
Contrite17
u/Contrite17

Currently on both fronts dedicated anti tank weapons like the Recoilless Rifle and Expendable Anti Tank feel quite weak, not dealing with the threats as effectively as it feels like they should. This has resulted in reduced usage of anti tank weapons with them being replaced by weapons like the auto cannon that are more flexible while still being able to handle heavy threats. The goal here then is to increase the effectiveness of anti tank weapons within their niche without hurting more general weapons.
To accomplish this I propose the following buff, increase the AoE damage done by the EAT and Recoilless Rifle from 150 to 550. It is important to note the size of this AoE is very small, on
I am a pretty new magic player who has until now exclusively played Arena, but I am interesting in getting into paper magic and potentially introducing my 4 player standing tabletop group (we play various board games typically) into the game. This would involve teaching 3 players magic for the first time.
Given that Commander is the popular casual format and support 4 players it seems like the correct entry point. That said are there a set of 4 pre constructed decks of similar power (these do not have to be super strong overall just relative to each other) that are not prohibitively expensive that would be recommended for specifically new players to both magic and commander.
I will be fro
I am a pretty new magic player who has until now exclusively played Arena, but I am interesting in getting into paper magic and potentially introducing my 4 player standing tabletop group (we play various board games typically) into the game. This would involve teaching 3 players magic for the first time.
Given that Commander is the popular casual format and support 4 players it seems like the correct entry point. That said are there a set of 4 pre constructed decks of similar power (these do not have to be super strong overall just relative to each other) that are not prohibitively expensive that would be recommended for specifically new players to both magic and commander.
I will be fro
I think it is generally accepted that DMRs are not very good in this game, but I think one of the big issues hasn't actually been talked about.
Right now there is no input buffer for trigger pulls, which means that if you click FASTER than your guns rate of fire you will end up firing SIGNIFICANTLY slower than your potential rate of fire. The results in DMRs firing much more slowly than they should be able to in closer quarters making them even less competitive with ARs/SMGs.
While they should be worse than those weapons in close quarters, they should not be as bad as they currently are and adding a simple input buffer for this would make them feel significantly better to use without actu
I've been doing a lot of testing with various guns in game and the ballistics in this game are very wrong in terms of realism (and I know a lot of people don't care) resulting in long range shooting being much easier than it should be, and close range shooting generally being harder.
The first major thing is that most weapons have significantly lower velocities than they should (compared to the real world) resulting in sorter range shots being harder as there is longer bullet travel times allowing people to essentially strafe and dodge bullets. The exception to this is mostly sniper rifles which have HEAVILY inflated velocities making long range shots significantly easier than they should b
I just played a game, leveled up after gaining 63325xp and after leaving the lobby I did not actually gain experience and am back to being level 60 (and no kills counted for unlocks). Anyone else running into this?
Currently Light Support Weapons and to a lesser extent Light Machine Guns feel like assault rifles but worse lacking much of a unique identity. I think some work needs to be done to differentiate them from other weapons, and I think this can be done fairly easily with a few changes.
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Integrate the Bipod. Bipods are a fundamental part of these weapons and is a unique feature to set them apart from Assault rifles. This would make them the most stable automatic platforms when deployed but keep them being clunkier than rifles when not.
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With the integrated bipod still allow grip attachments. The bipod would be an addition to the gun not a replacement for all grips. Grips on these weapons a
I've seen some confusion on how Runesmits interacts upkeep reduction so I've done some investigation to clear things up.
First lets establish what Runesmiths does:
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Reduces research cost of Unit Enchantments by 30%
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Reduces upkeep of Unit Enchantments by 30%
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Shield and Polearms units get +1 rank
Next lets establish the normal rules of upkeep reduction:
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Upkeep reduction reduces both the base upkeep of a unit as well as additional upkeep from enchantments.
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Upkeep reduction has a normal cap of 50% (there are some minor bugged cases where this can be exceeded but I've had trouble tracking down the exact interactions)
Now given this knowledge it may seem like with the 50%
I could not find much information on how Defense/Resistance worked out there so here are how the rules work to clear up some common misconceptions. For the purposes of this post I am simply going to call it Defense as Defense and Resistance both work the same way.
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Defense reduces damage by the following formula Damage = Base Damage * (0.9 ^ Defense).
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Defense DOES NOT have diminishing returns, it actually has increasing returns meaning the more defense you have the more value each additional point of defense becomes. This is because each point of defense makes you effectively 10% more durable than you were rather than making you 10% more durable compared to 0 defense.
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Defense

