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Thread: Troops that aren't used - Rebalance them? (Gladiators+Bandits ATM)

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    Troops that aren't used - Rebalance them? (Gladiators+Bandits ATM)

    Gladiators would be used more often if they didn't have effectively less defensive and offensive power than armored grunts with the same space. I'm not sure how this would be fixed as the 1-space gladiators were a bit too far in the other direction (too powerful)? Slightly more speed/damage?

    Hmm, suggestion for bandits in next patch: training time:150 seconds, HP: +50%, Damage: +50%, training cost:100%
    I figure the training time and goods will have to be increased if these become worth using. I also don't think anyone would bother with them unless they're roughly twice as powerful (either overall or in either damage/health) as current bandits. The suggestion above splits the difference between offense and defense buffs. They look sad and lonely in my barracks. As it is, regular thieves are way more efficient per space used in rally spot.

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    Diamond Member Contributor Level 9 Allen's Avatar
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    Quote Originally Posted by jwhiteheadcc_8892708 View Post
    Gladiators would be used more often if they didn't have effectively less defensive and offensive power than armored grunts with the same space. I'm not sure how this would be fixed as the 1-space gladiators were a bit too far in the other direction (too powerful)? Slightly more speed/damage?

    Hmm, suggestion for bandits in next patch: training time:150 seconds, HP: +50%, Damage: +50%, training cost:100%
    I figure the training time and goods will have to be increased if these become worth using. I also don't think anyone would bother with them unless they're roughly twice as powerful (either overall or in either damage/health) as current bandits. The suggestion above splits the difference between offense and defense buffs. They look sad and lonely in my barracks. As it is, regular thieves are way more efficient per space used in rally spot.
    Hi jwhiteheadcc,
    Thanks for spending your time to express your great ideas, they looks awesome! I've remarked and listed your suggestions for our designing team to see if we can make corresponding adjustments and make this game more interesting.

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    I was really hoping to get a lot more replies... Feedback on the feedback, so to speak. Without doubling the HP, for example, people would consider them (say, 0-star bandits) just slower thieves (say, 1-star thieves) with less health per rally spot space. But there's many possible directions that could be used to make people actually consider them. The problem is not wanting to make them so powerful that they break game balance. At the least though, they should be as good as thieves for the given rally spot upgrades, considering that they're supposed to replace the thieves and are harder to get. Otherwise, people will keep asking themselves, "Why is this even in here?"

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    Gladiators were useless to start and useless now - i only build them to complete orders )good to see the order glitch appears fixed (well i haven't had the "mission not complete" and associated loss of troops for nearly a week. Bandits likewise - though to be fair i haven't tried them since i got them to level 2 and they took about one hit and boof gone - well used 2500

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    Quote Originally Posted by xsfmidnight_1479743 View Post
    Gladiators were useless to start and useless now - i only build them to complete orders )good to see the order glitch appears fixed (well i haven't had the "mission not complete" and associated loss of troops for nearly a week. Bandits likewise - though to be fair i haven't tried them since i got them to level 2 and they took about one hit and boof gone - well used 2500
    Hi xsfmidnight,
    Thank you for your opinions. We are aware of this issue. We will enter into in-depth discussions and see if we could work out a preferable solution concerning the proposals you offered. Thanks again for your attention.

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    'mission not complete' still happens as of 29/11/13. as soon as it happens, refresh and you will get back the troops u lost for a second and click complete on the order again...

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    Quote Originally Posted by timmyg2305_9776925 View Post
    'mission not complete' still happens as of 29/11/13. as soon as it happens, refresh and you will get back the troops u lost for a second and click complete on the order again...
    Thank you for reporting this bug. We will look into it and fix it ASAP.

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    This seems to happen because of situations like this.
    If you que 10 wizards and 10 grunts. when the wizards get low you cancel the last few remaining, the grunts then come to the front of the que and finish instantly. You can use them for battle but you can't use them for orders without the error. This is technically a glitch with training not with orders.
    This appears to work because the troops not in front in que still get the time credit for building.
    So some people do something like this: 5 gunts in the front que and fill with wizards behind do this with all barracks, Go grab a bite to eat, come back, wage a battle, when you get back from the battle go to your barracks and clear the grunts still training. poof all your wizards are done as well. go to next barrack clear grunts and poof your wizards are finished training.

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    Red face VIP Point

    Hey Ucool,
    This morning I bought VIP PScreenshot_2015-12-14-16-27-23.jpgScreenshot_2015-12-14-16-27-23.jpgoint.Now I'm playing this game but I have't any VIP point.I think I may hack VIP point from other acc.
    So,how can I do?

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    Diamond Member Contributor Level 9 azizstorm's Avatar
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    Ucool 2016

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    Diamond Member Contributor Level 9 azizstorm's Avatar
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    guess this game is dead as fuk

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    Diamond Member Contributor Level 9 azizstorm's Avatar
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    dead no one here

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    Diamond Member Contributor Level 9 azizstorm's Avatar
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    lol why is this website is even open still?

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