DeletedUser8277
Guest
Can anyone who has the Galaxy answer if the amount of coins/supplies are doubled from the SMB/LoA/RAH amount or is it the base amount?
As much as I DON'T like the Passive Bonus as Medals from the new GB, they are ABSOLUTELY POOR. No one needs 1450 medals at FREAKING LEVEL 50. You might as well remove it to avoid the shame you are bringing upon yourself.
I don't see what's mean. People here were discussing wrong stats and even saying they should not have been taken down from the Wiki, when in fact they were misleading so it's better that they were removed at this time. It doesn't mean that I had the stats handy to post them. That was just me pointing out not to base your assumptions/feedback on them.While everyone else in this thread pitches and yaws over the new GB, I'm gonna instead focus on this. You can't just come in here and say that the stats were wrong without telling us what they actually are! That's just mean! Like...how are they wrong? Some of the stats *were* different from the counterparts, if you're alluding to how some things looked like they were just copied over...but it wasn't just that. Could we instead see the actual stats?
It still means that you have an X% chance that N of the collections will be doubled. Collections with the "collect all" happen all at once so it could be randomly any of the collections in the city (of course the normal "rules" of it not working on GBs, etc. still apply). Same goes for all such boosts.Hi devs, how doesn Blue Galaxy work, if you use the 5-diamonds-collect-all button? (Same question for lighthouse and royal albert hall, if you have more buildings).
The final amount is doubled, after all other bonuses have been applied.Can anyone who has the Galaxy answer if the amount of coins/supplies are doubled from the SMB/LoA/RAH amount or is it the base amount?
I don't see what's mean. People here were discussing wrong stats and even saying they should not have been taken down from the Wiki, when in fact they were misleading so it's better that they were removed at this time. It doesn't mean that I had the stats handy to post them. That was just me pointing out not to base your assumptions/feedback on them.
Would it be better if no one corrects that and you continue working with wrong stats? Anyway, here are the current stats:
Thank you for the clarification.The final amount is doubled, after all other bonuses have been applied.
Why can´t you wrap your brain around the fact that medals is an ACTIVE bonus?
Other Active bonuses are:
Coins
Supplies
Unrefined goods to your inventory
Refined goods to Guild Treasury
Unattached militay units
Fp´s
(Or none of the above)
If you bothered to read other comments in this thread you´d know that there are some players, who actually can use Medals. Even endgame players. That includes myself. And no, I haven´t got an Arc beyond level 24 on any of my secondary worlds.
So when you write that No one can use medals, it simply isn´t true.
Here´s what I think:
No one needs Coins
No one need Supplies
No one need unrefined Goods
Absolutely no treasury needs refined goods.
Everyone who engages daily in battle could probably do with a second GB which provides unattached units, but then again. A lot of endgame players who has a decent Ark is most likely to have a high Alcatraz as well.
Absolutely everyone (doesn´t need, but) want fp´s. But as this GB most likely will produce fp´s as a result of the PASSIVE bonus, you won´t get it as the ACTIVE bonus too.
So unless IG comes up with a brand new thing for ACTIVE bonus (such as boost bottles), Medals is the least worthless bonus.
I would argue that the doubling effect is an active bonus.
Unlike the AO where the chance of a crit hit is an ever present possibility that doesn't need refreshing and is therefore passive, the charges from Kracken and Blue Galaxy being finite in number are something that once used need to be collected again from the GB and as such can be considered an active bonus.
Had the charges been unlimited in number then I would agree that it was a passive bonus.
But they aren't, so I don't
NEW 3 UNITS - EP.6
Scimitar
The Scimitar is a weaker dragonbreath user than the original Dragondrone. On raw stats it may looks a bit OP, but in
reality this unit is as mobile as the dragondrone. Since flying helpt Dragone with moving and this unit don't have that.
It's a weaker dragonbreath user since it don't get anything in return of dropping flying. I suppose stealth on specific
terrain, but only because of Medusa, otherwise a more defensive skill like dug in would be great.
This unit shines in the hunt of eels. Much like the RG the eel seems not to have much to worry about, but there are
enough units that are fantastic against them to create a good ballance. This unit is one of them. This unit using the
eels behaivoir and great need to jump in bushes to survive. Since this will result in the situation where eels will staid
close to each other. Using dragonbreath smartly this unit will quickly deal with this lovely eels very easy and smooth,
making eels dissapear easy. Futher more this unit is more usefull for fans of dragonbreath, but for people how don't
like that skill, this unit is someting to forget quickly.
Scimitar-hunters
>Subs; A unit with no range has little changes, but against a sniper like unit, the subs taking them down before they can get close
>Nautilia; Same as sub
>Turturret; Indito + mortier will take down multiple Scimitar depanding on your luck
>Medusa; With attacks powerd by blast in combination with great range, the Scimitar don't stands a change and can't do anything
but hoping Medusa will spare it
Gliders
Gliders are the best ballanced units as they are right now. Flying is a skill many where missing in this age and on
a unit that's based of flying fish it makes the most sense of them all. As well it's unique skill swarm. Animails
living in swarms having a great increase of survivle. When your striking as a swarm it's harder for some one to
effective hit you. So a defence boost is very nice.
For the units ballance. Fly is simply good as it is and we all know what it does. For swarm it is a good skill, since
this unit lacks in defence stats. So with a bonus like this is wonderfull. Also this skill will help to be copative with the
eel. Since this skill reduce damage, but don't give a possibility of preventing it, unlike stealth. Even while stealth
is heavely depanding on terrain, something that the majority seems to forget. This unit is simply good in what
it's suposed to do and absolutly don't need any change what so ever. From all units in this game, this unit is
good as it is right now.
Gliders-hunters
>Crabs; depanding on how many your fighting, the crabs are blessed with blast to deal with raised att. power
>Octopod; Using it's skill and units bonus is this unit great in fighting this units, let them come closer
>Scimitar; Since most fast units are getting close and may stands close to each other, this unit maybe be able to us dragonbreath
>Manta's; Manta's will always take revange on attack of them and are very powerfull atackers, making swarm not a big deal
While your point on the mobility restriction of having to deal with terrain instead of flying is reasonable, your example pic is kindof a worst case scenario - the AI parked the scimitar right behind a pair of rough terrain - on a map filled with rough terrain. Their movement stat is the same as the eel - and eel mobility is not remotely lacking compared to the dragon drone.
Perhaps important though is why the dragon drone stopped working. Prior to the nautilus inclusion i used dragon drones for close to half the GE encounters. After the nautilus' inclusion it went way down as it'd take 5-6 hits to kill a nautilus and that was just too much. The octopod was the final death blow as it was another unit that'd just take way too many hits. The scimitar has much higher base stats (scaled further by my boosts), and a bonus vs the octopod. The important thing to remember with dragon breath units is that they don't need to 2 hit things - even getting to 3-5 damage is good enough if in the first rounds you're hitting multiple units for that much. The main concern is where units tend to be on their first turn - and whether they can be avoided til your second turn if you have to. The additional vulnerability to turturrets will somewhat limit their use but mixing with some eels or turturrets of your own should be feasible in that case.
Regardless i will try my best to make the scimitar work as it's my best hope atm to save myself from the hover tank spam blues The nautilus and octopod only caused me to use more and more of them.
I think you're off the mark on this one - flying will make it situationally useful (lots of artillery in both waves). It's balanced very similar to the TE combat drone - high attack, low defense. Swarm can't be of much (any?) use due to its lack of innate defense though - +defense specials only matter if the unit has good defense to begin with - only reactive armor can compensate for having no base defense to speak of.
But if there's 2+ artillery in both waves then 8 gliders will stand a decent chance (and if there's not i hope for the scimitar - much how i fought TE expedition - combat drones if 2+ artillery in each, stealth tanks if not)
It still means that you have an X% chance that N of the collections will be doubled. Collections with the "collect all" happen all at once so it could be randomly any of the collections in the city (of course the normal "rules" of it not working on GBs, etc. still apply). Same goes for all such boosts.
I'd argue that "fixed" isn't the appropriate word to use, since it's not really broken. It collects all, it doesn't prioritize your buildings and collect them one by one.Hmmm, this should be fixed, it should be prioritised just like the aid function, first buildings that give highest fp and goods values. Bit of a waste if a SoK doubles while there are palaces and terrace farms availible. With coin and supplies this never really was an issue for me, but with this GB it becomes a bit of a flaw.
I'd argue that "fixed" isn't the appropriate word to use, since it's not really broken. It collects all, it doesn't prioritize your buildings and collect them one by one.
But anyway, you can always manually pick the several buildings you want to use the chance on, and then use the collect all functionality for the remaining buildings? That way you ensure that the chances are spent on the buildings -you- want selected.
level 37: 50% at 10 = 5 doubled
5 times 5 FP extra for 10 terrace farms = 25
a Cape or AO at level 37 gives 37 FP
Kraken gives 29
Hagia and co: 21