Counterattacks do not suffer attack startup penalties 1.03b11

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ydmatrix2
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Counterattacks do not suffer attack startup penalties 1.03b11

Post by ydmatrix2 »

Besides the general feedback that unlimited counterattacks per round might be unreasonable, a more specific issue is that counterattacks suffer no startup penalties in the first two rounds.

So while they're supposed to be weaker than normal attacks, during first two right they might be actually stronger (if startup penalty is -75% vs only -50% for counterattack) or just slightly weaker (for tanks, with lower startup penalty of -38% vs -50% for counterattack).
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Vic
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RE: Counterattacks do not suffer attack startup penalties 1.03b11

Post by Vic »

Agreed with limiting counter attacks. Will be done next version.

The startup penalty actually works the other way around with counter attacks. And it is the counter-attack of the defender of the Hex that suffers the startup penalty. In any case for the moment that rule remains as it is. :)

best wishes,
Vic
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ydmatrix2
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RE: Counterattacks do not suffer attack startup penalties 1.03b11

Post by ydmatrix2 »

Saw this in the change logs of new beta (12):
-Counter attacks limited in combat calculations

No star next to it, so apparently does not require a new game to take effect.
However, I installed b12, and continued a game started in b11.

In this screenshot of round 1 of combat, GR Romulus has a single attack, but also 16 (!) counter-attacks, all in one round (and all nearly as strong as his own attack, due to the whole no startup penalty thing).

A lot of free actions for a powerful unit. What was set as the per-round limit?

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Vic
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RE: Counterattacks do not suffer attack startup penalties 1.03b11

Post by Vic »

It needs a "next turn" to take effect. And the romulus would still have many counter attacks.
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GodwinW
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RE: Counterattacks do not suffer attack startup penalties 1.03b11

Post by GodwinW »

I certainly like strong units like that counter-attacking a lot. It makes sense imo.
I hope it's not diminished too much. But it's probably fine :)
ydmatrix2
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RE: Counterattacks do not suffer attack startup penalties 1.03b11

Post by ydmatrix2 »

ORIGINAL: Vic

It needs a "next turn" to take effect. And the romulus would still have many counter attacks.
Several turns later, GR Velociraptor (single sub-unit, with 4x hitpoints buff by Syndic Priest, against a stack of a Major)
Round 1: 30 (!) counterattacks
Round 2: 17 counterattacks
Round 3: 14 counterattacks
there not much left to counterattack from that point on...

I'll recheck this once I start a fresh game from b12 (rather than b12 on top of b11 start).
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