Sniper Behind the Single Crystal In ...
...is going to be game changing. Sniper will also factor into things on other maps, but I think it will be a huge deal on the single crystal map. Upgraded sniper, medic (or two) with a few defenders in the midfield and your opponent is already in real trouble.
Ah, thats probably good if true. However, the sniper's base damage is 100 so I'm not too sure what was going on in that particular puzzle.
The sniper was sitting on an attack tile, giving him an additional 100 damage, for a total of 200 damage. It looks like the sniper does half damage; after clearing the archer, if instead of taking two shots (@100 each) you move him off the tile and take one shot, he does 50 damage.
Don't have the game yet, but was the sniper crouching? I recall that he crouches at the end of the turn and his next shot will deal extra damage.
No the sniper is not crouching and as you know, he crouches at the end. The little bit of testing i did got me the same results of masev.I do see why he would only do half damage though. Good thinking robot.
It looks like crouching deals double damage. A crouched, medic buffed sniper on an attack tile had 600 attack in the last scenario. (If you use all your AP he crouches, and you're still able to double tap him.)
Still. Even if the sniper does half damage on the crystal. Think of this.
1 AP : summon scout 1
2 AP : summon scout 2
3 AP : scout 1 moves to assult boost tile
4 AP : scout 2 moves to assult boost tile
with the limit of 3 AP on starting turn you still got 1 AP left to summon your third unit. On your second turn the destruction can begin :)
If that 3rd unit was a sniper, you can on your second turn move him once and then make 4 SHOTS on the big crystal. Even if snipers damage will count as a 50% AoE attack on the crystal. 700 / 2 = 350 dmg / shot still. Which is still alot considering your unit is waaay in the backfield. And if it doesnt count like that it will be a whopping 650dmg / shot instead.
Still. Even if the sniper does half damage on the crystal. Think of this.
1 AP : summon scout 1
2 AP : summon scout 2
3 AP : scout 1 moves to assult boost tile
4 AP : scout 2 moves to assult boost tile
with the limit of 3 AP on starting turn you still got 1 AP left to summon your third unit. On your second turn the destruction can begin :)
If that 3rd unit was a sniper, you can on your second turn move him once and then make 4 SHOTS on the big crystal. Even if snipers damage will count as a 50% AoE attack on the crystal. 700 / 2 = 350 dmg / shot still. Which is still alot considering your unit is waaay in the backfield. And if it doesnt count like that it will be a whopping 650dmg / shot instead.
I agree it is very dangerous, specially when you just mention it, but actually think about the next turn. the opponent kill the 2 scouters fast (3 hits, not 4) with a normal 200 atk unit. I think it would be better to begin with bringing the sniper in position and then next turn bring the scouts out.
wait, he makes completely only half dmg? I thought his atk is the half, but the crystal bonus dmg is the same, like 600 + 100 dmg?
I find it very interesting that you can boost a unit twice with 2 medics that is actually new for me in the world of hero academy. The granadier is not anymore the only one, who can attack back people.
From what I can tell in the challenges, it looks like the sniper does half damage to crystals, or maybe unbuffed damage to crystals. In "Teamwork, Please" the sniper does 200 damage to the archer, but only 100 damage to the crystal (despite being on an attack tile)' and neither of them have any physical resist.
That is funny, I dont know, if it was the only way, the right way, but I could solve the puzzle with the flamethrower alone, so yeah teamwork lol. That reminds me to an german saying "TEAM = Toll ein anderer machts" (which means, "great, someone else does it")
Well, TF2 has lousy healing and low defense (I think), so they should be offensively powerful, and it looks like they might be just that. Who knows, maybe they are balanced.
Can engineers upgrade an unlimited number of units? Because I assume that a 200 healing medic isnt going to cut it, and you'll need at least one upgraded medic that heals for 300.
Well, TF2 has lousy healing and low defense (I think), so they should be offensively powerful, and it looks like they might be just that. Who knows, maybe they are balanced.
yes its too early to say anything. But the outcome i said above still sounds hillarious :)
When you consider that the scouts bounce back once attacked, it doesn't seem too bad. Still it is a funny scenario. It seems to me they will have a tough time moving units off of key squares, so far it seems only the soldier has that ability?
They seem balanced to me so far, but of course it's too early to tell.
How many of each unit do you get?
How many of each unit do you get?
Two, 2 each units and items if I'm not mistaken.
I was able to use an engineer to upgrade 4 units in one turn (1 AP was used for movement) so it seems that engineers can upgrade as many units as you want simultaneously. Not sure if killing the engineer removes the buff from the other units.
Im curious to see what happens when an impaler attacks a scout :-)
I love the feel of this team, incredibly offense oriented abilities with comparatively low damage. This team has so many unique abilities that it will open up a wealth of new gameplay possibilities. Matches as and against TF should be a lot of fun!
I was able to use an engineer to upgrade 4 units in one turn (1 AP was used for movement) so it seems that engineers can upgrade as many units as you want simultaneously. Not sure if killing the engineer removes the buff from the other units.
Im curious to see what happens when an impaler attacks a scout :-)
I love the feel of this team, incredibly offense oriented abilities with comparatively low damage. This team has so many unique abilities that it will open up a wealth of new gameplay possibilities. Matches as and against TF should be a lot of fun!
Killing the engineer does not remove the buff. The impaler will pull the scout as if it was a normal unit.
Can engineers upgrade an unlimited number of units? Because I assume that a 200 healing medic isnt going to cut it, and you'll need at least one upgraded medic that heals for 300.
It looks like the Eng. buff is 30%.
Also, yeah, Sniper always seems to do 50% AP against Crystal on that map.
Im more worried that the sniper has the machina (can be seen in launch trailer at 0:20)
Not due to the whole piercing shots, more so the square enix copywrite implications (the weapon is a dues ex promo item)
I was able to use an engineer to upgrade 4 units in one turn (1 AP was used for movement) so it seems that engineers can upgrade as many units as you want simultaneously. Not sure if killing the engineer removes the buff from the other units.
Im curious to see what happens when an impaler attacks a scout :-)
I love the feel of this team, incredibly offense oriented abilities with comparatively low damage. This team has so many unique abilities that it will open up a wealth of new gameplay possibilities. Matches as and against TF should be a lot of fun!
Killing the engineer does not remove the buff. The impaler will pull the scout as if it was a normal unit.
Tell me, will the scout fall 2 tiles back, when the knight attacks him? xD








From what I can tell in the challenges, it looks like the sniper does half damage to crystals, or maybe unbuffed damage to crystals. In "Teamwork, Please" the sniper does 200 damage to the archer, but only 100 damage to the crystal (despite being on an attack tile)' and neither of them have any physical resist.