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[Hero Academy] Now on Steam with the TF2 Team! (PA League now actually works!)

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Posts

  • wonderpugwonderpug Registered User regular
    Inquisitor wrote: »
    So how does the first turn AP option work? I understand that it is considered most fair for the first player to have 3 AP on their first turn. If I set it to that, how does it work if my opponent still has their AP choice set to 5? If I get first turn I get 3 AP, if they get first turn they get 5?


    The starting AP limit is just something you set for your own starts. You have no control over what your opponents start with, and they have no control over your start. Totally just a voluntary self-limit.

  • MadCaddyMadCaddy Riksadvokate Registered User regular
    Hey guys, just started playing this again for realz this time... Would be interested in playing in the league, or just random games with whomever.. Seems to be pretty addicting so far today ;) Add me MadCaddy

    League of Legends: SorryNotRly Steam: MMForYourHealth Hero Academy: MadCaddy
  • InquisitorInquisitor Registered User regular
    wonderpug wrote: »
    Inquisitor wrote: »
    So how does the first turn AP option work? I understand that it is considered most fair for the first player to have 3 AP on their first turn. If I set it to that, how does it work if my opponent still has their AP choice set to 5? If I get first turn I get 3 AP, if they get first turn they get 5?


    The starting AP limit is just something you set for your own starts. You have no control over what your opponents start with, and they have no control over your start. Totally just a voluntary self-limit.

    Makes sense, I think I will switch over to 3ap once I get some games as each race under my belt.

    Thanks again for the game, I had a ton of fun and feel like I learned a lot. The main thing I am thinking over from that game at this point is equipment. Who to equip with what, when, and why. At the end you had three fully decked out guys, helm, armor, runemetal, the works. I had some knights with armor and helm but that was it. I had no way to crack that. It made me start to think about my default equipment plan: shield and helms go on knights, runemetal goes on ninjas, archers or wizards. But, having just runemetal on an attacker makes them such a squishy and ripe target, and losing runemetal hurts. And if all I have at the end is armored knights I don't have the damage to win. Lots of food for thought.

    AoTsig_zps8cfd65c2.png
  • MadCaddyMadCaddy Riksadvokate Registered User regular
    I meant to take a screen shot, but if anyone has attacked with an engineer on a + damage tile, with an upgrade, and a paladin nearby.. It's pretty great.. I won't ruin it w/o a screenshot.

    League of Legends: SorryNotRly Steam: MMForYourHealth Hero Academy: MadCaddy
  • wonderpugwonderpug Registered User regular
    Inquisitor wrote: »
    wonderpug wrote: »
    Inquisitor wrote: »
    So how does the first turn AP option work? I understand that it is considered most fair for the first player to have 3 AP on their first turn. If I set it to that, how does it work if my opponent still has their AP choice set to 5? If I get first turn I get 3 AP, if they get first turn they get 5?


    The starting AP limit is just something you set for your own starts. You have no control over what your opponents start with, and they have no control over your start. Totally just a voluntary self-limit.

    Makes sense, I think I will switch over to 3ap once I get some games as each race under my belt.

    Thanks again for the game, I had a ton of fun and feel like I learned a lot. The main thing I am thinking over from that game at this point is equipment. Who to equip with what, when, and why. At the end you had three fully decked out guys, helm, armor, runemetal, the works. I had some knights with armor and helm but that was it. I had no way to crack that. It made me start to think about my default equipment plan: shield and helms go on knights, runemetal goes on ninjas, archers or wizards. But, having just runemetal on an attacker makes them such a squishy and ripe target, and losing runemetal hurts. And if all I have at the end is armored knights I don't have the damage to win. Lots of food for thought.

    You did pretty good, though! That point just after I took out two of your healers and I said you might want to consider going all out against my crystal? You really did have a chance to win that way (but it may have been tricky).

    You upgraded your knights defensively, which is a standard and great Council strategy, and you stuck damage upgrades on an archer and your ninja, also good. You upgraded the wazoo out of that one wizard, which wasn't bad, per se, but going for an upgraded wizard is kind of a situationally good move.

    Your biggest problem was wasting scrolls and inferno spells. The first scroll was a judgement call ok move, rescuing a cleric and getting my aggressively forward impaler out of your business, but still: it was a scroll being used to take out a non-upgraded unit. But as I mentioned in-game, your second scroll's net result was just delaying me a turn while you gave your wizard a weapon upgrade. You really really wanted to have some of that heavy firepower and ranged stomp ability saved up for when I brought out those 1000+ hp superunits.

    I also think that time you got your ninja into my back lines, you kind of wasted the opportunity by just killing my priestess. When I was watching your move play out, I was dreading that you'd take out one of my upgraded units, or that you'd go bananas attacking my crystal with the ninja. He can do a ton of damage to a crystal, even without your team having any purple tiles held. The priestess kill, while seemingly useful (since she was my last one), didn't really affect my team at that point since I had three fully upgraded self-healing units already deployed.

    But still, you did good!

  • JacobyJacoby Registered User regular
    MadCaddy wrote: »
    Hey guys, just started playing this again for realz this time... Would be interested in playing in the league, or just random games with whomever.. Seems to be pretty addicting so far today ;) Add me MadCaddy

    Did you want to actually join the League? There's a proper way to join that's listed in the OP. I'll add you to the "Other Players" list for now, though, and I'll assume your in-game name is MadCaddy as well.
    In any case, welcome!

    Edit: Also, OP has been updated with recent reports and challenges.

    Jacoby on
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  • SploozooSploozoo Grillaface Richmond VARegistered User regular
    !Result for @Jacoby: @Sploozoo defeated @Golf153.

    Golf had me on the ropes early but I was able to pull off a mad crystal rush in the end. My annihilator swept down the board and finish off the crystals in the final move:
    Spoiler:

    Mnemonic anamnesis.

    aka Grillaface
  • InquisitorInquisitor Registered User regular
    This hand is... special...
    Spoiler:

    Inquisitor on
    AoTsig_zps8cfd65c2.png
  • JacobyJacoby Registered User regular
    And that's @Golf153's 5th game! Golf, your record was 2-3, and your average opponent rating was 1500.2, so your new rating is 1485.

    GameCenter: ROldford
    PA Hero Academy League Commissioner and Head Fight Instigator - Come join us!
    Magic Cards with Googly Eyes
  • Custom SpecialCustom Special Registered User regular
    @MadCaddy I think I'm playing you by doing a random game.
    Also, dwarves stupid OP. totally bought them.

    Join the League of Legends | XBL: F4ll0ut Wolfoid | LoL: F4ll0ut | STEAM
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  • DesertChickenDesertChicken Registered User
    @Jacoby !Result, DesertChicken defeats @noguru.

    PSN/XBLA/SteamID- DesertChicken
    LoL - Renon DeSaxous
  • PetasusPetasus Registered User
    I'd like to !join the League, @Jacoby!
    My Hero Academy name is Petasus.

    looking forward to it

  • BrewBrew Registered User regular
    @Jacoby !Result, DesertChicken defeats @noguru.

    GG, chicken. GG.

    I will now properly know the impact range of a gunner. Losing that upgraded impaler was painful :(

    1st ever "Penny-Arcade Hero Academy Tournament" Toilet Bowl Champion!
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    "You are a child of the universe, no less than the trees and the stars; you have a right to be here.
    And whether or not it is clear to you, no doubt the universe is unfolding as it should."
  • Theodore FlooseveltTheodore Floosevelt w o r s h i p c a t g o dRegistered User regular
    !Result for @Jacoby: I, @Theodore Floosevelt, have defeated @Brew

    sooooo close!

    My long, less-than-exciting summary of the long, exciting game:

    The early game was pretty interesting and evenly matched. I'd say I pulled ahead a bit in the beginning, coaxing a scroll, a fireball, and a potion from Brew with my early monk/priestess raids (I was elves, so my primary objective was eliminating his archers). Brew managed to fully upgrade one of said archers, and then tilted the scales back in his favor by evading my assassination attempts on her while building up a sizable army (ninja, two knights, two healers, a wizard)... things started looking grim for me. I eventually managed to kill all of the archers, but it required me to use BOTH scrolls in one turn, as the game had decided to not give me a single runemetal. Seriously, three of my final four items were runemetal upgrades. I'd sacrificed two impalers early on, and ended up with nothing that could do enough damage to permanently kill the uber-archer.

    I eventually tried to attack, which Brew soundly countered, leaving my force in shambles. So I sent Fluffy on an emergency feeding frenzy, which... actually worked! I ate my own downed units, and used a life leech to put him over 1200 health (in order to be able to take two ninja attacks without going down). I eventually managed to grow him to his full size (and with 1410 or so health), and proceeded to spawn camp and eat Brew's guys.

    Brew then stopped healing his knights, to deny Fluffy full health regen (all of my priestesses were dead at this point) and managed to maneuver his knights into ping pong formation, brilliantly using an attack tile and his spawn zone to kill my Wraith, after what I thought was an inevitable victory for me.

    And so the true final battle began: He had two knights, a wizard, a priestess, and a potion. I had a necromancer with runemetal, and an impaler.

    I killed a knight, he forced me to trade a unit for his wizard (my impaler), and I was finally able to slay his final cleric and knight with my Necro. It was seriously a one AP game.

    Only downside: I was able to knock his knight down on my last turn, but not stomp him; I'm fairly certain Brew had a potion that he intended to use on the knight, but the game counted me victorious for knocking his final unit out before he could use the potion on his turn. If he could have used it, then he would've been able to knock out my necro on his next turn. I, however, had two phantoms still on the board. So I believe it would've still ended in a win for me, seeing as the knight would only have 100 hp when he got back up, which a phantom could take care of. I wasn't sure if phantoms alone would keep me in the game after my final hero died, though.

    Does anyone know?

    02YsrWP.jpg
  • JacobyJacoby Registered User regular
    Update!

    Congrats @Theodore Floosevelt! You've finished your 5th game! Your average opponent rating was 1504.4 and your record was 4-1, so your new rating is 1549.

    Welcome to the League, @Petasus! You can go ahead and challenge anyone (anyone with 5 or more games would have to accept it). Once you've got 5 finished games, you'll get a rating (like Theodore Floosevelt did!)

    GameCenter: ROldford
    PA Hero Academy League Commissioner and Head Fight Instigator - Come join us!
    Magic Cards with Googly Eyes
  • wonderpugwonderpug Registered User regular
    The "but I still had a potion/soul harvest!" loss by team wipeout was an intentional design decision, for whatever reason.

    Also, you all need to stop beating Brew, so I can feel better about losing to him repeatedly. ; )

  • MNC DoverMNC Dover Aspiring Game Designer Seattle, WARegistered User regular
    !Result for @Jacoby: @Sploozoo defeated @MNC Dover

    http://www.gamesbygray.com (my website and resume)
    Nintendo Network ID: MNC.Dover
    XBL Gamertag: MNC Dover
    Starcraft II: MNCDover.235
    3DS: 1934-0659-5183
    Hero Academy: MNC_Dover
  • InquisitorInquisitor Registered User regular
    wonderpug wrote: »
    The "but I still had a potion/soul harvest!" loss by team wipeout was an intentional design decision, for whatever reason.

    Also, you all need to stop beating Brew, so I can feel better about losing to him repeatedly. ; )

    It makes sense if you think of this game like a boardgame. As I've said this game gives me a real boardgame vibe. The game has two end conditions that it checks at the end of each turn: Are all your crystals dead OR Are all your units dead? If either a true, game ends right then and there.

    I think I'll be joining up for the league pretty soon, seems like a great way to make sure I get a steady stream of matches. :)

    AoTsig_zps8cfd65c2.png
  • Theodore FlooseveltTheodore Floosevelt w o r s h i p c a t g o dRegistered User regular
    Inquisitor wrote: »
    wonderpug wrote: »
    The "but I still had a potion/soul harvest!" loss by team wipeout was an intentional design decision, for whatever reason.

    Also, you all need to stop beating Brew, so I can feel better about losing to him repeatedly. ; )

    It makes sense if you think of this game like a boardgame. As I've said this game gives me a real boardgame vibe. The game has two end conditions that it checks at the end of each turn: Are all your crystals dead OR Are all your units dead? If either a true, game ends right then and there.

    I think I'll be joining up for the league pretty soon, seems like a great way to make sure I get a steady stream of matches. :)

    That's true, and I wouldn't say I dislike it. It was just a bit anticlimactic at the end of a tense match, when we both thought it wasn't over quite yet.

    02YsrWP.jpg
  • BrewBrew Registered User regular
    Inquisitor wrote: »
    wonderpug wrote: »
    The "but I still had a potion/soul harvest!" loss by team wipeout was an intentional design decision, for whatever reason.

    Also, you all need to stop beating Brew, so I can feel better about losing to him repeatedly. ; )

    It makes sense if you think of this game like a boardgame. As I've said this game gives me a real boardgame vibe. The game has two end conditions that it checks at the end of each turn: Are all your crystals dead OR Are all your units dead? If either a true, game ends right then and there.

    I think I'll be joining up for the league pretty soon, seems like a great way to make sure I get a steady stream of matches. :)

    That's true, and I wouldn't say I dislike it. It was just a bit anticlimactic at the end of a tense match, when we both thought it wasn't over quite yet.

    Yeah I thought I was at least going to beat up that necro for some satisfaction. I think you probably would have played a bit more aggressively knowing that you just needed to knock out both my units and not worry about me using a potion to resurrect the priest, who in turn could resurrect the knight. Hell, I probably would have played differently too :P

    It was a good game though. Very very fun end game.

    Time for a rematch!

    @Jacoby
    !challenge @Theodore Floosevelt
    also
    !challenge @wonderpug because we haven't had a game in a while :P

    Brew on
    1st ever "Penny-Arcade Hero Academy Tournament" Toilet Bowl Champion!
    steam_sig.png
    "You are a child of the universe, no less than the trees and the stars; you have a right to be here.
    And whether or not it is clear to you, no doubt the universe is unfolding as it should."
  • MNC DoverMNC Dover Aspiring Game Designer Seattle, WARegistered User regular
    I was thinking about my general overall strategies when I play this game and thought I'd bounce them off everyone else to get some fresh perspective.

    In general I prioritize units and items into values. The higher the value, the more I try to focus on removing it, even at the cost of my own units. For example, I would gladly sacrifice a Wizard to stomp out a Ninja. But that goes without saying. On the other hand, if that Wizard had all three upgrades, I'd probably not make the stomp because I don't know if that's worth losing the unit and all three upgrades. This thinking also applies to item usage and board positions.

    Using a simple 3 point scale, this is how I roughly evaluate everything: (spoilered for length)
    Spoiler:

    That's all very generic and meant to be thought of in a void. Clearly the situation of the game can change the worth of items/characters. Say your opponent has used both healing potions and has lost two Clerics. Well killing that last Cleric takes priority over killing the Ninja. Also, trading up has value. That means I'd sacrifice a Wizard with Rune Metal to kill a Ninja, even though I lose out slightly (5 to 3) in that trade. Then again, if it was my last Wizard or Rune Metal, I might have to reconsider.

    So what do you guys think? Agree? Disagree? Should I increase the range of values up to 5? Is 3 attack range more valuable then 300 base attack? Am I putting too much focus on eliminating healers (especially vs Dwarves/Tribe)?

    MNC Dover on
    http://www.gamesbygray.com (my website and resume)
    Nintendo Network ID: MNC.Dover
    XBL Gamertag: MNC Dover
    Starcraft II: MNCDover.235
    3DS: 1934-0659-5183
    Hero Academy: MNC_Dover
  • Theodore FlooseveltTheodore Floosevelt w o r s h i p c a t g o dRegistered User regular
    MNC Dover wrote: »
    I was thinking about my general overall strategies when I play this game and thought I'd bounce them off everyone else to get some fresh perspective.

    In general I prioritize units and items into values. The higher the value, the more I try to focus on removing it, even at the cost of my own units. For example, I would gladly sacrifice a Wizard to stomp out a Ninja. But that goes without saying. On the other hand, if that Wizard had all three upgrades, I'd probably not make the stomp because I don't know if that's worth losing the unit and all three upgrades. This thinking also applies to item usage and board positions.

    Using a simple 3 point scale, this is how I roughly evaluate everything: (spoilered for length)
    Spoiler:

    That's all very generic and meant to be thought of in a void. Clearly the situation of the game can change the worth of items/characters. Say your opponent has used both healing potions and has lost two Clerics. Well killing that last Cleric takes priority over killing the Ninja. Also, trading up has value. That means I'd sacrifice a Wizard with Rune Metal to kill a Ninja, even though I lose out slightly (5 to 3) in that trade. Then again, if it was my last Wizard or Rune Metal, I might have to reconsider.

    So what do you guys think? Agree? Disagree? Should I increase the range of values up to 5? Is 3 attack range more valuable then 300 base attack? Am I putting too much focus on eliminating healers (especially vs Dwarves/Tribe)?

    I think it's interesting that potions are so low on your council list. I dunno if it's the norm but I absolutely horde those things; the flexibility they allow, being able to say, send a ninja on a kamikaze attack out of feasible cleric range that will end in his getting dropped but not stomped and still rez him in one AP is a big thing for me. Just keeping them in hand makes you more dangerous, as the ability to rez from anywhere on the map in one of the best things the Council has going for it.

    But then again, I play against Council more than I play as Council. So this may be potion paranoia talking.

    The Dark Elves are really adaptable, and so are harder to rank outside of the specific fight they're in. Any unit of theirs, once upgraded, can really self-sustain, and I'd say that's their greatest strength (Impalers do enough damage to get significant hp regen and can pull enemies off of boost tiles, Priestesses' debuff reduces enemy damage output, Monks are mobile and have the best magic resistance in the game, and necros never have to get close to neturalize units and can raise meat shields).

    Still, I'd say that the Necro's three-square range and three-square-range stomp is invaluable, and void monks are tanky ninjas that you get three of that are also super cool

    EDIT: But I'd say it's an accurate list, just that I find Dark Elf units harder to rank than, say, Dwarves. And speaking of, I might even put Paladins over Annihilators. That's a tough one for me. They're easily the scariest healing unit, and while they don't really shine until they're upgraded and in a pair or trio, killing one while it's alone could be the only chance you ever get.

    Theodore Floosevelt on
    02YsrWP.jpg
  • amateurhouramateurhour Registered User regular
    I'd like to !join the League, @Jacoby!

    My Hero Academy name is amateurhour

    I just picked this up last week and haven't played yet, so looking forward to getting my ass kicked.

    Here's what I do...
    The Vac - My Science Fiction Epic
    Fortune Pancakes - My Gag-A-Day Comic
  • Theodore FlooseveltTheodore Floosevelt w o r s h i p c a t g o dRegistered User regular
    Brew wrote: »
    Time for a rematch!

    @Jacoby
    !challenge @Theodore Floosevelt
    also
    !challenge @wonderpug because we haven't had a game in a while :P

    COME AT ME BREW

    Also! Because I have wrapped up most of me games:

    @Jacoby, I !challenge @Wonderpug!

    and also one more what's this @Jacoby, I !challenge @MNC Dover!



    02YsrWP.jpg
  • MNC DoverMNC Dover Aspiring Game Designer Seattle, WARegistered User regular
    MNC Dover wrote: »
    I was thinking about my general overall strategies when I play this game and thought I'd bounce them off everyone else to get some fresh perspective.

    In general I prioritize units and items into values. The higher the value, the more I try to focus on removing it, even at the cost of my own units. For example, I would gladly sacrifice a Wizard to stomp out a Ninja. But that goes without saying. On the other hand, if that Wizard had all three upgrades, I'd probably not make the stomp because I don't know if that's worth losing the unit and all three upgrades. This thinking also applies to item usage and board positions.

    Using a simple 3 point scale, this is how I roughly evaluate everything: (spoilered for length)
    Spoiler:

    That's all very generic and meant to be thought of in a void. Clearly the situation of the game can change the worth of items/characters. Say your opponent has used both healing potions and has lost two Clerics. Well killing that last Cleric takes priority over killing the Ninja. Also, trading up has value. That means I'd sacrifice a Wizard with Rune Metal to kill a Ninja, even though I lose out slightly (5 to 3) in that trade. Then again, if it was my last Wizard or Rune Metal, I might have to reconsider.

    So what do you guys think? Agree? Disagree? Should I increase the range of values up to 5? Is 3 attack range more valuable then 300 base attack? Am I putting too much focus on eliminating healers (especially vs Dwarves/Tribe)?

    I think it's interesting that potions are so low on your council list. I dunno if it's the norm but I absolutely horde those things; the flexibility they allow, being able to say, send a ninja on a kamikaze attack out of feasible cleric range that will end in his getting dropped but not stomped and still rez him in one AP is a big thing for me. Just keeping them in hand makes you more dangerous, as the ability to rez from anywhere on the map in one of the best things the Council has going for it.

    But then again, I play against Council more than I play as Council. So this may be potion paranoia talking.

    The Dark Elves are really adaptable, and so are harder to rank outside of the specific fight they're in. Any unit of theirs, once upgraded, can really self-sustain, and I'd say that's their greatest strength (Impalers do enough damage to get significant hp regen and can pull enemies off of boost tiles, Priestesses' debuff reduces enemy damage output, Monks are mobile and have the best magic resistance in the game, and necros never have to get close to neturalize units and can raise meat shields).

    Still, I'd say that the Necro's three-square range and three-square-range stomp is invaluable, and void monks are tanky ninjas that you get three of that are also super cool

    EDIT: But I'd say it's an accurate list, just that I find Dark Elf units harder to rank than, say, Dwarves. And speaking of, I might even put Paladins over Annihilators. That's a tough one for me. They're easily the scariest healing unit, and while they don't really shine until they're upgraded and in a pair or trio, killing one while it's alone could be the only chance you ever get.

    I guess the problem with lists is that something has to go near the bottom. :) Upgraded Knights (helm/shield) are damn near impossible to get rid of, especially with Cleric healing. For Council, you could argue that a Potion should have a value of 2 or 3. More than likely, you'd never use it on a fallen character unless they were worth it.

    Also, range vs damage is also a big issue. 3 range attacks are always a huge advantage, but a 300 base attacker with an attack upgrade can 2 shot almost any unit. Gives the advantage of moving in, killing, stomping, and retreating. Archers are the only unit that get both these attributes, making them so high up on my "kill list".


    http://www.gamesbygray.com (my website and resume)
    Nintendo Network ID: MNC.Dover
    XBL Gamertag: MNC Dover
    Starcraft II: MNCDover.235
    3DS: 1934-0659-5183
    Hero Academy: MNC_Dover
  • JacobyJacoby Registered User regular
    Updated!

    I like what you're doing with the point values here. I didn't have a real grasp on chess until I had the (generally accepted) piece value list. You're right in that situation can matter more, but it's good to have a starting point.

    GameCenter: ROldford
    PA Hero Academy League Commissioner and Head Fight Instigator - Come join us!
    Magic Cards with Googly Eyes
  • wonderpugwonderpug Registered User regular
    Without yet getting into the nitty gritty about my agreements/disagreements with the ranking you've given the units, in general your concept is the way I think about the game. It's all about trades. I'm giving up this scroll and probably this unit in order to take out that unit of yours with three upgrades. I lose 2 'cards,' and you lose 4.

    My other typical high level strategy is to repeatedly present my opponent with really hard choices. In action, this sort of just comes across as playing aggressive, but I think it's a bit more than that. It's getting yourself into aggressive situations in which your opponent can fight off your unit, but only if it means not getting out of some other ugly situation, be it knocked out units, a threatened crystal, another aggressively placed unit, or whatever.

    The lack of those really hard choices is what makes matches against beginners or most anonymous randoms so easy. There's usually either one clear best move (oh, I'll just heal this guy and then advance forward some more), or even multiple best move options (my opponent is just turtling up, I can advance however I please).

  • MNC DoverMNC Dover Aspiring Game Designer Seattle, WARegistered User regular
    I agree Pug. I find myself checking card counts before I make my moves every game. Typically I only use a spell or potion item if I know that it's worth the cost of investment. Kind of a reminder as to where each of us stands in pacing.

    [Game Designer mode]
    People forget that boardgames (which HA basically is) are also a lot about managing resources. In HA, actions are resources. Managing yours and your opponents actions can make the difference between winning and losing. Perfect example from the other day:

    I had my Ninja move up and kill off an opponent's Knight. Move, attack (x3), stomp. Looking at my opponents units, I knew that the only threat was the Archer who would have to move twice and fire three times to kill him. Not surprisingly, that's exactly what my opponent did enabling me to Potion my Ninja, swap with a Knight, get healed (x2 actions) to full, and move my Knight back.

    The attack items, depending on the unit equipped to, can give you a bonus action as well. An Archer 3 shots most 800hp units, but 2 shots with an attack upgrade. That makes attack upgrades extremely important, both in keeping around and eliminating. Likewise, a fully buffed Knight (armor/helmet), simply can't be killed in one turn in about 90% of situations, without the use of a spell or special ability.

    The biggest monkey wrench is the spells. Typhoon and Supercharge at their core are essentially extra actions. Since there is no way in-game to track how many items/characters the player has or used, these can really screw up your day. I know I've lost quite a few games to a well place Supercharge.

    The designers of the game really understand resource management. Units, spells, actions, and spacing in HA are top notch, which makes the game a lot of fun, but also a lot more difficult to learn for "less strategically obsessed" types like ourselves. :D
    [/Game Designer mode]

    I can typically tell within the first couple of moves if my opponent is playing for fun or trying hard to win. If a guy moves up, drops a scroll, attacks, and drops a fire to kill my Engineer, I know the rest of the game should be a cake walk. :) That's the biggest reason I like playing PA people, we be hardcore and shit. For most of our games, it comes down to the hand dealt to us and overall positioning.

    http://www.gamesbygray.com (my website and resume)
    Nintendo Network ID: MNC.Dover
    XBL Gamertag: MNC Dover
    Starcraft II: MNCDover.235
    3DS: 1934-0659-5183
    Hero Academy: MNC_Dover
  • wonderpugwonderpug Registered User regular
    Good point about actions as a resource. One of my favorite things to do is to exploit inconveniently placed enemy healers and make them spend half their turn just moving them into place for a rescue.

  • InquisitorInquisitor Registered User regular
    I really wish the game what items/units had been played already. I mean, if one wanted to one could easily track this using a spreadsheet or third party program, but, that would make this game feel more like work than fun. I hope it's on the devs radar.

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  • SploozooSploozoo Grillaface Richmond VARegistered User regular
    Inquisitor wrote: »
    I really wish the game what items/units had been played already.

    I gotta disagree - to me its analagous to a card game (hearts, blackjack) where part of the skill is remembering what is out there. The caveat being when you're playing 20 games at once it can be tough to mentally keep track of.

    I too am always counting the reinforcement pool - and basically always trying to remain concious of what my opponent could do next. Plan accordingly.

    Mnemonic anamnesis.

    aka Grillaface
  • InquisitorInquisitor Registered User regular
    There's no skill in running an excel spreadsheet to me, just tedium. And it's unrealistic to expect anyone to remember what's been played in 5+ games that can each run over the course of weeks. Unlike hearts where everything is done in one quick sitting.

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  • JacobyJacoby Registered User regular
    There was a rumour that they were going to add something that would track what was left in your deck. No idea when (or if) they'll get to that.

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  • PetasusPetasus Registered User
    Jacoby wrote: »
    Update!



    Welcome to the League, @Petasus! You can go ahead and challenge anyone (anyone with 5 or more games would have to accept it). Once you've got 5 finished games, you'll get a rating (like Theodore Floosevelt did!)

    Thanks for the friendly welcome Jacoby -

    so on with the challenging

    @Jacoby, I !challenge @;DesertChicken and @;Golf153

  • kimekime Queen of Blades I am the SwarmRegistered User regular
    Sploozoo wrote: »
    Inquisitor wrote: »
    I really wish the game what items/units had been played already.

    I gotta disagree - to me its analagous to a card game (hearts, blackjack) where part of the skill is remembering what is out there. The caveat being when you're playing 20 games at once it can be tough to mentally keep track of.

    The caveat is kind of... you know, the important part, haha. Plus the fact that it is, as Inquisitor said, sometimes spread over days or weeks of time. That's no longer reasonable to try and "count the cards" or whatnot.

  • SploozooSploozoo Grillaface Richmond VARegistered User regular
    I dunno - maybe my memory is good? But I don't try to keep track of every unit - just healers and supers. My strategy is generally

    1) kill the super unit
    2) kill the healer
    3) kill anybody with an upgrade
    4) kill everybody else

    Outside of that it def helps to know how many spells (fireball, pulv, etc) are out there.

    Honestly I think the game would be less fun (for me) if everyone automatically knew what was played and what could be played by any means other than paying attention. If you wanna write all that down, I don't mind, that's your thing.

    If they do release a tool for that I hope they charge at least $9.99 for it.

    Mnemonic anamnesis.

    aka Grillaface
  • wonderpugwonderpug Registered User regular
    Sploozoo wrote: »
    Inquisitor wrote: »
    I really wish the game what items/units had been played already.

    I gotta disagree - to me its analagous to a card game (hearts, blackjack) where part of the skill is remembering what is out there. The caveat being when you're playing 20 games at once it can be tough to mentally keep track of.

    I too am always counting the reinforcement pool - and basically always trying to remain concious of what my opponent could do next. Plan accordingly.

    The compromise I'm hoping for is to allow you to rewind and see the entire history of turns. For card counters, it gives an easier way to check if certain things have been played without resorting to tedious spreadsheets, but in a way that benefits newbie and pro alike.

    I also wish they'd allow you to see a fast-forwarded replay of the entire match when it finishes. Especially on the longer, more epic matches, it'd just be so fun to see the push and pull of how the match unfolded.

  • InquisitorInquisitor Registered User regular
    It probably has to do with this game feeling a lot like a boardgame to me and how in most boardgames (barring some exceptions, noteably games with traitor mechanics) the discard/used pile is public knowledge. I think for the most part those game developers have recognized that a player could track every discard on a piece of paper, but all that would do is slow play. Not having this information in Hero Academy isn't a deal breaker, but, it does feel like an oversight to me.

    Releasing something that could be viewed as giving a competetive advantage for $10 would be a deal breaker to me, and a bad precedent to set. :P

    Edit: A replay system would be great! Even if you could only watch it at the end, it would be a great tool for entertainment and self improvement.

    Inquisitor on
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  • MNC DoverMNC Dover Aspiring Game Designer Seattle, WARegistered User regular
    Personally, I think they lack of item/unit tracking was a design decision not an oversight. That HAD to have come up in meetings about gameplay mechanics. Should we allow tracking? Both yes and no answers change the way the game is played. To me, neither one is better than the other.

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  • wonderpugwonderpug Registered User regular
    There are board/card games both with and without an openly viewable discard pile, but I think the ability to see the discards is even more important in this case due to the asynchronous nature of the game. In relatively 'live' matches, it's not too hard to remember the key things that have happened, but with longer games, long waits between turns, and large numbers of games, it just gets overwhelming.

    I'm pretty good at keeping a sense for how all my active matches are developing, but it's hilarious when someone takes over a week to make their move. At that point, I've lost all sense of what's happened and what my plan was. "Why in the world is my superunit left in such a vulnerable position?!!! I sure hope I had a good reason for sacrificing him!"

    If I were in charge of the universe, Hero Academy would adopt a variable chess-like turn timer the way Ascension handles it. Set it to 10 minutes if you want a live match, 7 days if you want it to be more of a play by email feel, or anywhere else in between.

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