afaik her other strong suit was the ability to discourage wearing down heavy units with masses of smaller ones thanks to the powerful counter attack, making her beefier ones all the more valuable for tanking. -Reduce counter attack damage taken for a turn: serves the same purpose as the original super of discouraging attackers. But without being as polarizing.
@HyronXVI Жыл бұрын
I'm around MMR ~1050, so I'm no pro player, but here are my first impressions: Sasha: I feel her normal power is just for delaying maybe 1 turn opponent's power. Which is fine but doesn't give you any strong advantage. I feel like could be an interesting addition also to reduce the power charge gain by half while the power is active (and maybe, as an additional possibility, still giving the bonus but at the cost of 3* instead of 2*. But maybe not this last thing) Von Bolt: very cool the oozium addition. Iirc you can control them though, if you make a predeployed map and play in versus. But it's also "in character" to have oozium behave predictably, which could also bring to undesired scenarios for von bolt. Sonja power seems very strong for 2* compared to the super. While attacking first is very strong in counterbreak, having 50% stronger counterattack is a mini version of that. Which is the passive in the standard AWBW, but when you use the power now she has also 10%/10% AND reduces the opponent by 1*. Like Adder tank plain on plain would be a bad engagement in this scenario, because it would be like attacking on road. And it should get worse as defense rises. I would at least reduce the vision to +1 during the power so that the super at least clears more the vision. Clone Andy's d2d seems kinda broken to me. Maybe leaving the repair cost would be ok. I can see it counters Andy but maybe removing the "still paying the full cost" penalty would be a bit less demanding especially for any other opponent (even clone andy himself). You make pay 100% more the repairs basically, which means your opponent will never repair anything because it costs double and it takes double the time. The power as well seems broken, ignoring every bonuses AND setting everything to -20%/-20% for 3* AND giving 10%/10% seems to me incredibly broken (for 3* at least). It means that no matter who you are I don't think you can attack or defend at all when you are -20%/-20% vs a 10%/10%. I did quick damage calculations and seems too strong in defense and broken in attack. Like a tank on tank on plain against this power would be a bad engagement (I tested in a match damage calculator with Grimm with -5 comtowers vs adder with power). His super seems cool though, to sap from nearby units, it means also that you don't necessarily want to kill everything and can be very interesting. Jugger feels weird to me, I don't feel like he's the "hacking" type but he is the one that goes overdrive/overclock. But I agree to change it to have a new CO. Seems a cool concept, seems also very strong the super. The normal power seems a bit bad though, especially compared to Jess which gains +40% +10% which is the same but also refuels and doesn't take any damage. For the rest I enjoyed the changes for the most part, or at least I'm curious to see how they will turn out. I would 100% support to rework naval combat and also naval movement/tiles costs, like bridges should make pass naval units, like in the romhack you played (AW returns?). Maybe also blackboats and transports could cross rivers. Plus general changes like aw2 cruisers being borderline useless. I feel it would add a lot of fresh air and possibilities in general.
@kalzium8857 Жыл бұрын
I am not an advance wars pro but i give my input to some cos. Colin: i would at least cap the defense bonus from his super power. In high funds he shouldn't suddely have invincible units. Kanbei: If he is still too strong, I would give him a weakness. If he loses an unit, he should get punished for it. Either the opponent get a small income bonus (gold comet) or a small defense penalty until the end of your turn. Kanbei should avoid losing its troops. Sturm: I think that he also should be affected in rain. Would make the rare sturm drake match up (water maps) more interesting. Max: Max indirects are a meme. Too explain why they are so bad, I would make them slightly cheaper (like 5%). Now Max is a co that cuts corners in his indirects units not just incompetent in them.
@Swiftcarp Жыл бұрын
Swiftcarp on AWBW, about 1100 rating, currently round 8 in the egg cup 2, here's my thoughts: Nell: Probably fine, but make sure luck minimums gets extensively tested. Hachi/Colin/Sasha - I think it's a bit of a shame to have all 3 of the money-centric COs land in tier 1. I'd personally nerf Sasha a bit to bump her down to tier 2 by making her powers cost 3/7 (but keeping them otherwise as is). Hachi looks completely fine as is. Colin needs a hard maximum on his SCoP so games with high income aren't immediately making him broken - probably cap it at 50/50% at 25k income? Or make it based on number of properties captured instead? Grit: might be too weak for tier 1, but too oppressive in tier 2 - with -20% defense, an artillery on plains has a chance to be 1 shot by an enemy tank with 20% damage, which seems too harsh of a punishment for tier 1. Extensively test this, really make sure you're comfortable with these negative defense numbers. Sensei: Love this change, but maybe something else could be added onto the SCoP, because as it is right now it's incredibly unattractive compared to the CoP - maybe have it spawn B-copters instead of T-copters from airports, increasing it to 3/6 for the cost? Von Bolt: I can't imagine the normal power working out well - it's either absolutely broken on things like high funds, or it's a complete noob-trap elsewhere. I hate critiquing without having a suggestion, but I cannot see this power existing as is. Rachel: you've gotta up the powers to 4/6 - economy missile AND luck for half the cost is substantially better than 3 missiles. Damaging CoPs should - Never - cost less than 4. Speaking of... Kindle: I know this is a hot take, but with how undisputed kindle is in tier 3, I'll just say it - Kindle did not need buffs. She needed nerfs. Urban blight needs to cost 4, and then rework high society to actually be a useful alternative to urban blight. Not sure exactly what it should look like, but a mindless damage increase compared to raw damage for cheaper just never looks good. Jake: can this artillery bonus apply to all indirects? Surely that wouldn't be too powerful, right? Sonja: I'll miss the "annoying" attributes to sonja, but I agree that they have to go for healthier gameplay. Maybe make it so that the -1 terrain star isn't just on attacks, but on all turns though? Or make it so that the number of terrain stars taken away increases to 2 during cop and 3 during scop? Lash: It's a bit at odds to have the defensive CO get stronger as her units die - I get that it's a flavor win in terms of aesthetics, but mechanically it's offputting. Balanced fairly well though - maybe consider making the bonus last until the end of her turn so it's more of a defensive tool to punish players from over-extending against her? Would need a numbers tweak but I think it balances aesthetic and mechanical flavor nicely. Adder: Don't tweak both variables - either 75% (or more) power on damage done or less fatigue on power usage. It'll help keep the character simple and easy to adjust should that be needed. Jugger: LOVE THIS. But because it's completely new, test it extensively. I have a some suspicions that the SCoP might be worthless outside of aerial (and technically naval) centric maps. Koal: Make his power work on all 0-star terrain. Shoals for Koal! Clone: Truthfully, this seems like a tier 2 CO, possibly even tier 1. Setting their attack/defense to -20% regardless of powers on a CoP? for the whole day, not just his turn??? And the SCoP, while it does require substantial set up, can just be targeted-but-more-powerful black storm, which is cool, but not a tier 3 CO SCoP. I'd suggest just bumping him up to T2 Everyone else not mentioned: Perfect, love it. All-in-all, very cool idea, would love to listen in on any theorycrafting or spectate any games eventually with these changes.
@VisionSpire505 Жыл бұрын
While I haven't touched AWBW for a couple of years, I have been playing AW PVP every now and then on the side in a private discord server. Regardless these are just my thoughts. One of the things I can briefly mention is that I still feel like Colin's d2d nerfs to his units could be a little higher, specfically on his defense being like -15% as it would, in my eyes, help with punching through higher tech-level units like the Neotank. Howeever with the nerf's that I did notice to Colin's Gold Rush as a whole it may be necessary anymore. Otherwise honestly this sounds like a really thrilling list of changes to the CO's like the new cop's for Sturm and Von Bolt as well as some of the big changes to the CO's in low tier, I'm honestly looking forward to how these would play out! Though I'd highly recommend you bring back Sturm's units gaining -20% defense but also gaining +20% defence on the same day to keep it all balanced.
@Squig4545 Жыл бұрын
semi-comp player here (introduced to AWBW by your vids incidentally - so thanks for that! :D), mostly playing vs friends but dipping my toes into the GL. Really not sure about clone andy, looks like it'll just feel really bad to play against due to the global & the COP. It seems like it will be an easy one to make mistakes with (needing something to be +2 hp and finding out after it's not) and could leave you feeling disempowered to actually repair and retain units. The COP could also be a bit of a no fun allowed button, especially vs Sonja who's on the same tier. I presume it'd also remove Lash's +5%? On the topic of no fun allowed, I love the Sonja changes but I'm not convinced about Sasha's COP for the same reason as Clone Andy, but I've not played much as or against her so not convinced. Edit: more I think of Lash the less I like the +5% FP - it'll be really hard to model in move planner or damage calc without lots of care & attention, which if anyone else is like me will probably be forgotten until something important dies horribly to return fire and/or throw off the calcs on offence. Finally, as a nitpick it's a little odd for me to see 'reduced by -10%' as technically that means +10%... I'm aware it's not going to be read as that but it reads jankily to me...
@Player-en4nm Жыл бұрын
- Lower Sturm's Meteor Strike damage from 8 HP to 4 maybe 5 HP - Increase the cost for Von Bolt's oozium to 6000G or 7000G - Maybe lower Sami's capture bonus to 30% - Maybe repair cost shouldn't be unchanged by Clone Andy's day-to-day - Lower at least the defense penalty from Clone Andy's CO Power to -10% Thats all the suggestions I have. Other than that, looking good Mangs! Can't wait for Wars World to come out!
@benedict6962 Жыл бұрын
Meteor should do at least 6, we don't want it to be weaker than Rachel. Sami doesn't get defense or anything so I don't think the nerf is necessary.
@LaterXavier-TX Жыл бұрын
Watched the whole video and I'm going to preface my rank as a disclaimer, but I wanted to offer an idea that I think could be neat. I'm LaterXavier on AWBW, a very low rated player at 767.84 and 19-25-1 record but honestly with how much I've improved through tournaments, I think I'm underrated. Been taking a break and just trying to focus on the generated tournaments because I find them a lot more fun and I've been doing really well in them. I also don't have a ton of experience facing off and fighting with every CO, most of my stuff has been Lower Tiered COs. So all in all, my feedback isn't very valuable as far as balancing things. BUT! I wanted to offer an idea about Grimm, what if Mechs were to get boosted movement day-to-day or even for the power? Because in my eyes, Mechs are a very fragile unit that deal a lot of damage with missle launchers and I think that aligns with Grimm's sort of themeing. Mechs tend to get crippled if they don't attack first whenever I use them and they can't exactly punish behind walls if Grimm's walls aren't very great. So could they be given more offensive utility through movement? Most of the changes look fine to me otherwise, though I am scared of Adder. Even faster charge on his power and more spamability is definitely fitting but oh boy.
@Fabricati Жыл бұрын
I'm shit MMR (800s), but at the same time, Flak's probably going to end up stronger than you think in the tier. Chip damage on expensive units from killing cheaper ones means he breaks walls much easier than anyone else in t3 except maybe Jake. If that's the intent, working as intended!
@pneumoniacroix6476 Жыл бұрын
I personally discovered advance wars at the announcement of reboot camp, and have yet to finish a PVP game I think you should move flak up a tear, you have made him a CO you have to plan almost every move around if you don’t want him to get free value. And also a buff idea I have for the hyper repair boy is if he starts with a star so that it’s easier for him to use the movement bonus, during the capture face when it would be the most useful.
@i_am_jarvistm7220 Жыл бұрын
Commenting after watching, I've actually made my own attempts at rebalancing the COs, aiming towards T2 (though obviously not particularly confident on them being... AT ALL the same level), so let's go ahead and address this in the order that you did in the video! Fair warning: MASSIVE text wall! Nell: I didn't really do anything with Nell personally, especially after the video you made where the math puts her essentially in T2 anyways, but honestly, I do think this solution that you've come up with is a very convincing alternative. Hachi: I did something SURPRISINGLY similar to this, which caught me off guard honestly, though what I had also done is make it so you REALLY pay for that forward deployment by reducing the HP of units built in such fashion. How much the HP reduction should be though... is pretty inconclusive. Grit: I actually took the AW1 route and took away the initial FP increase, delegating that to the COP rather than the almost absurd +60 it has to begin with. Everything else stays the same. Colin: Again, very similar approach, but I had kept the SCOP the exact same as normal, though I can see your version working if the need for change would arise. Sasha: For her I took a different approach to rebalancing her... Here's what I had written down: "COP effect is changed to 20% of her Funds value instead of the original rate, making it less dependent on the length of the enemy CO’s Meter. SCOP does half of this on top of the normal 50% salvage." Kanbei: Ahhhh here we go... Increasing his prices EVEN MORE strike me as a little bit extreme. Instead what I did was give him AW1/DS stats and then nerfed his powers a bit so he gets the standard +10/10 for Morale Boost and then Samurai Spirit sets his units to 150/150 WITHOUT the counterattack bonus. Dull him down a bit and then reduce how much he punishes during that. Eagle: Okay, for this, I'm gonna be honest... I took the Dual Strike approach and adjusted from there. ...Here's what I did: "COP cost is increased to 4 Stars and sets all units’ stats to 70/70. SCOP is increased to a cost of 10 Stars, sets all non-naval units to 100/100, and includes soldiers." Javier: Honestly I had no idea how to balance him, so I sort of just put a gag patch in and say that there'd be a hard cap of no more than three comms on a map XD This version works too though! Sturm: ... Let's face it, everybody's gonna have a different take on Sturm, that goes without saying, so all I did was give him base stats, remove Luck damage, and then effectively gave him AW2 Meteor Strike, in that it sets his units to 120/120. Von Bolt: I actually have a completely different ALTERNATIVE version for him, though as far as balancing out what he has as is, I gave him a nerf of reducing his own terrain stars by 1, but then counterbalanced by giving his Ex Machina 4HP of damage instead of 3HP. Lemme know if you wanna hear about the alternative version I had in mind. Andy: I had an idea similar, but instead I chose to make him ALL about those repairs, but with a little bit of a twist... Repairs have a 20% discount. It's weaker, but hear me out on this... His powers are given +1HP to the repairs they do, but are made viable for 20% of the value in cost (after that 20% discount), so they repair more but are then made to imply that they really are being repaired up rather than healed on the spot. The extra attack and move during SCOP stays the same, mind you. Sami: This is another one that I did very differently, to save time on that I'm going to just clip what I had written down again: "Soldier stats improved to 120/110, but the 1.5x capture rate is moved from the D2D to the COP. CO Powers additionally give soldiers reduced terrain cost, and SCOP is specified to set capture rate to 2x rather than to 20." Basically, better combat stats and the capture speed is delegated to her powers, which are in turn improved to reflect how she was in AW1. Max: Hard agree, Max is best left as he is, no changes needed. Rachel: I do agree that her 3rd HP should be discounted, though I had that as a 25% discount on it rather than FOR FREE, and I had also reworked her COP to reflect her SCOP. Similar in intent, though not in approach... "The enemy’s three most expensive units break down, becoming Stunned and losing 2HP." Olaf: I almost left Olaf the same, but I did something a little different... I let him have the DS firepower bonus in Snow, but then increased his Winter Fury to 8 Stars instead of 7, because the firepower bonus is going to benefit from that global damage more in the process, so I let the cost reflect the benefit in that regard. Kindle: Um... You know what, I'm just gonna clip what I got written at this point, I'd rather not beat around the bush with this one... "Urban bonus on D2D, COP, and SCOP are changed to +20/10, +40/30, and +80/40 respectively, before activation bonus. SCOP boost changed to +1/1 per city." Jake: For this one, what I did instead of increasing his bonuses was instead have it apply to roads and shoals as well, since he is said to like open terrain, not just plain in general. I then also let his COP also have +1 to move to give it incentive to be used compared to his more worthwhile SCOP. Jess: Okay, for Jess I just simplified it to ALL of her land units (including soldiers) have +10% firepower and then having air/naval units have the same 20% penalty, everything else stays the same. Drake: Again, just gonna clip what I've written down... "Naval units’ stats altered to 110/120 and additionally uses 1 less Fuel per turn. Units no longer lose Vision in Rain. CO Powers boost naval firepower slightly as well, before COP bonus" SIMILAR approach, but feel inclined to get my two cents in on that front. Sonja: Once again... "Dual Strike stats. SCOP should either increase the counterattack phase by +100/20 OR have the +50% counterattack bonus apply to the first-strike counterattacks. No other changes necessary." Grimm: For this guy I did something fairly different, but I think it should work just as well without complicating things, I dulled his stats down to 120/90 rather than 130/80 and then buffed his SCOP to +100% to make it more worthwhile. Flak: This I gave a pretty interesting workover, I'll keep that quick by, again, clipping what I've got... "D2D is changed to 110% firepower with a -/+ 20% luck range. COP is changed to 120% firepower with a -30%/+40% luck range, and SCOP is changed to 130% firepower with -50%/+70% luck range." Sort of like what you did with Nell, I gave him a bit more reliability to work with. Lash: This is another that I basically treated similarly to Grimm, I reduced her COP cost to 3 while keeping SCOP cost at 7, but then SCOP ADDITIONALLY amplifies attack by 15% per terrain star rather than +10%. So her COP is now priced more fairly while her SCOP has more to work with. Adder: Okay, I think you're going to like this one, lemme just clip this once again... "CO Meter changed to 3/6 and allows it to charge equally for both attacking and defending damage value. CO Powers are exempted from the blocking of CO Meter charge during activation." Jugger: JUST because it felt funny to do so, all I did for Jugger was remove that extra Star from his SCOP, and did nothing else XD Koal: Last but not least, since I never addressed Clone Andy myself, all I really did for Koal was give him a defense bonus to go along with his firepower bonus, but also had it include shoals and bridges.
@warpuppy4528 Жыл бұрын
Have you considered that in addition to being a lightning strike, Eagle's super power is effectively a Victory March because his infantry can capture twice in one turn?
@i_am_jarvistm7220 Жыл бұрын
@@warpuppy4528 In this case, yes, though that's a bit of a caveat to the fact that, unlike normal Lightning Strike, this version sets all units to 100/100 (which is a nerf mind you, on top of the increase in cost) and no units are rendered any stronger than base level.
@kernol1022 Жыл бұрын
For Kanbei, instead of giving him flat 20% defence you could give him a minimum terrain star value of two. So plains, roads, etc. all become two stars, but cities, mountains, etc. stay at their original terrain star values. This prevents Kanbei's units from getting too much defence. i forgot: i dont play competitively.
@MaKiHiSo Жыл бұрын
Only problem I see with that is people might place their units wherever they want without thinking about terrain and develop some bad habits
@randomredshirt5274 Жыл бұрын
@@MaKiHiSo playing kanbei in itself is a bad habit, so it just stays true to the original
@Kalanin399 Жыл бұрын
Used to play every advanced wars game a ton but had never heard about AWBW till about a few weeks ago when i stumbled onto the channel. So non-competitive here, always used to play Grimm in war room maps cause i loved his firepower. I was half hoping for a sort of meme joke with Flak and having his super power let him attack with direct units 2 spaces away, as a sort of nod to his "Indirect Bombers", with absolutely no other changes. But i also realize how stupidly busted that could end up being both with his updated DtD and wallbreaking power. On a serious note i do like a lot of the changes. I would've liked to see Olaf's Blizzard actually change the weather to snow for 2 days, rather than just 1, as i've always felt 1 day just felt rather weak. I always asked myself the question of why i would pop his power over his super and i dont really have a good answer other than to delay an enemy push. Which it's very good at doing and allowing Olaf to regroup his units. I won't disagree that 2 days does feel rather strong though, as it lets Olaf potentially pop his power over the damage and maneuver his units into a position his opponent simply can't avoid. But it's a *Blizzard* not a snowstorm. Don't most blizzards last more than 1 day? Really like Sonja's change, not really much to say on that. It makes sense to me and i hated her bad luck. It was one of the reasons i didn't play her all that often because my luck in games is well... bad so it just ended worse for me. For Lash, doesn't this sort of mean her gameplan is to not repair units as much as she can? I'm understanding her gameplan with the DtD changes that she wants low hp infantry or units she can potentially sac into interrupting caps. Does this DtD include if she deletes her own units, or is it specifically that they have to die to an enemy attack/counter? For instance if lash had 4 low hp infantry that cant reach anything, is it possible for lash to get 20% firepower by deleting those infantry. I could see some really nasty tricks with that resulting in her having near double her attack attacking from a city during her super if that's possible, and that kind of nuance makes me curious if she'd be potentially too strong during enemy phase, as she can take a trade, let her unit get low, then delete it right after to deny power and get fire power bonuses, or play the mind game of leaving it up and making someone have to deal with not destroying the low hp units too much. Granted, unit count is pretty important so i dont know how viable deliberately getting your units killed would be in most of these outside wanting it before a prime tactics pop. Jugger looking like a real CO. As a question, if he's geared to be more against ground vehicle units, why have his super target all non-infantry units? I suppose another way he could have been done is that his super causes all enemy tread and tire terrain costs for all tiles to be 2-3 for all types of tiles (effectively rendering pretty much all vehicle troops to 1-2 tiles of movement), because i feel like his current super might be a bit crazy on large maps. A Medium Tank could move at full movement about 5 turns before it hits it's halfway point for fuel and Jugger's super would drop that fuel down to 0 suddenly. I'm not sure what's scarier, seeing your army suddenly at 0 fuel for a lot of units, or being unable to move them even if they had it.
@SukacitaYeremia Жыл бұрын
I think this is a necessary effort in order to allow everyone to play the appropriate brand new remixes from rebootcamp during matches and listen to everyone's themes.
@T_K7 Жыл бұрын
Hey Mangs, new competitive player here. I don't know if you're still reading these, but I just had a thought regarding Kindle: Urban Blight & High Society should be swapped (and have the city attack bonuses & enemy movement penalty adjusted accordingly). Default Kindle gameplay is basically COP only since Urban Blight is so cheap and properties are rarely avoidable (bases get hit too after all) for long enough to reach her SCOP. High Society isn't bad, just situational. Usually the situational power is the COP and the SCOP is the no-doubter. Also, with the enemy movement penalty idea, it would synergize better to swap them; High Society encourages blocking properties to prevent crazy attack bonuses, Urban Blight punishes this. Otherwise the enemy will only avoid properties when possible because right now High Society is only a possibility while Urban Blight also is. This might take some tweaking (Urban Blight -4HP? Lower star requirements?) to fit the Tier 2 you've got right now, but I believe it will be worth the dynamic shift since a lot of people don't like Kindle due to Urban Blight spam.
@ProfNekko Жыл бұрын
one change I would make to Sonja is to tweak the Dual Strike bonus. Instead of ignoring a defense star, it treats defenders as having one less defense star. (and with additional reduction for COP/SCOP)... Now that sounds exactly the same, but in reality it makes a big impact because unlike in the current system it means that defense stars can go NEGATIVE. This means that in her day to day she essentially gets +10% firepower when attacking a target on a road. (note this doesn't impact attacking fliers since fliers inherently ignore all terrain effects) This actually lets her perform more efficiently on non Fog maps. This is also cool because it makes Sonja an effective counter two the two other "tactical genius" COs in Lash and Koal.... Though in Koal's case he just seems to be mostly hot air but he does claim to be a tactical genius at least.
@mihailopetrovic2262 Жыл бұрын
Instead of buffing Kindles normal, I would buff her Super. She spams her normal power all of the time and it would be nie if the super would be more viable. Von bolts normal seem kinda stupid unless you also intend to make Ooziums buyable from other sources. I would personally buff all naval units and nerf drake. Maybe Sensei is a bit too butchered?; I did only play a couple games with him so it's kinda hard to tell. Everything else seems pretty cool! You can always make further nerfs and buffs in the future. There will very likely be something that's overturned but you can always fix it later. Also maybe on maps where some COs are too powerful instead of banning them they could get a standardized nerf like -10% attack or something like that. Around 1050 elo.
@LanEXHikari Жыл бұрын
Balangs Wonderworld? Wait, that's not it! 😂 Anyway, having an OG and balanced version of some COs sound really convenient
@ameripinothepurplelink1888 Жыл бұрын
overall i think all of the changes are balanced yet still fun but as a guy who mainly uses olaf i think it would be a lot of fun to replace his higher chance of snow in random weather to reduced movement cost in mountains, rivers and forests by 1 during snow. since sometimes i find it hard to reach some enemy units when i want to push with my super power, and it would also give people a reason to use olaf's power instead of his superpower more often as a sort of utility when infantry badly need to cross mountains or rivers to key areas or when you need to interrupt a cap forests are blocking recons.