Would be cool if they let us set up some structures for defense too.
I like that idea.
Similar how you have commander abilities it would be cool to have unique structure you can place on the map, whose power would scale with your Commander level in the same way the abilities do.
Or you could have it as a "Structures" slot similar like you have 2 for abilities, you would have one for Structure. You would be able to select one out of 4 structure types, each limited by how many may be deployed per mission (pieces > pcs), and possibly each could have an actual cost in resources attached to it in Scrap/Gold.
*Mines (3 pcs) 100/100
*Pillboxes, (2 pcs) 50/150
*Cannon Towers (1 pcs) 300/500
*Artillery (1 pcs) 250/400
I know its not gonna happen, but its nice to imagine possible new mechanics anyway
Can't even write a ticket to devs on how bad balance is in PoC because of 1000 word limit...lol too much to say and not enough room.
Below is the response they gave me. What do you guys think? I myself think its quite obvious PoC is suppose to be hard but not like this.
Hi WonderWaffle,
The Portal is not supposed to be as easy as conventional map battles. Beating a map tile that is level 40 does not mean you can defeat a Portal of Chaos army at level 40. The challenges are there to push the limits of what your army is capable of. There is certainly a luck element to what boss/deck you face, but on average your army should be able to defeat at least enemies of the same level.
Enemy AI is not meant to be the exact same as a human player. Otherwise, you would always win because AI has lower intelligence than real people.
While it does help doing that but its too costly most of the time preventing you from getting units out to keep the push going. I mean yeah if they spawned 3 katushas in one lump with very few TDs like FV-45002 or Jagdtiger pushing or t-62 rushing you could just bomb them.
A few things I myself experienced. Got anything else to add to it?
1) They can spawn multiple same tanks which can considered OP in groups such as Katyusha, FV 45002, SU-51, GW Tiger.
2) Boss HP is tanky enough that AI can spawn multiple of said tanks on point 1 and where as our Tank Girl AI does not switch target and gets destroyed in matter of seconds from Su-51, Katyusha and GW tiger's skill. Then it leads to a unrecoverable situation as they begin to snowball while we the players can't deploy units fast enough due to gear costs.
3) Boss skills coupled with point 1 leads to many cases where its just impossible and considered an auto lose at the start of battle. Example would be stun and map wide artillery leading to enemy unit snowball where as we can't even muster a defense.
4) Enemy structures already add to damage taken and damage they can take delaying the push. The enemy as point 1 and point 3 adds on leads to more snowballing because units can't kill the structures due to being stunned 80% of the time they are out on field. Which leads to being blasted from snowballing units. Map wide artillery strike just kills all damage type units such as tank destroyers, artillery and medium tanks that are not specialized in evasion and defense emblems, meaning not enough dps to stop enemy from breaking through.
Last edited by WonderWaffle; 08-21-2017 at 08:05 AM.
Idk about you, but to me using 3 gears is worth destroying a whole unit. It makes a huge difference for me to be able to cut a few units off of the enemy for that cheap while not having to sacrifice more units to do so. Makes the stages with lv 40+ enemies a lot easier.
The four commander abilities are Artillery, Healing, Overdrive, and Defense. One of them unlocks early before they give you the message about it in a later stage, if I recall correctly.