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Main - Gaming - Advance Wars: Days of Ruin New thread | New reply

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Stark
Posted on 01-30-08 12:19 PM Link | Quote | ID: 75606

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Just thought I'd mention that this game has been out for about a week now.

I'm going to get it soon... Really I am...

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Flan
Posted on 02-13-08 03:18 AM Link | Quote | ID: 77493


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Do you have it, since it's been soon since then.

Ailure
Posted on 02-13-08 04:58 AM Link | Quote | ID: 77529

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I skipped dual strike, because it seemed kind of similar too similar to Advance wars. Well, ok I never got around buying it just...

Is Days of ruin any good?

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Stark
Posted on 02-13-08 05:14 AM Link | Quote | ID: 77541

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yes this game is amazing

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Lord Myre
Posted on 02-13-08 05:47 PM Link | Quote | ID: 77599


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The game does look amazing.

And a lot more gritty than the irony that was Dual Strike.

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Stark
Posted on 02-13-08 06:11 PM Link | Quote | ID: 77603

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CO Zones just add so much to the game. As does the removal of Super CO Powers and Tag Powers. As does the rebalancing of the units.

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Mystery Gourmet
Posted on 02-13-08 08:41 PM Link | Quote | ID: 77621


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its pretty fucking awesome so far. i should probably play it more

Flan
Posted on 02-13-08 09:04 PM Link | Quote | ID: 77626


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Posted by Alastor
CO Zones just add so much to the game. As does the removal of Super CO Powers and Tag Powers. As does the rebalancing of the units.

What was the point of SUPER CO POWARZ? Honestly, I feel that even normal CO powers can be a bit gimmicky, but the supers were just lulz.

Lord Myre
Posted on 02-13-08 09:28 PM Link | Quote | ID: 77631


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Well, yes, SCO was overpowered. Now, we actually have to use skill to defeat the opponent (Thank god. I'm sick of that top teir Colin.)

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Ailure
Posted on 02-14-08 12:57 AM Link | Quote | ID: 77674

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I liked the idea of a CO power, helps to break stalemates and adds some variety. But it shouldn't be totally gamebreaking on the other hand, and some super powers from Advance Wars 2 felt overpowered.

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Stark
Posted on 02-14-08 05:36 PM Link | Quote | ID: 77799

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In this game, using your CO Power is actually almost never a good idea. True story

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Ailure
Posted on 02-14-08 10:24 PM Link | Quote | ID: 77819

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Hmm, care to give a spefic example?

Especially with a CO you meet in early game.

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Flan
Posted on 02-15-08 04:34 AM Link | Quote | ID: 77860


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Posted by Alastor
In this game, using your CO Power is actually
almost never a good idea. True story

Didn't using them in the original game lower your score?

Stark
Posted on 02-15-08 10:19 AM Link | Quote | ID: 77884

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Okay so like

CO Powers are actually really good. The problem is that the static bonus you get for not using your CO Power is almost always better.

In this game, COs work differently. Any time you could move a unit, if the unit began the turn on your headquarters or a terrain that could have produced it, you may load your CO into that unit for half that unit's cost. This doesn't count as moving the unit. This automatically promotes the unit to Veteran, and around your unit, something called a CO Zone is projected.

The size of this CO Zone varies widely. Most cover two spaces away from your CO Unit, but some cover 1, a few cover 3, one covers 5 (!), and one covers only your CO unit. Inside your CO Zone, your units all get +10% attack and +10% defense, as well as a static effect that varies from CO to CO (CO day-to-day effects no longer affect the entire battlefield). Additionally, when units in your CO Zone deal damage to the enemy, your CO Power meter rises. When it's halfway full, your CO Zone's size increases by one. When it's full, it increases by one again.

Also when the meter is full, you can spend your CO Unit's turn dropping your CO Power to empty to use your CO Power, which applies an effect to the battlefield (generally one that boosts your troops' strength for a turn, but not always), and extends your CO Zone to cover all your units until your next turn. Not all COs have CO Powers, but most do.

The thing is that having a larger CO Zone day-to-day is almost always better than whatever your CO Power would give you, unless you're Brenner. Brenner's CO Power heals all your units by 3, which is quite good if you're in a pinch. Other than that, there's two situations where you would use your CO Power - when your CO Unit will be dead next turn otherwise, so you really may as well (Your CO Power meter empties if your CO Unit falls, and you have to redeploy your CO if you want your CO Zone back), or if doing so will allow you to swiftly win the game.

This game is actually really balanced, and the people with the best effects tend to also have the weakest CO Zone sizes. Tabitha easily has the best power set in the game (save the final boss) - her CO Zone gives a static +50%/+50% to attack and defense, and her CO Power, automatically targets the 5x5 diamond over the enemy group where it can do the most damage subtracted by the damage it would do to your units, and does 8 damage to all units in the area (units that would be destroyed are left with 1/10th of a health). This is in addition to applying her CO Zone to all her units, giving +50%/+50%.

The problem? She's the one with the CO Zone of size 0. Until you get to the halfway point, it's difficult to fill your CO Power guage, as only one unit will be in your CO Zone, so you can't count on any power of hers except for one unit being very strong. This often forces the opponent to deal with this unit above all else, allowing you interesting strategic choices, ultimately making her above average, but not extremely good.

The opposite of this is Forsythe, with a CO Zone extending five spaces away from him. His CO Zone gives +10%/+10% to all his units (stacking with the normal CO Zone bonus, so it's really +20%/+20%). He has no CO Power. He's actually my favorite CO, and he's really good, too - his power may not be extremely good, or anything, but it does cover a field of 61 squares.

also, creeping derangea is very disturbing oh my god

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Celice
Posted on 02-17-08 02:33 AM Link | Quote | ID: 78033


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To add to Tabitha's little power, most people seem to want her banned from small maps, as she can easily destroy almost anything when within a proper unit. She begins to falter when placed under multiple fronts, though, for reasons stated above.

The Rain weather would almost be hell if it wasn't for flares. Or Penny, and her weather negation--she's not a bad pick for random Wi-Fi matches, as long as there's the random weather.

Ailure
Posted on 02-17-08 04:02 AM Link | Quote | ID: 78039

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Damn, sounds like they introduced a few nice strategy elements in other words and isn't just a "Famicom Wars" rehash.

I probably get it as soon I can then. The CO power system sounds refined too...

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Stark
Posted on 02-17-08 02:23 PM Link | Quote | ID: 78077

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Oh yes. It really plays very differently.

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Ailure
Posted on 02-18-08 09:55 AM Link | Quote | ID: 78134

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Wish I wasn't so short on money now.

*checks release date*

Hmm, I probably wind up buying it this week~ I might be travelling next week, so I need something to beat time with.

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Squash Monster
Posted on 02-19-08 11:34 PM Link | Quote | ID: 78363


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This was the first Advance wars that I've played where the campaign was enjoyable enough that I actually felt the need to finish it.

The plot is actually good (characters with motivations? What is this nonsense!), the new unit balance is pretty great (even if the names of the War Tank and the Anti Tank are both dumb), the new CO mechanic is a bajillion times better, and the new art style is refreshing.

I really like how they did the balance of the naval units. Carriers are flat-out better than everything else in the game, even if you count their huge cost against them. But this is okay, because a single hit from a single sub will destroy it. So effectively, to get a carrier you either need to take an insane risk, or get enough cruisers to cover it first. Cruisers, on the other hand, are horrible for their price, as they only do effective damage to subs, which are hard to find, and air units, which know how to get out of the way. Effectively, this means you end up having to "tech up" to having Carriers the same way you have to research more advanced abilities in most realtime strategy games, except you get something out of it right away, and you always have the option of skipping the tech at your own peril.

And as delicious as that is, it's very much simplified. There are also Gunboats, which are weak but can be used as part of a counter to any other naval unit, and Battleships, which are almost as crazily strong as Carriers: it's an MRLS that can move and attack in the same turn.


My only complaint is that it's still possible to blockade somebody using air units. Once you've established air superiority, you can park your fighters on your opponent's production facilities for lulz and an easy win. I assume (hope) a human player would be harder to pull this off against, though.

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Stark
Posted on 02-20-08 01:24 AM Link | Quote | ID: 78373

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Carriers are not flat-out better than everything else in the game. Seaplanes are awesome, sure, but at 24000 per, with so low fuel and ammo, they're easy to build around for a net profit, especially given that they have a tendency not to ever one-shot anything. They're not bad, you're just overrating them. Cruisers are also better than you say, because they're good against air units, too, are cheaper than bombers, kill subs, and take next to no damage from gunboats and subs. Plus, killing subs is an amazing skill. Also, in general it's easy to find subs - they're right next to the square where one of your things just died. Expect them to send in subs two at a time, because that's what it takes to kill your battleships...

And, you say that once you've established air superiority, you basically have won. If they don't have AA or missiles to stop you from doing what you just said, yeah, that works. The thing is, though, in general once you've established superiority in general, you're going to win. So... Eh.

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