Tweaking the EE fight/KO Mechanic

Discussion in 'Strategy' started by The_Philosopher, Apr 29, 2013.

  1. I agree about remove SKO reports, KO could be, but sko??? it's only about timing and we souls make it harder for all ... I think these cc info should be available only via mith spell
     
  2. Leave the scote stuff alone....its the only way att builds can do anything towards spy builds
     
  3. Scouts...?

    We try to keep scouts to a minimum.

    Assass take more spies, and also take troops. If you where to KO someone with scouts and assass you'd also zero both your bars. With assass you still have a full bar of attacks.
     
  4. Tweaked, Randomized, or user controlled KO times is something we will examine in the down time between Season 1 and Season 2.
     
  5. Glad to see you're reading these kaw_admin
     
  6. If the scout KO was taken away it would be impossible to KO hansels pure spies, which conveniently would work in your favour!
    NO SUPPORT **** ideas
     
  7. I like how KOs are worth.

    One time, me and my clan were fighting a war. We were down the whole time and at one point half of us gave up. All I could do was get 1 KO every time I come out of KO. We were gonna lose, but one of our inactive guys came through and KOed half of them. We barely won by 100m
     
  8. I would like to thank everyone for the great input in this thread.

    @kaw_admin

    User controlled regen times could be an interesting strategy wrinkle to the game.
     
  9. Completely agree, support :)
     
  10. Thats a lame idea. If the scout mech was changed, big hansels would be extremely hard to take down if you can only ass them. You are only trying to benefit yourself! Get the hell out of here
     
  11. Yeah, if they changed the scout mech to this (they won't, it's crazy) large spies would be impossible to take down. My build I have now is perfect for these EE's. because I can scout pin any hansel I want while still being able to use them for plunder :p
     
  12. After our last war, I now support this idea...

    I can't post the SS, cuz photobucket won't let me decrease the size...so if you wanna see history, just look at our war vs. Crackdown •_•
     
  13. It is extremely easy to SKO if you know how to do it. If you don't know how to do it, don't Blame the game, blame your people.
     
  14. If you're not getting 15 inc the second you're up, yeah... :p
     
  15. Then it's up to you to know when you come out of knock out.
     
  16. Lets say there's 10 people on their side that know exactly when you're coming up.

    You also know exactly when you come up.

    So...the second you're up, you're hitting them, and they're hitting you...

    That makes it 10 to 1. So there's a 1 to 10 ratio that you will be able to SKO, and a 10 to 1 ratio that they will KO you...
     
  17. I can't reference it, but somewhere earlier In the season the devs said if you are hitting at the exact same time they are hitting you, you get the SKO. Unless this has changed recently, that's how it is. So your ratios hold no accord.

    I RARELY get KO'ed because I SKO easily, it's all about using your brain, knowing what to do and when to do it.
     
  18. I'm trying to find it for you, but there are WAY to many EE threads and I'm WAY too lazy to search through them all. But I specifically remember them stating that.
     
  19. I believe you:)

    I'm not complaining :p I actually did pretty well on SKO'ing...

    There was one time when I did an action and it said I had 4k spies left. so I tried to do another action, and it said "Not enough units."

    I thought I must've been KO'd, but I checked cc and it said I had SKO'd