Recent posts by soxp on Kongregate

Flag Post

Topic: Time World / Feedback and Suggestions

I’m sure this has been noted in this thread, but there is a bit of a problem when you have a blue card stronger than a purple one in every area.

 
Flag Post

Topic: Time World / Ultimate Question and Answer Guide

Annoying. I just wrote out a long post and it deleted the whole post when i tried to edit. Oh well, what I was going to say was this guide is missing some info on gems, woh, hero skills and has some outdated advice regarding comm:war ratio, ship design and building levels.

 
Flag Post

Topic: Time World / WOH PLAYERS READ ME

I basically agree with afakaz.
With regards to WOH pvp
1.)Deck construction and play actually requires some thought, it’s not exactly starcraft 2 but it’s at least a break from the mindless nature of pillar/pvp.
2.)The rewards aren’t nearly as bad as you might think. Sure, visiting is probably better crystal and much better xp overall, but it gets incredibly boring to play against the AI. During my time pvping I spent about 1/4 of my ap on it, which although was slightly inefficient, it was altogether more fun than playing the main game. Also, until you have 5 combat purples, gaining significant xp is actually kind of a waste, since you will have to do it all again for your next purple, although pirates will give a very small short term bonus. During this time I always had enough resources from pvp, summoner etc. to build on all planets, and participate in pillar raiding.
3.)It doesn’t require serious golding to get the top rewards. The only gold I spent on WOH was related to hero slots, and that was mainly for summoner and extra builders. All my heroes and skills came over a few months of playing. It is perfectly possible to get in the top 5 with only 1-2 purples and 14 cards. If you can’t do that, you just aren’t building your deck correctly or playing a poor tactical game.
4.)It is incredibly amusing when people curse you when they keep losing, excusing their failure by calling you a noob and logging out.

Nevertheless, I am done with woh pvp, at least until a new season; now I have my blue set and 5 combat purples to level.

 
Flag Post

Topic: Time World / Chapter 11

Techs I would say biochem def, def, target on all ships with attack if you have high level skills, especially multi. Armour on command heroes. Leth def can actually be useful as well as it lets you take more attempts, so you have more tries at getting lucky with his skills, although his multi seems to proc a ridiculous amount on every fight… A few retries and I’m sure you will make it with some strong reinfs.

 
Flag Post

Topic: Time World / Feedback and Suggestions

Originally posted by rainingred:
Originally posted by soxp:
Originally posted by Atomslaya:

It is again a matter of server resources. If building 200 ships for instance, that means the difference between a one time adjustment and 200 edits to the server database, resulting in as many queries. People should really try to understand that server resources aren’t limitless and since this game is still free to play, they can’t expect to get things that make such a huge difference on server load.
If you want ships done by a certain time, set your rebuilds for that time.

If you go and order a batch of whatever in real life, they don’t send them to you one by one either (in most cases). They send them when they’re all done.

Why is this such an extra strain on the servers compared to continuous update of power plants/ore mines?

Why not just build 10,000 MS then so you don’t have to worry about it for a couple months? Sure it’s this way in real life, yet for those who didn’t know yet THIS IS A GAME. Your logic is that of a simple flash game. If you want it so badly build one ship at a time, it’s more of a grace that you can build so many ships at one time it also takes some intelligence in planning when needed.

Wow I wasn’t expecting such a firestorm. This was a suggestion, nothing more. This is a game of course, but this is a thread dedicated to improving it. This mechanic would make the game more enjoyable to play for ME, that is why I suggested it! Sometimes I will finish work early, and still find my ships building when I come in. It would be nice to have a claim button for the ones already built. Anyway, this discussion and likely this suggestion is a complete waste of time judging by the responses here. Let’s just draw a line under it.

 
Flag Post

Topic: Time World / Feedback and Suggestions

Originally posted by Atomslaya:

It is again a matter of server resources. If building 200 ships for instance, that means the difference between a one time adjustment and 200 edits to the server database, resulting in as many queries. People should really try to understand that server resources aren’t limitless and since this game is still free to play, they can’t expect to get things that make such a huge difference on server load.
If you want ships done by a certain time, set your rebuilds for that time.

If you go and order a batch of whatever in real life, they don’t send them to you one by one either (in most cases). They send them when they’re all done.

Why is this such an extra strain on the servers compared to continuous update of power plants/ore mines?

 
Flag Post

Topic: Time World / Feedback and Suggestions

rainingred

This idea goes against every aspect of Time World, every specific build is completed after a set amount of time giving you initiative to increase your builders. Make more builders and get more planets and you can essentially have this idea (fifty on 1st, 2nd, 3rd, etc.). I personally use nine builders, I have five buildings going and four for building ships when I need to in a short amount of time.

Really against every aspect? It is just simulating the equivalent of building one ship then building another straight after. I know, building on multiple planets is helpful (I have five myself). But there is no real reason to make it so you can only access the ships once all of them have been built, it makes no sense. Also, for people with low level builders and fewer planets it would be helpful to do this. Higher level builders and more planets would still give a faster rate of ship production

 
Flag Post

Topic: Time World / Arena Decks

Firstly I wouldn’t suggest starting unless you have at least an all blue deck. Otherwise, you will not get very far
My opinions on the various units:

Paladin – Purple especially is strong, blue is okish. Low cooldown so excellent for dealing with fighter/sin rushes especially with multiple paladins/guardians.

Beserker – Little overrated, has some use as a damage soak, but usually it will be dead before it can do any real damage.

Sniper – completely useless, in fact outclassed in every department by the shaman.

Adept – Long turn timer limits its use in pvp although it can be useful behind a warrior. Shaman is a better choice overall.

Guardian – Like the pally, an anti rush unit with the added advantage of 1 extra armour, but without the heal. Again, multiple pallys/guards are best.

Assassin – Rush unit, very good for offense, although its jump can be a bit annoying when trying to defend. Overall very strong, especially the 5 damage version at purple.

Deadeye – Not a fan personally due to the long turn timer – but a better choice than a hunter for a range unit. Could be useful with a tanky setup.

Priest – Long turn timer and low damage means the priest is poor for pvp. pally a much better choice if you must use a healer.

Warrior – Has its uses, especially at purple. Can be vulnerable to assassins and rogues though, and has a very long timer.

Fighter – Rush unit, and very powerful at purple. Use is more limited as the game goes on and there are more units capable of stopping it.

Hunter – Low hp and only one more damage than the deadeye. Only useful behind a tanky line, and even then will go down with just one skill card. Adding the long turn timer, I don’t think this unit is too great.

Seer – High hp anti rush unit with a low timer. Very useful, even more so at purple.

Knight – Slow. not really useful, even at purple, a warrior is a better choice of tank.

Rogue – Good candidate for the strongest overall unit, rogues are very powerful – even the blue is able to 1 hit most units. One of the only really useful units with a long turn timer. Most of the strongest players have a few rogues mixed into their decks

Jester – quite useful behind a line and at the start, but low hp. Jester is probably only worth using at purple.

Shaman – Useful, but the unreliability of the freeze and low hp means there are probably better choices.

Skill cards:

Precise Sniper: One of the best skill cards. Works especially well with a rush deck.

Hellfire: Not recommended in pvp, an extra turn to wait and not particularly powerful – most units will be dead long before the burn ends, and rush units can usually be one hit with a snipe.

Punch: Useful for dealing with pesky rogues at blue+. Works well in an antirush deck.

 
Flag Post

Topic: Time World / Feedback and Suggestions

Ships should be available as you build them, for example if you build 200 ships and it takes 2 hours to build them, 100 would be available after 1 hour, 150 after an hour and a half etc.
Just don’t flash the army tab every time a ship is built!

 
Flag Post

Topic: Time World / Chapter 10 and 11

Firstly equips which is an easy question, you want to get as much comm as possible for chapter missions no exceptions and as much war as possible for pvp, unless you have an easy target which is out of range. How to handle heroes balancing pvp and advancing the chapters is a difficult question. I would generally suggest putting almost all points into war on your purples(except MF), as it will help for pvp in the long run. With command/war equipment you can get a decent amount of command even on heroes with almost all points statted into war, whereas if you put too much into command early you will be restricted on the item choices you can use without having large amounts of command.

If you have spare hero slots you could consider hiring some all command blues to boost up your power and crucially increase the bonus you get from reinforcements. If not, you can put more points into command on your blues, if you feel safe in pvp. If you can manage to get 125m army you can get two MF’s for reinforcements which significantly increases your chance of getting further. This has worked for me up to the later stages of ch11, although it is starting to become much more difficult to progress now.

As for MF vs MS. MF has a far higher hp than the MS, you can see this easily if you pvp against an MF user – it is great for soaking damage. Also, it will keep doing its full damage potential until it is destroyed, unlike MS which do damage proportional to the number of ships left in the stack, although the MF is slightly lower dmg/per command at full health. Overall, the MF is much stronger. You want 400 comm (or less with comm up) to be able to use MF, every point beyond that is a bit of a waste.

 
Flag Post

Topic: Time World / Skill proc order

From the patch notes, combo → critical → triple → multiple
So there will be a roll for combo, if that fails then there will be a roll for crit, etc.

This means that for example, if you have combo/crit/triple skills at level 5 they have the following effects
Combo – Level 5: 22% chance attack twice
Crit – Level 5: 18% chance to attack with 190% damage
Triple – Level 5: 18% chance attack three times
So if you have all 4 skills, multi can only activate if the rolls for crit, combo and triple ALL fail. This happens with probability 0.78*0.82*0.82=0.524
So you are losing almost 50% of your multi hits. Of course you will have a damage increase overall with these skills which means it is much better to take all of them for pillar raiding and intuitively, the increased activation rates and damage will outweigh the decreased multi hits in pvp. Overall, I wouldn’t worry too much about the proc order, and try to get as many as you can.

 
Flag Post

Topic: Time World / Chapter 6 - I need some help!

It sounds to me like you need to upgrade your heroes, they have very low command. Try to look for green/blue/purple heroes in the tavern with high comm and war stats and then put any points they get from levelling into comm and war. I would also focus on upgrading your lab to catch up with the other buildings and keeping your techs leveled.