1/19/2024 0 Comments Tooth and tail vacancee downfallWolf buff will only reduce the spawn interval from 2s to 1s, not the 8s pause. Owl: Spawns 4 Mice at 2s intervals, then pauses for 8s.Falcon: Shoots 16 bullets in one burst (from 12), then reloads for 2.4s (from 1.8s) damage per bullet, DPS etc.Toad: 8 HP (from 9), flat 3 damage in a 3x3 area (from 4 single target damage + 2 aoe) 4x "crit" factor on aoe damage against structures remains.Previously, natural healing only worked in friendly territory, after 5s, cured poison, and was 3x as strong for cold bloods (Lizards, Toads, Chameleons, Snakes). Natural Healing: Starts after 10s of not getting hit regardless of territory (5s for cold bloods, at the same rate), and only if the unit is not poisoned. Healing in water or from Pigeons still works, but does not cure the poison. Each tag of poison lasts 20s, deals 1 DPS per tag, no longer slows down affected units, and prevents natural healing (previously 2 DPS, got cured only when natural healing kicked in). Snake: Has 32 HP (from 28), can no longer attack structures. Skunk: Has 6 range (from 4), deals 2 DPS (from 3). (Previously it could buff up to six units/structures of any kind, and was thus much more efficient combined with t3 than with t1.) As a rule of thumb, one Wolf can keep 360 Food continuously buffed. 4s on t3 units/warrens and Drumfire Cannons (180 Food), 6s on Balloons and t2 warren (120 Food), 12s on t2 units, t1 warrens, Pigs and Machine Guns, 36s on t1 units. Wolf: Buff duration depends on the target's cost, i.e. Mill HP is displayed during construction, when the Mill is damaged, or briefly after it gained +10 HP. Gristmill: Expansions will start with 50 HP and gain +10 HP every 20s, until they reached 150 HP (starting Mills remain unchanged, with 150 HP from the beginning). Toad, Falcon, Ferret, and Barbed Wire get a small buff. Health automatically regenerates anywhere on the map (not only in friendly territory). Snake poison kills more slowly, but lasts longer. Skunk gas deals less damage, but can be fired at longer range. A buffed Owl will no longer spawn Mice twice as fast, but only 50% faster. Wolf buff lasts longer on cheap units, but shorter on anything expensive. hitpoints in the first 200s after construction. It also contains some modifications behind the scenes that should improve ranked matchmaking and prevent occasional desyncs.Įxpansions start with 1/3 of their full health and slowly increase their max. That is why this balance patch introduces several changes, not only to the interaction of Wolf and Owl, but also generally trying to empower aggressive playstyles in the early and mid game. Preventing the duo, however, was not easy, either: especially Lizards, Snakes, Skunks and Machine Guns served as powerful tools to safely get to the late game. Once they hit the field, fighting the almost endless stream of Mice quickly became a disheartening endeavor for the opponent. Thanks to /u/vn00237825 for the tip.During the last few months, Sergeant Volkov and the Matriarch demonstrated their full potential when working as a team: Wolf & Owl have been proven to be an incredibly strong combination, because doubling the spawn rate of an Owl did not only mean twice the damage, but also twice the meat shield. Use air snipers once you capture camps and gristmills to protect them from getting destroyed while you advance your army on the rest of the KSR structures. Tell me what I'm doing wrong! I don't understand how this is to be done, and I'd like to know what I'm missing. Now, I understand the objective is to "Destroy" the enemy food supply, but there is NO WAY the food supply is at all there for the enemy anymore, and they're still able to produce units as if their economy is thriving! At one point, I took down an attack from 2 foxes and 4 boars, with a number of smaller units surrounding them.īut, even though I could fight them back, I can't just go kill their last one or two gristmills cause my units would freeze to death before making it across the battlefield! What with the RNG wind slowing them down and shots being fired at them on the way there from the magically-appearing armies of my enemies, I found no way of beating the mission. I narrow it down to maybe one more enemy gristmill, possibly two. I started expanding outward at a steady pace, fighting back what must've been 7-8 attempts to kill me with everything the enemies had. I took a number of campfires to give me an economy boost early on. I have played this level in the Civilized campaign about 15 times, and this last time I had to quit because I got too frustrated.įrom the beginning, I had great RNG for positioning on the map - super close to two badger camps that I took early on.
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