Ending the War to End All Wars
Dude! You just completed the Ending the War to End All Wars achievement in Warfare: 1917 and won the Ending the War to End All Wars badge and 15 points!
4/5
I found it incredibly easy to win once I had used 6 points on accuracy for artillery, accuracy for mortar and 40% faster fire support. Combined with a tank spam, I couldn't lose.
I wish the campaign had been longer, so that I could have tried more upgrades.....
When I reached last level, I was just about to get the "shorter cooldown"-thing for fire supprt (the one with 40%....) xD
Didn't see Strupstad's post, sorry.
You defeat the boss by hitting him with your sword 3 times. To do that, you need to take a swing so that he jumps up into the air, and then hit him while he's on his way down.
T4Pz: The best weapons/armour in the game can be bought in Zone 4 for all classes, except for Veradux. To get Veradux's best equipment, buy him 1 of the rifles in Zone 4 and equip him with full paladin armor.
This needs an easy or medium badge for completing the entire game.
The only thing with this game that can be improved (in my opinion) is that it should be longer with more levels.
aouleus: have you tried to click the map and go to the great plains? You can beat the bosses as many times as you'd like without going anywhere automatically, but you'll have unlocked the new location on your map.
If I could change 1 thing, I'd make it so that your allies level when you do, so that you're always the same level.
5/5
This is one the best free online games I've ever played. It's got a good skill-system, a good battlemode and one of the best stories I've seen in an online game ever.
I can't WAIT for Sonny 2!!! =D
Why does this game have a max tech level? :(
I got to level 15 (scenario 20-something) and then I couldn't add more to tech level. That sucks, because you barely get enough points to try out a specialization or two, but you don't get enough for the awesome combos (like the MGM: 15 points divided on 7 abilities....you don't really get much from that)
Please remove/double the tech level limit, so that people can try to do the entire scenario-mode on techs only.
There's not much I miss in this game, but there are some things that could've been better: 1st: you should be able to use the original weapon. 2nd: there should be 6 different campaigns, 1 for each weapon (and the one from MMM2/1) and 1 mixed. 3rd: This needs several badges 4th: I haven't really noticed it as much with this game as the other 2, but it tends to lag on kongregate (I can play it with highest graphics and stuff on Newgrounds, but here it will lag sometimes even with lowest quality settings) 5th: The artillery weapon doesn't really belong here. It takes the focus too far away from crashing things into eachother and more to timing hits. Other than that: AWESOME job, man 5/5.
Level 17 is hard...
I wish you had included 5 guns instead of 4, with the original MMM-machine as the 5th.
The artillery is'nt a bad idea, but it gets too far from the original MMM for my liking. By all means, post it as a separate game, but it's too different (it takes the focus off crashing, and gives you bombs instead) It would've been fun if you could make separate campaigns, 1 for each game mode. That way people could avoid the one(s) they disliked the most.
This game is VERY clearly based off of Advance Wars. And you've done a good job at it. It would've been very interesting if certain units had certain abilities in the real AW, and the terrain type "hills" would aklso have been cool. I miss COs, CO powers and a working save-function, but apart from the last one, none of this is expected from an online flash game that you can play for free.
Good job, but I'll have to give you a 3 until the save-thing works for me.
his game is a bit random/luck-based, due to the switch/intercept possibilities. A wrong switch, or a right intercept can win/lose you the round.
And I encountered something that might be a bug: Vanessa Voss' attacks are stronger, based on your opponents dark resistance. I know it's supposed to be like that, but should that also give increased damage on intercepts (it does now...)?
Other than that, I wish it was a bit less of a mind game. Anyone who's tried to predict when your opponent will use intercepts/switch out based on how they've acted earlier in the battle knows what I mean...