Statistics Tracking

Talk about anything regarding the Hidden Dimensions core game and HD Spectrum.
User avatar
space-mariner51
Posts: 775
Joined: Sun Sep 18, 2011 2:39 am

Re: Statistics Tracking

Postby space-mariner51 » Sat Nov 12, 2011 5:48 am

PenneyRZ wrote:Ok so lets pretend that I am playing a gold deck without any Nebula Rifts and I didn't draw any Demonic Rifts so I put out a Greater Techno Demon which makes up for itself right away since you don't draw next turn. Then you lay out a Spark and cast Fortify on it.

I have a couple choices here, I can just attack into it and let my guy die. If I do, then it would be pretty stupid of me to put another ship in front of it. Instead I might as well just let you hit me for 1 for the rest of the game, at least until I can get out a Demonic Rift and use a Rift Spark to kill it the rest of the way. So your 2 cards probably only costed me 1. If you didn't have a denial protection land then your 3 cards would have only costed me 1 card and a few life.

Perhaps I am instead using Brown and Siege Cruisers. The same combo would again cause me to lose 1 card and a few life whereas you still lost 2 cards.

If I had drawn way too many ships and it was worth it for me to waste them killing the 1/11 spark, it would still probably only cause me to lose 2 ships which is no worse than the 2 cards you spent to cause me to lose those 2 ships. It is also possible I have a Lost Mine laying around and I kill 2 of your cards with 1 of mine that way.

So Spark + Fortify is maybe 2 ships OR maybe 1 ship and a couple life points
vs
Spark + Lost Mine which is almost always 2 ships no matter how you slice it.

There are about 100 cards that are more commonly played in PVP than the first thing that can efficiently kill a spark, so losing it to a Nebula Rift or something isn't the most likely thing in the world as it is currently. That being something that may protect people from losing 2 cards against my 2 cards. The chances of your combo only taking down 1 card is much more than the chances of my suggestion only taking down 1 card.

In any event, the idea is to maximize how many cards of the enemy's you kill with each one of yours and Fortify just doesn't really accomplish that most of the time.


Taking your hypothetical situation, I played 2 cards worth 2 energy combined, and you need 2 cards worth more than 8 energy combined to get rid of my Spark. Plus, I can still buff and heal my Spark so it can survive another ship. While you're worried about my Spark, I can throw other ships out, and you waste energy getting rid of my Spark that could've gone to blocking my other ships.

Did you think to you that you can an Energy Burst against my Spark. Well, if I got another ship or 2 out, Energy Burst might not hit the Spark and you wasted another card and 4 energy. Plus, the Energy Burst is wasted that could've been used against an offensive threat. Same with other action cards you could use. Say you got a Lost Mine and I have a buff Spark and a Terror Mage out. Which card would you destroy?
User avatar
Williegb
Posts: 67
Joined: Mon Oct 03, 2011 10:34 am

Re: Statistics Tracking

Postby Williegb » Sat Nov 12, 2011 5:54 am

Why would you try to get rid of the spark?
User avatar
space-mariner51
Posts: 775
Joined: Sun Sep 18, 2011 2:39 am

Re: Statistics Tracking

Postby space-mariner51 » Sat Nov 12, 2011 6:02 am

Williegb wrote:Why would you try to get rid of the spark?


Sabatoge and Data Echo are just as good as a Lost Mine. The enemy gets his Spark back, but he needs to rebuff it to get it back to where it was. Both cost 4 energy, but will hit the Spark, unlike Energy Burst that may not.
User avatar
Williegb
Posts: 67
Joined: Mon Oct 03, 2011 10:34 am

Re: Statistics Tracking

Postby Williegb » Sat Nov 12, 2011 6:18 am

I haven't been clear, I'm asking why anyone would attempt to eliminate the spark in almost any scenario. The main one I can think of is if every other lane is blocked, but at that stage, the excess resource is extra ships, so who cares?
User avatar
space-mariner51
Posts: 775
Joined: Sun Sep 18, 2011 2:39 am

Re: Statistics Tracking

Postby space-mariner51 » Sat Nov 12, 2011 6:33 am

Williegb wrote:I haven't been clear, I'm asking why anyone would attempt to eliminate the spark in almost any scenario. The main one I can think of is if every other lane is blocked, but at that stage, the excess resource is extra ships, so who cares?


2 reasons: 1. If you got an attack-all ship on the board, and 2, the Spark is a decent attack threat, thanks to a combination of Crystal Aura, Nebula Spire, and Sapphire Xyloxi. That's without use another race's buffs.
User avatar
Williegb
Posts: 67
Joined: Mon Oct 03, 2011 10:34 am

Re: Statistics Tracking

Postby Williegb » Sat Nov 12, 2011 6:44 am

1. Granted on this point, although there are so few in the game that the potential card advantage has a much lower ceiling then something like draw denial.

2. All of these card require an additional investment in the form of energy, and use of a card. This makes you a lot more vulnerable to spot removal on the spark.

This aside, please build a deck around it. Additional diversity in PvP is never a bad thing, and if it really is OP, it can be dealt with.
User avatar
PenneyRZ
Posts: 1391
Joined: Wed Nov 10, 2010 6:57 pm

Re: Statistics Tracking

Postby PenneyRZ » Sat Nov 12, 2011 6:45 am

Well, the easiest reason to get rid of a spark is to preserve whatever ship that is on the other side of it. All ships are not equal. I wouldn't like to lose a Chryiax only to replace it with an Emerald Xyloxi (both for the sake of argument).

That being said, most people don't seem to find eliminating the spark to be worth the effort.

That isn't really the question atm, though.

The question atm is why anyone would want to protect a spark in the first place, ie by using fortify on it.

It would only be a good plan if the spark could kill two things and remain alive to swing in afterwards.

Not like sparks are especially good at swinging in, they only do so for 1 per turn.

I don't see any really good reason to Lost Mine a 1 damage ship like Spark when I could just let it hit me every turn and save the Lost Mine for something that hits harder than 1.

Space Mariner - With the state of energy generation being the way it is, I count cards saved as more important than energy saved. I am very unlikely to "waste" a card in order to conserve energy. I would rather pay 10 energy and 2 cards to get rid of 2 cards (spark + lost mine or just 1x techno quasar) rather than paying 2 energy and 2 cards to get rid of 1 card. Killing one more card as a net result, to me, is worth paying 8 more energy for.

- Edit - If the spark player pays 8 more energy to make the spark into a credible offensive threat, say with 4 clicks of a Nebula Spire, then I would consider wasting a Lost Mine on it, the energy they spent would at least equal the energy I spent, in any case.
PenneyRZ
User avatar
space-mariner51
Posts: 775
Joined: Sun Sep 18, 2011 2:39 am

Re: Statistics Tracking

Postby space-mariner51 » Sun Nov 13, 2011 9:49 am

Williegb wrote:...This aside, please build a deck around it. Additional diversity in PvP is never a bad thing, and if it really is OP, it can be dealt with.


Did it. Haven't played it enough to determine how good it is.
User avatar
Kuro
Posts: 645
Joined: Fri Jun 24, 2011 10:21 pm
Location: France

Re: Statistics Tracking

Postby Kuro » Sat Feb 18, 2012 6:20 pm

Within a few time (when you find some), could we have a look at the last stats Greywing ?

Thank you !
User avatar
Greywing
Posts: 3090
Joined: Sat Nov 06, 2010 5:47 pm
Contact:

Re: Statistics Tracking

Postby Greywing » Sat Feb 18, 2012 6:37 pm

Aye, one of these days i'll process the next batch of pvp fights.
SVC - NULLL games.
Found a bug or have a question? PM me or post on the forum.
User avatar
Greywing
Posts: 3090
Joined: Sat Nov 06, 2010 5:47 pm
Contact:

Re: Statistics Tracking

Postby Greywing » Sun Feb 19, 2012 12:43 pm

Stats from 8 nov 2011 to 18 feb 2012.

Code: Select all

8834 decks : 4615 wins and 4220 losses.

HU : 805 losses and 697 wins      17.0% of all games, 46.4% winrate
CA : 252 losses and 312 wins      06.4% of all games, 55.3% winrate
XY : 470 losses and 542 wins      11.5% of all games, 53.6% winrate
CC : 405 losses and 506 wins      10.3% of all games, 55.5% winrate
RV : 420 losses and 506 wins      10.5% of all games, 54.6% winrate
MT : 304 losses and 430 wins      08.3% of all games, 58.6% winrate
TM : 483 losses and 537 wins      11.5% of all games, 52.6% winrate
RD : 530 losses and 583 wins      12.6% of all games, 52.4% winrate
AR : 551 losses and 502 wins      11.9% of all games, 47.7% winrate

previous stats :

HU : 170 losses and 111 wins        11.7% of all games, 39.5% winrate
CA : 101 losses and 88 wins         07.9% of all games, 46.6% winrate
XY : 121 losses and 152 wins        11.4% of all games, 55.7% winrate
CC : 124 losses and 167 wins        12.1% of all games, 57.4% winrate
RV : 122 losses and 97 wins         09.1% of all games, 44.3% winrate
MT : 136 losses and 192 wins        13.7% of all games, 58.5% winrate
TM : 195 losses and 221 wins        17.3% of all games, 53.1% winrate
RD : 102 losses and 82 wins         07.7% of all games, 44.6% winrate
AR : 89 losses and 130 wins         09.1% of all games, 59.4% winrate


There are 395 losses missing (people who quit before the game could send stats). That's 8.6% of the losses missing, so the winrates for all races are too high, but still usefull when compared to each other.
Only HU stands out here, while other races have more or less a 50% winrate. Number of plays is more equalized than the previous batch except that CA really stands out now and MT is on the low side too. Despite the higher number of losses, HU is played the most, but that could be since most people will want to play HU over some or other weird alien species :p

Card usages stats :

Code: Select all

1 : 2nd Moon of Xyth : 1
2 : Alpha Destroyer : 13
3 : Recall : 15
4 : Shield Transfer : 16
5 : Alpha Fighter : 18
6 : Enynantia Open Gate : 21
7 : Flak Turret : 38
8 : Alpha Battleship : 44
9 : Flare : 54
10 : 3rd Moon of Xyth : 57
11 : Energize : 57
12 : Dark Crystal : 59
13 : Lifelink : 60
14 : Mass Regeneration : 67
15 : Shield Drone : 76
16 : Alpha Cruiser : 81
17 : 1st Moon of Xyth : 86
18 : Unstable Freighter : 89
19 : Aladayr Open Gate : 93
20 : Entropic Regeneration : 103
21 : Plasma Stream : 105
22 : Dark Energy : 119
23 : EM Pulse : 129
24 : Eaxiltrix Open Gate : 134
25 : Grav Blind Spot : 137
26 : Ytrilia Open Gate : 137
27 : Hacker Gate : 146
28 : Growth Spire : 148
29 : Shield Morph : 157
30 : Support Spire : 163
31 : Entropic Rift : 183
32 : Shield Spire : 185
33 : Mind Virus : 195
34 : Fusion Drain : 195
35 : Lesser Nebula Demon : 199
36 : Infect : 210
37 : Mutating Vector : 211
38 : Duel : 214
39 : Grav Fusion Buoy : 226
40 : Plasma Blaster : 231
41 : Adelan Device : 234
42 : Clone : 235
43 : Techno Assaulter : 250
44 : Anti Shield : 254
45 : Crystal Cloud : 255
46 : Charge : 255
47 : Feedback Link : 267
48 : Grasper Morph : 277
49 : Siege Cruiser : 279
50 : Crystal Shield : 282
51 : Sacrifice : 287
52 : Nulll Void : 297
53 : Support Drone : 298
54 : Crystal Aura : 299
55 : Flare Chaser : 306
56 : Fusion Bolt : 309
57 : VoidBringer : 315
58 : Armored Growth : 317
59 : White Channeler : 330
60 : Regrowth : 336
61 : Fusion Rift : 339
62 : Sneak Attack : 351
63 : Fortify : 354
64 : Fusion Plant : 359
65 : Data Feedback : 359
66 : Lightning Arc : 366
67 : Assaulter : 367
68 : Nanobot Tower : 376
69 : Nanobot Leeches : 377
70 : Shard Storm : 383
71 : Fusion Jet : 384
72 : Salvager : 396
73 : Artillery Frigate : 400
74 : Techno Scan : 403
75 : Greater Chaos Demon : 421
76 : Adaptomorph : 426
77 : Shatter : 436
78 : Technomancer : 447
79 : Flux Fusiongate : 450
80 : Greater Dark Demon : 454
81 : Grav Current Buoy : 455
82 : Cerberus Drone : 464
83 : Assault Dorgan : 467
84 : Repair : 479
85 : Nanobot Swarm : 480
86 : Solar Rift : 483
87 : Neyon'Moru : 495
88 : Space Warp : 501
89 : Greater Solar Demon : 509
90 : Energy Leech : 512
91 : Lesser Fusion Demon : 517
92 : Mutate : 518
93 : Hydranought : 519
94 : Fusion Demon : 520
95 : Wave Morpholith : 533
96 : Entropy Node : 536
97 : Sun Spire : 548
98 : Hivemind Fusor : 549
99 : Lesser Solar Demon : 550
100 : Disrupt : 552
101 : Oppressor : 555
102 : Support Carrier : 562
103 : Railgun Turret : 568
104 : Freighter : 573
105 : Greater Fusion Demon : 574
106 : Pulsar Class : 578
107 : Shield Channel : 598
108 : Shatterer : 599
109 : Energy Shell : 609
110 : Greater Rift Demon : 609
111 : Nebula Scout : 612
112 : Thunder Shard : 615
113 : Relentless Assault : 616
114 : Antimatter Storage : 620
115 : Aelynn'Ador : 643
116 : Guardian : 649
117 : Tarogi : 651
118 : Dimensional Link : 654
119 : Antifusor : 668
120 : Hydramorph : 669
121 : Antimatter Plant : 669
122 : Sabotage : 693
123 : Battle Queen : 694
124 : Black Channeler : 696
125 : Technospire : 699
126 : Salvage Yard : 707
127 : Towering Crystal : 707
128 : Weaken : 710
129 : Restoration Field : 720
130 : Mind Wipe : 725
131 : Fuel Tanker : 730
132 : Dark Fusor : 734
133 : Shield Frigate : 737
134 : Chyriax : 740
135 : Grav Demon : 742
136 : Ultranought : 743
137 : Solar Demon : 755
138 : Solar Tree : 758
139 : Virus Spire : 759
140 : Cargoship : 764
141 : Entromorph : 765
142 : Grav Wave Farm : 773
143 : Obfuscation Tower : 777
144 : Sensor Cluster : 788
145 : Plasma Screen : 798
146 : Prismatic Spark : 801
147 : Drone Bomber : 805
148 : Technogate : 810
149 : Negator : 828
150 : Attack Barrier : 834
151 : Venom : 834
152 : Terrornought : 837
153 : Fusion Spire : 840
154 : Battlecruiser : 847
155 : Crystal Dorgan : 851
156 : Dark Demon : 870
157 : Shielding Relic : 871
158 : Nebular Rift : 878
159 : Rift Demon : 898
160 : Greater Grav Demon : 903
161 : Virus Barrier : 922
162 : Combat Node : 925
163 : Control Feedback : 944
164 : Titan Shield : 945
165 : Gravitational Rift : 957
166 : Echo Image : 982
167 : Crystal Nagato : 1000
168 : Grav Flux Amplifier : 1005
169 : Data Echo : 1009
170 : Morpholith : 1027
171 : Shard Tree : 1033
172 : Techno Demon : 1035
173 : Recall Gate : 1043
174 : Fusion Monolith : 1043
175 : Nebula Harvester : 1047
176 : Rift Echogate : 1097
177 : Nebula Shard : 1109
178 : Prismatic Generator : 1115
179 : Exion'Exus : 1117
180 : Crystalline Fusor : 1120
181 : Amethyst Xyloxi : 1127
182 : Antimatter Bomb : 1132
183 : Grav Wave Hub : 1133
184 : Dimensional Sail : 1168
185 : Artillery Cruiser : 1175
186 : Dark Energy Tower : 1178
187 : Entropic Monolith : 1179
188 : Data Node : 1183
189 : Dark Rift : 1196
190 : Nanobot Carrier : 1204
191 : Thunder Mage : 1209
192 : Ethereal Fighter : 1214
193 : Slave Spire : 1219
194 : Deflector Field : 1235
195 : Scanner Ghost : 1251
196 : Radar Silhouette : 1252
197 : Wild Berserker : 1287
198 : Entropic Siphon : 1294
199 : Guardian Akata : 1296
200 : Torpedo : 1306
201 : Prismatic Demon : 1314
202 : Hammerhead : 1317
203 : Tarynn'Ixia : 1318
204 : Solar Plant : 1322
205 : Mirror Shield : 1332
206 : Lesser Rift : 1336
207 : Decay Fusor : 1343
208 : Prismatic Crystal : 1355
209 : Ruby Xyloxi : 1368
210 : Vector : 1371
211 : Technosavant : 1402
212 : Cruise Missile : 1408
213 : Solar Gate : 1411
214 : Antisolar Plant : 1424
215 : Berserker : 1461
216 : Battle Carrier : 1464
217 : Devourer : 1470
218 : Enslaved Soldier : 1476
219 : Nebula Demon : 1479
220 : Mind Morpholith : 1483
221 : Fusion Phaser : 1510
222 : Obscure Megalith : 1559
223 : Chainguns : 1567
224 : Techno Architect : 1590
225 : Drone Carrier : 1602
226 : Solarfusor : 1603
227 : Dark Fission Vault : 1616
228 : Emerald Xyloxi : 1650
229 : Greater Prismatic Demon : 1653
230 : Artillery Turret : 1703
231 : Gravitational Buoy : 1726
232 : Technowall : 1736
233 : Darkwing : 1739
234 : Vulture : 1760
235 : Wave Convertor : 1774
236 : Spectralis Core : 1815
237 : Lesser Chaos Demon : 1829
238 : Flare Spire : 1836
239 : Lost Carrier : 1847
240 : Ancient Convertor : 1861
241 : Sapphire Xyloxi : 1880
242 : Dark Obelisk : 1902
243 : Assault : 1913
244 : Crystal Tree : 1920
245 : Trasher : 1942
246 : Mind Hack : 1951
247 : Fusion Furnace : 1988
248 : Nebula Spire : 2009
249 : Energy Rift : 2012
250 : Overseer : 2017
251 : Grav Crystal : 2072
252 : Entropic Channeler : 2118
253 : Phoenix : 2122
254 : Leech Hive : 2157
255 : Dreadnought : 2226
256 : Prismatic Spire : 2231
257 : Abomination : 2367
258 : Elemental Spark : 2407
259 : Terror Mage : 2480
260 : Solar Refractor : 2576
261 : Nebular Flux Driver : 2577
262 : Entropic Link : 2588
263 : Ambush : 2600
264 : Shimmering Ghost : 2606
265 : Dimensional Rift : 2622
266 : Derelict Battleship : 2644
267 : Power Plant : 2690
268 : Energy Burst : 2701
269 : Combat Support : 2794
270 : Breaker Class : 2817
271 : Nebular Guard Tower : 2822
272 : Grand Technolith : 2864
273 : Soldier Drone : 2943
274 : Techno Quasar : 2961
275 : Shield Bastion : 2970
276 : Greater Nebula Demon : 2983
277 : Solar Harvester : 3003
278 : Data Cube : 3018
279 : Demonic Rift : 3036
280 : Ghost Ship : 3071
281 : Thogrom Bomber : 3100
282 : Greater Techno Demon : 3128
283 : Troy : 3227
284 : Ancient Torpedo : 3315
285 : Nagato : 3363
286 : Fusion Capacitor : 3537
287 : Nebular Crystal : 3539
288 : Firewing : 3724
289 : Akata : 3735
290 : Hiraga : 3822
291 : Elemental Rift : 4032
292 : Solar Citadel : 4548
293 : Relic Fighter : 4638
294 : Battery : 5130
295 : Elemental Techno Crystal : 5767
296 : Data Crystal : 5936
297 : Spark : 6772
298 : Lost Mine : 7094
299 : Chain Reaction : 8704

Total cards : 363755 (41.17 per deck on average)


Chain reaction basically used once per deck on average. Lost mine makes sense, so does spark and data crystal. ETC as has been said before could use a minor nerf to its CIP, or it might balance itself when a few more of these structures are added for other races. The new battery looks popular, so does the fusion capacitor.
SVC - NULLL games.
Found a bug or have a question? PM me or post on the forum.
User avatar
PenneyRZ
Posts: 1391
Joined: Wed Nov 10, 2010 6:57 pm

Re: Statistics Tracking

Postby PenneyRZ » Sun Feb 19, 2012 2:22 pm

I looked through the whole list and, other than about 10 cards, I think everything is about where it should be.

I am surprised to see Ancient Torpedo make it so high on the list, and kinda happy about it. I thought it would remain underutilized because it doesn't impact ship vs ship combat, but with the advent of land based carriers apparently people are now packing them in order to neutralize the threat, which is great. This will help to keep Obfuscation Tower decks out of the winner's circle too, which is good.

Red cards are topping the charts for usage because red decks are topping the charts for usage. I am particularly happy to see Vulture make it to the middle of the pack now, even with its lowly 2 attack power.

Combat Support looks to be a 4 of in most brown decks which is good, they need the life gain since they aren't getting it from lands and they are a slow color as it is.

I think Prismatic Generator is a little too high on the list.

I also think that since Spark is #3, Relic Fighter is #7, and both Firewing and Akata are just outside the top 10, then Thunder Shard should probably be higher than it is.

Other than that, everything lines up pretty nicely with how it is intended to line up, imho.

I am a little sad to see red still losing so much and quite surprised to see brown in the top tier now. Ambush seems to have made a pretty big difference to its win rate.
PenneyRZ
User avatar
Chyriax
Posts: 656
Joined: Mon Oct 17, 2011 5:46 pm

Re: Statistics Tracking

Postby Chyriax » Sun Feb 19, 2012 3:31 pm

yea, this does make me concerned about some cards though. im not looking at the top of the list or the middle, im looking at the bottom. some of these are less used than the alpha cards. not counting the unique cards in this, since they are 1. almost impossible to get, and 2. not reliable since its only 1 card. among these little used cards are shield transfer, mind virus, and mutating vector. this, when HU is the most used race, means that it either isn't working well in these dual race combos or people aren't trying them. also, sacrifice isn't all that much better, while ancient torp is really far up there. is it just forgotten? it works quite well with drone carrier, or lost carrier for that matter too, since the fighters die after use anyway. clone, one of the best CC cards for reliability, is also unused for some reason. this goes with a lot of the CC cards for endurance, meaning a couple things, CC has nothing in long games really, and it is primarily rush, at least in the way its being used. i don't think its the quality of these cards that is preventing them from being used, just racial focus. i also find it interesting to see voidbringer and technomancer so far down the list, though mostly voidbringer. maybe the health every turn is too much to pay for it even with the game ending power? just to name a few cards that aren't used as much as they could be for some reason.
incredible crystaline supporter of all allies and destroyer of all enemies,
Chyriax
User avatar
Greywing
Posts: 3090
Joined: Sat Nov 06, 2010 5:47 pm
Contact:

Re: Statistics Tracking

Postby Greywing » Sun Feb 19, 2012 3:37 pm

Voidbringer was very low last time as well, then i gave it a regen ability, which you'd expect to make it on the brink of being overpowered but it didn't help it much.

Some of the low end actions aren't that surprising to me, these just have little use. Recall is to be changed so it can target ships as well and clone will be changed so it copies target card instead of putting the card on top of your deck.
Mind Virus was one of the least used cards last time, i don't remember if i boosted it back then.
SVC - NULLL games.
Found a bug or have a question? PM me or post on the forum.
User avatar
Chyriax
Posts: 656
Joined: Mon Oct 17, 2011 5:46 pm

Re: Statistics Tracking

Postby Chyriax » Sun Feb 19, 2012 4:40 pm

so clone won't take a draw anymore for the extra card? also it would allow up to 8 of something? thats a serious upgrade. yes, you boosted mind virus last time too. recal targeting ships would be a good idea, but could you make it AR and make random energy? or at least some AR version? also, sacrifice could probably use a change. if it isn't used in its current form, destroying structures, maybe we should make it act like hammerhead and destroy ships? a CC instakill would help protect said race from high end ships and prolong the window for rushing, even if it cost a ship in the process. given how spark and ambush have made such a difference in their respective races, and in splashing for those races, i think that this change in sacrifice would be similar. voidbringer.......im not sure what to do about that now. youve done everything possible to make it work better. the only thing left for it is to re-do the regen on it to slightly higher cost and move the regen to 4 on the base instead, offsetting the health cost. anything past this would defeat the idea of the card, which is self destruction in exchange for extreme power. truth be told though, ive made voidbringers into deathtraps for their users. all it takes is one vulture, scanner ghost, or terror mages/thunder shards, and then its an easy 4 damage per turn, done by the enemy to the enemy. i think its the ease of strategies like these that makes voidbringer so hard to keep in use, and then when they fail.....oops, im sorry, i think i misplaced the lost mine.....well, thanks for finding it...sorry about your legend.
incredible crystaline supporter of all allies and destroyer of all enemies,
Chyriax
User avatar
Chyriax
Posts: 656
Joined: Mon Oct 17, 2011 5:46 pm

Re: Statistics Tracking

Postby Chyriax » Sun Feb 19, 2012 4:57 pm

i also have to ask(slightly off topic) was it kuro or camus that had 2nd moon lol. thats one unique card i have to laugh at the idea of getting anytime soon, and 4th moon i didn't even see on there. can we make the unique cards per race rewards for beating the campaigns entirely in HDX? this might boost their usage some when they are readily available.
incredible crystaline supporter of all allies and destroyer of all enemies,
Chyriax
User avatar
Greywing
Posts: 3090
Joined: Sat Nov 06, 2010 5:47 pm
Contact:

Re: Statistics Tracking

Postby Greywing » Sun Feb 19, 2012 5:33 pm

I don't know yet in what way the moon and gate cards will be added. They can always be restricted in pvp if needed, so multiple copies can be handed out in single player without upsetting pvp.

The voidbringer's ability could be made activatable : gain +4/+4, base loses HP. Same effect as before, but now you have control over when it happens. It would lose the regen though or the regen would become automatic and a bit lower (2 or 3).
SVC - NULLL games.
Found a bug or have a question? PM me or post on the forum.
User avatar
dark1n
Posts: 493
Joined: Sat Oct 29, 2011 2:09 pm

Re: Statistics Tracking

Postby dark1n » Sun Feb 19, 2012 6:30 pm

i'd say voidbringer is fine. no need to buff it.

we all know two reasons voidbringer sees low usage:
1) channelers - easily more damage than voidbringer, plus immune to damage-reducing abilities
2) aboms - get just as strong or even stronger than voidbringer AT NO COST.

how much does echo fighter cost? nothing. it gives you some energy (depending on the number of ent links) and +4/+4 to an abomination.

- - - - - - -

what bothers me even more is that everyone is packing lost mines and chain reactions like tictacs.

i'd limit those to 1 in deck. seriously.

then maybe, imaginative cards like duel would see some use.

i'm guessing the reason nobody else complains about mt-combo is that everyone brings along 5 instant-kills in every deck and nou-problemo...
(unsurprisingly, energy burst and techno quasar are within top 10%)
User avatar
Chyriax
Posts: 656
Joined: Mon Oct 17, 2011 5:46 pm

Re: Statistics Tracking

Postby Chyriax » Sun Feb 19, 2012 7:21 pm

no limit to lost mines. chain, maybe, but not mines. its irritating that someone can get 2-4 TARGETED instakills off 1 card alone. the health cost to it isn't nearly enough to make up for this, since its normaly ships that would do more than 3 damage to the base if left alive for another turn. add this to quasar, and there is a huge card advantage being built up. what happened to the days when reasonable ships could stay on the board for more than a couple turns. im not talking large ships here, but reasonable ships. instakills are easy enough to get for multiple ships that hitting anything is a card advantage, so those couple soldier drones or emerald XY are perfect for a chain. got a nagato and a darkwing as blockers, ok, quasar. now the control deck is kill every enemy ship as soon as its costing them more cards than it costs you, or keeps them at a slight disadvantage even. they don't have anything out, put out a cerberus drone, its worth a spark to keep the advantage, or an ambush. energy burst is even more in this direction, kill them without a chance to put ships out. i suggested changing sacrifice to a dual instakill because it would cost both sides a ship, so wouldn't do this as much. it would work best on large ships worth two cards to kill. add in ancient torp, and shipyards aren't going to work either. lost mine was a big step in the proper direction, but chain was too far.
incredible crystaline supporter of all allies and destroyer of all enemies,
Chyriax
User avatar
PenneyRZ
Posts: 1391
Joined: Wed Nov 10, 2010 6:57 pm

Re: Statistics Tracking

Postby PenneyRZ » Sun Feb 19, 2012 8:49 pm

I don't think I really would have made Chain Reaction myself, but it was made to make certain strategies difficult to use in the event, afaik. Something like 4x Technowalls in play, for instance.

In any event, I think that Chain Reaction is OK, it gives people a good reason not to use 4 of everything. It is the only card I know of in the game that might cause someone not to do so, from what I remember.

Also, if you don't want your stuff to be blown up by all the targetable kill, there is always cloaked ships that you can use. One of the PVP decks I used to best effect right when multiplayer became available was a deck with Shimmering Ghosts in it.

In any event, Lost Mine and similar cards are meant to occupy the highest slots in the usage charts. I specifically asked for Lost Mine to be an artifact when I suggested it to be made (Ancient Torpedo too) because they enable every color to have an option against the highest end ships of every other color. It puts a maximum limit of how good an assault ship can be.

Agreed that voidbringer is competing with too many cards better than itself on the high end. Put channeler back at x/2 and people will probably start using voidbringer in much higher quantities. As long as it is easier to get a large channeler than a large voidbringer, the voidbringer will remain underplayed. It has nothing to do with how good the card is, it just has to do with competing alternatives.
PenneyRZ

Return to “Hidden Dimensions”

Who is online

Users browsing this forum: No registered users and 4 guests