wit for kill: some analysis
11-23-2012, 05:53 PM
(This post was last modified: 11-27-2012 02:42 AM by Thrutchy.)
Post: #1
|
|||
|
|||
wit for kill: some analysis
First of all, I'm reserving judgement on the new wit for kill rule. Instead, I'll just discuss the rule a bit.
Math
Effects on decisions
New: Unit attractiveness for spawning (compared to no wit for kill)
New: Game progression
I'm sure there is more that can be added to this list. |
|||
11-23-2012, 06:20 PM
Post: #2
|
|||
|
|||
RE: wit for kill: some analysis
Retreating is finally a viable option now. That's a good increase in tactical depth.
|
|||
11-23-2012, 08:29 PM
Post: #3
|
|||
|
|||
RE: wit for kill: some analysis
Thrutchy - thanks for this excellent contribution. Good food for thought. A lot of the reasoning you've made above seem to me to be overall positives for the strategic depth of the game.
I'm also reserving judgement for the moment, but my initial reaction is this change will be very good for Outwitters. One additional point I'd add is that the increased 'swinginess' of the game (i.e. a well timed crushing attack will be decisive, as will a poorly timed premature attack) rewards strategic players over tactical players. So rather than just analysing a certain trade-off in isolation, players are now forced to comprehend more fully the overall board state to make good decisions. And I think that's a good thing for a game like this. |
|||
11-24-2012, 12:11 PM
Post: #4
|
|||
|
|||
RE: wit for kill: some analysis
(11-23-2012 08:29 PM)Joggies Wrote: One additional point I'd add is that the increased 'swinginess' of the game (i.e. a well timed crushing attack will be decisive, as will a poorly timed premature attack) rewards strategic players over tactical players. So rather than just analysing a certain trade-off in isolation, players are now forced to comprehend more fully the overall board state to make good decisions. And I think that's a good thing for a game like this. Very well put. When I first started playing Outwitters I actually found the game very 'swinging' until I learned to try and predict my opponents response before making my move. The fog of war gives a false sense of security until you start understanding what could be lurking. The +1 wit is just another variable making trying to gauge the state of the game different and/or more difficult. Proud member of Anonymous clan 1x1, occasionally top 200 2x2 w Ryzuma |
|||
11-24-2012, 12:51 PM
Post: #5
|
|||
|
|||
RE: wit for kill: some analysis
I would like to add something I noticed with my gameplay currently. MORE SPECIALS. Maybe it's just me with the new surplus of wits I am able to make specials more often.
What this causes: Less attractiveness to heavy. A heavy with 4 hp requires at least two unit attacks. Whereas 5 hp heavy requires possible 3 unit attacks. However went you look at how a heavy is aimed against specials 4/5hp doesn't make much of a difference. Bs -- 3 dmg, leaving 5 hp heavy with 2hp allowing a solider to pick him off -- 2 unit attacks. Scrambler -- 1 hit on any unit so a healed heavy doesnt effect this much. Offensive Mobi -- the most used tactic for offensive mobi is the sniper + mobi combo. Doing 3 dmg...allowing soldier to pick him off easily. Bramble -- One some1 uses bramble they are going to spending a lot of wits on branches -- all 2 hp. The extra 1 dmg is seemingly useless against this. I would like to point out that despite what I wrote above I do still think heavy's are slightly more feasible then last version b/c of the +1 wit on kill. |
|||
11-27-2012, 02:24 AM
Post: #6
|
|||
|
|||
RE: wit for kill: some analysis
I updated my original post a bit. I added another section with that covers "swinginess" - less stability.
game_taker: I think it really depends on what units your opponent is bringing out as to whether you should bring out a heavy or wait for a special. In my game with you right now, I think my heavy spawn may have been a mistake against your feedback/scrambler, since you can take him in a single shot. The + and - above was a comparison to the last version, not to each other. If I'm playing scallywags, I'll usually want to save a little more for BS instead a spawning a heavy. Does scrambler get a wit for brainwashing? I don't have my ipad with me right now. If not, that makes it a little less attractive. |
|||
11-27-2012, 02:30 AM
Post: #7
|
|||
|
|||
RE: wit for kill: some analysis
(11-27-2012 02:24 AM)Thrutchy Wrote: I updated my original post a bit. I added another section with that covers "swinginess" - less stability.Yes, the Scrambler does get +1 wit for scramble even though it doesn't show the little animation! GC: GoHeat3 |
|||
11-27-2012, 02:43 AM
Post: #8
|
|||
|
|||
RE: wit for kill: some analysis
(11-27-2012 02:30 AM)GoHeat 3 Wrote:Thanks. I'm assuming a bug has being filed?(11-27-2012 02:24 AM)Thrutchy Wrote: Does scrambler get a wit for brainwashing? I don't have my ipad with me right now. If not, that makes it a little less attractive.Yes, the Scrambler does get +1 wit for scramble even though it doesn't show the little animation! |
|||
« Next Oldest | Next Newest »
|
User(s) browsing this thread:
6 Guest(s)
6 Guest(s)
Return to TopReturn to Content