Promo code challenge! On Feb 24 we will share a public promo code with a cool card. Which card it is going to be depends on how strong our brotherhood is! These are the options we have: 1 Rare card for 500 likes 1 Epic card for 1000 likes 1 Legendary card for 2000 likes or even 2 Legendary cards for 3000 likes!!! Visit our Facebook page for more information - http://on.fb.me/1zOAzmL
Forge results Started tracking forging results when I bought my first Iron Runes pack. Unfortunatelly it's not in presentable form, so just copying summary stats here: Percentages always of Total (of all forgings). Given error margins for 99.7% CI (3 standard deviations) Code: Craft difficulty: HARD Total Common Uncommon Rare Epic Legendary Total 637 150 23.5% ±5.0% 190 29.8% ±5.4% 222 34.9% ±5.7% 63 9.9% ±3.5% 12 1.9% ±1.6% Fail 332 85 104 102 34 5.3% 7 1.1% Success 305 48% ±5.9% 65 10.2% 86 13.5% 120 18.8% 29 4.6% 5 0.8% Craft difficulty: EXTREME (with runes) Total Uncommon Rare Epic Legendary Total 275 74 26.9% ±8.0% 96 34.9% ±8.6% 87 31.6% ±8.4% 18 6.5% ±4.5% Of course I have noticed patterns in the data too, but as of yet nothing that wouldn't be compatible with null hypothesis (=roll on static table, no memory or external modifiers). Humans excel at seeing patterns, even when the patterns aren't there So I'll continue tracking my forgings, and maybe something does eventually emerge that is easier to explain by some mechanism like "likelyhood of getting a card already gained within this forging sessions grows over the session, so forging a lot continuously will yield multiples of some card(s)" which I think has been noted here.
I couldn't agree with this more. I am convinced that my rune forging "method" returns less uncommon cards than expected, but every now and again I get more than I think I "should". I started tracking outcomes in the forge when I first started as well, but after about 2,000 trials I realized that the numbers were coming out pretty much exactly as the bars predict. Here's my analysis not from cards, but from counting pixels on screenshots of the forge screen: Format: Rarity - Probability when successful - non-rune parts cost per successful forging Extreme forging: (25% success rate) Uncommon - 29.6% - 3,381 Rare - 33.6% - 2,980 Epic - 30.9% - 3,236 Legendary - 6.0% - 16,778 Hard forging: (50% success rate) Common - 25.0% - 1,600 Uncommon - 29.8% - 1,343 Rare - 33.0% - 1,213 Epic - 10.1% - 3,958 Legendary - 2.1% - 18,800 These results show that it is technically cheaper to use Hard forging to get Uncommon/Rare cards. Nevertheless, I believe it is more cost effective to only forge on Extreme because of the sheer volume of Epic and Legendary cards that are required to max level. I myself have almost maxed out every Rare card 3 times with extreme forging, but am only about halfway through doing the same for Epics/Legendaries.
I did, and I posted it 3 days ago: https://docs.google.com/spreadsheets/d/1rlcYAIXmdk5-5mrFtPCF8d09Mj5Rtrq2KTB6MpcoSVM/edit?usp=sharing
Has there been anything posted about multiplayer? The only thing I've seen was that it won't be live. Really don't want to play the AI. It would be nice if players could take turns in a 24hr time frame or a 24hr free style. It would be like how the risk game site conquer club handles turns. A multiplayer something like Unreal tournaments Death match, assault, capture the flag etc....
Personally i think that multiplayer might be wishfull thinking. First of all, that it hasn't come by now, inducates thats its not technically trivial / they cant afford to sink the time into all the metastuff, like lobby, system for time restrictions, notification system, ranking system, rewards (that cant be abused) etc. Secondarily i expect the balance to be off, as aoe weapons made sense due to multiple enemies, while eg. 3 vs 3 pvp will favor melee hugely. 'Thirdly' it might be very static, with 2*3 guys moving into firing range, then trading shots untill the best hand/effort manager wins... On a totally other note, fully leveled terminator melee build with only low effort melee attacks absolutely owns on last mission (3.6). 6-10 effort per attack (1-4 effort moved + 5-8 effort attacks). 700+ dam per attack (500'ish+ 30% for skills + maybe chain cards). Thats around 70-100 dam per effort (incl move into attack range) which only can be paralleled by some missile launcher and ass-cannons if there is 3+ enemies positioned right. Have even clocked 1200 dam in one 6 effort strike (legendary axe with 520 dam), during rage...
I haven't tried it yet (since I've only played the final level as an assault termie), but I bet an overwatch power armor marine would rock, too: the unlimited supply of enemies for your squadmates and carl to kill means actual effort used would be pretty low. You'd have to manipulate timing pretty hard, though.
Overwatch with 200-300 dam does not really make a dent on those 700-1100 health mobs. -but it sure helps softening them up for when you get your turn
Overwatch The only Overwatch weapon worth using is Ragnar's Bolter for the 4-effort and armor hit. Even with the power armor's bonuses they just don't do enough damage to be worth the effort of equipping and reloading them. The other benefit of equipped weapons is that they get taken out of your deck when equipped. This can come in handy when you are trying to cycle through your best weapons/wolves as quickly as possible.
I agree; my two equipment are Ragnar's Bolter and the legendary plasma gun (it does 290 damage and stuns at lvl 1. Incidentally, if damage scaling is the same for legendary melee weapons and ranged weapons (I haven't looked), then ranged weapons will be more viable at higher levels, where they do a greater percentage of damage relative to melee. I tried the final level in power armor, and I came to some weird conclusions. The damage output is a bit low, but with the -5 effort and the effort disparity caused by overwatch and stun, you take several turns even relative to two opponents at a time. With a mix of low level legendary weapons and the two guns, I was able to eat through opponents with almost no damage to myself. Unfortunately, the slow wasn't applying to the final boss (since he was across the map), so he'd already cycled through six or seven tesseracts. Once I got to him, though, I was able to fully lock down him and partially lockdown the midpoint boss and both terminators (they spent several turns catching back up with me when I dashed past). Killed all four, but I was down to ~500 hp because of the extended 4v1. I'm fairly certain I did not manage energy quite optimally, and my deck could use some tweaking, but I think termie armor wins by virtue of healing...
You should've looked first Here are the expected-damage-per-effort (damage * hit chance / effort) numbers for each ranged legendary at level 6: Lupus Annilus - 61.8 Long Fang's Kiss - 57.0 Durast's Fire - 54.1 (with 3 turns of burn) Fierce-Eye - 51.0 Emperor's Tear - 47.9 Ragnar's Bolter - 45.7 Fell-Handed's Pet - 41.9 Granted, Fell-Handed's Pet and Durast's Fire could deal more damage to enemies lined up in a neat little row, which the AI will do if you goad them appropriately but will be difficult to accomplish in multiplayer. On the other hand, here are the expected-damage-per-effort numbers for legendary level 6 melee weapons: Sword of Russ - 106.2 Mjalnar - 101.5 (armor piercing!!!) Axe of Morkai - 98.8 Wolfborn's Claws - 92.0 Young King's Blade - 82.7 Heimdall's Star - 72.9 As you can see, even the worst melee weapon deals more damage per effort, not to mention damage alone, than the best ranged weapon.
Hi all, first thanks for sharing your thoughts on this interesting thread I'm very fond of the game, so big congrats to the developpers Now I just want to add some thoughts about the so-called evidence "Terminator armor / melee waepons are overpowered" To be clear, I totally agree that the terminator armor is the best in missions when you suffer attrition (the most cases): bunch of foes => armor points + lot of HP + heal = terminator the best / period. But think now about multi with limited number of involved characters which armor will be the best ? If you think melee weapons or terminator armor is an obvious answer, you may be surprised Just as a clue about the game changes the multi will imply, do you think that in multi supplies cards will only be useful for their move cost? Let's talk
I think that melee is underpowered to begin with. It only starts rocking when you get low effort move cards like teleport 4 spaces for 2/4 effort and move using supplie cards for 3/1 effort. Btw have newer used supplies card for getting cards. But now i have 3 fully upgraded that i use as 1-effort-moves, which is awesome...
I've been playing for a while now, great game. It could do with a few tweaks though! The most annoying thing for me is that you can't set the speed permanently, I hope they fix this soon. That and better ability to manage decks and upgrade cards of course.
These are the top complaints from players. The developers have commented on these but not sure if these are going in the next update. I really hate the current deck. It's not very user friendly going back and forth from deck to cards is very frustrating. I think multiplayer is going to decide how much I play going forward. If it's nothing more than PVE online than I'll pass. I'll finish the new map in PVE and move on to something else.
I just finished the last mission All that remains is to complete it again while saving Brother Carl, and to finish upgrading my squad and main characters. Eagerly awaiting the next mission
And, you know, the nearly-unending grind for legendaries Also, congrats! Ps. Make sure you try to lose the final mission by letting them charge the tessaract 10 times for alternate ending
Thanks for the tip, I will do that and see what happens On the subject of grinding, I have got each of the legendaries more than once (4 of 1) EXCEPT I've never got Young King's Blade or Wolfborn's Claws even once. Has anyone else noticed that these are harder? Or is it just chance.