thanks,i saw your videos last month a now i play AW every single day,and with this new hack i will play even more,cuz the maps certainly will refresh my experience.
@Mangs I'm playing on Mobile ummm i had try to patch my emulator (My Boy) doesn't detects it as a GBA file once i did it Ummm is there even a Fully patched Rom link for this Game?
I would have liked with Kambei that they made him have +25% atk/def but have 50% weaker counter attacks. I think that's fairly intuitive since he would have 25% stronger attacks on his turn and 25% weaker attacks on the opponent's turn. What makes Kambei so powerful is AW2 is that he's difficult to engage on properties or forests as he will strike back harder than you have. Having him get 50% weaker counter attacks means you can grind him down on your turn if you're clever. The +25% higher defense is there at all times but that's balanced out by his +20% deployment costs which means that while his units last longer they also come out slower.
Nah, putting on a mask would restrict her view from all the death and destruction she's creating. Why start a war if you cannot see your enemies scream in pain.
Use case for Samurai Armor: if they didn't change how defense calcs that is a gauranteed uninterruptable HQ capture (160% + 4 stars = 200% def = 0 dmg).
@@alexlehrersh9951 Luck is flat damage added but it is still applied before defense in the formula which would still reduce it to zero, so no help there. CO's with damaging powers would work though.
I really like how they gave Adder sidewinder's other localised name for his second power. Also, I feel like Sonja got buffed without needing anything more, and Sturm was way overnerfed.
Mangs: They took a page from day's of ruin's books. * selects the battleship * Me: Battleships can move and shoot! Mangs: Ships can move on bridges and shoals! Me: oh.
I'm not happy with the changes to Flak, I think he was perfect the way he was. The good luck/bad luck represented his sloppy technique quite well. He's a weak Co but he's supposed to be. A change I would have liked to see to all CO's is that they all get bad luck and that luck as a whole is lower. Maybe they all have 10% good luck and 5% bad luck. Flak would have double that and Nell would have 15% good luck while Sonja has no luck at all.
If I’m understanding it correctly, the 40% * Funds/Income figure for Colin basically adjusts power of money so that the it does the same amount if you save the same number of turns worth of income regardless of the overall size of your economy-a single turns worth of money saved instead of spent = a 40% bonus, while 2 full turns of money saved = and 80% bonus. IE it will be equally good on high-income maps as low-income maps. To get the full 300% (ie +210%) would require Colin to save for a little over 5 turns not counting gold rush or 3.5 turns if he popped gold rush every turn, and ofc if he’s building units it’ll take a lot longer than that.
If you know the guy that made the mod, please ask them to swap the names of Sami’s abilities. I don’t know why they thought double time shouldn’t be the speed increase and why victory March shouldn’t be the capture increase, but… obviously that’s backwards.
Think they used this logic: Double time - doubling capture rates Victory *march* - marching = movement and moving affected by speed. Honestly I think you could justify it either way round though since double time is a military phrase I think ?
@@NeatChill Yeah, it is. It means "march at doubled speed." A Victory March is when you form up and march through a recently captured area as a show of force, to pacify the non-combatants. It shows off how not-to-be-fucked-with you are. I was in the infantry, it's backwards. They literally swapped the meanings of the two phrases.
27:25 You missed the fact that fighters now have 6 vision instead of 2, letting them do something useful beyond just destroying other air units, as a flying super-recon. 29:55 Are you sure that being able to play hard campaign from the start isn't just your save file you loaded to have all the COs? Clearing the campaign is a requirement for that after all...
This is how powers should have worked, the choice enables you to form strategy and use the power according to the situation, whilst normally they are restricting and unbalanced. Love this hack
The funds/income in the calculation basically means that the more properties he has the more money he needs to have saved up to get the bonus. If he has an income of 5000 and 50,000 saved up that would be 400% (but capped at 300%) if its income was 10,000 and he had 50,000 saved up then that would only be 200%. It means the power is less easy to max out on Big maps and actually means that what it is effectively measuring is how much money you’re saving not how much money you have.
It also means it's not dependent on the size of the map. It effectively now has the same effect as you could achieve with 12 properties before no matter how many you actually have.
Allowing naval units to move on bridges is really good for map design. Now boats can have a presence throughout a whole map without needing a bunch of open ocean that restricts land units. Pretty cool
Kanbei Vs Flak. Kanbei can't counter attack. Flak has 50% firepower penalties on counter. Neither can do damage on enemy phase. Just a slow brutal game with player phase offense only.
While anything to make naval units more useable is great, honestly I would’ve preferred if they were rebalanced by buffing their defense and power (and making it so battleships can move & fire in the same turn) instead of just making them cheaper-the core fantasy of fielding a navy is that they are hard to kill, expensive to operate JUGGERNAUTS that land and air units can only touch with luck, numbers, and strategy, so balancing them by making their cost a better tradeoff with land and air units, while *effective* isn’t as interesting or cool as leaning into that and upping their power to JUSTIFY their massive investment, IMO. Good enough for a homebrew balance patch, but just not quite ideal IMO.
me would just make battleships have more health and make cruisers be able to shoot at land targets and have lower price but also a weak naval attack for submarine i would increase is fuel and is speed
The two powers thing is gonna be fun to see in pvp. You'll never know which power is popped until you attack and with both costing the same, this should, in theory, change how ending the turn will play out. Can't wait to see more from you Mangs
With Kambei actually putting it back to 30% atk/def but keeping his no-counterattack downside is a good way to balance him. What makes him so powerful is that he gives such devastating counterattacks with his increased stats which makes it impossible to fight him. Without counter-attacks you can beat him by just chipping away at his units.
I always loved the COs where the normal and super powers had completely different effects, so this is neat to see. Quite disappointed with Sturm though, he got the Blizzard nerf (i.e. this is pretty OP and needs to be nerfed, so let's nerf it until it's useless). 5 stars for 1 missile, and you don't even get the atk/def bonus? Not to mention his other "improves his d2d power" ability, and his d2d is just Grimm (i.e. not great). For Sturm I personally would make his units 110/110 on D2D (his "power" of lack of says it needs to make D2D stronger) and also have the no terrain penalty, but weather cripples him more (rain is like snow, snow reduces everything to 1 move). His CO power needs to either be cheaper, have the meteor do more, or give his units a buff. A single missile is not worth 5 stars.
Idk about multiplayer, but in the campaign, that defense boost is REALLY annoying. That 1 sonja mission where you have to capture his hq, unless you bring 2 artillery with the apc/infantry, his tank in the hq is pretty much indestructable.
I really don't like the way powers are done, but I appreciate the creativity in this hack. The dream would be for Nintendo to add modding tools to the reboot so people can do stuff like this. Which won't happen, but I can dream. I also don't like boats stopping on bridges and moving over shoals, just because shoals are shallow water so it doesn't make sense, and it's not like you can park a boat on a bridge and stop people walking on the bridge.
the old co power system gave you the tactical choice of using your cheaper and less powerful co power, or waiting it out for longer to go for the stronger super co power
the logic of the game's movement already is wack. Why can heavier infantry move further in mountains despite having more equipment? Why cant planes fly over pipes, why can everything with treads move farther than wheeled things on paved ground where they should be slower. its gameplay balancing worth the disbelief, in my opinion. We shall see how it plays if it was worth further "AW logic!"
Every time I see a "fix" to the AW2 balance the powerful COs are always over-nerfed. Gold Rush at 4 stars is the worst CO power in the game. Kanbei lost 10/10 and cant even counterattack? Sturm lost 40(!!!!) percent defense? I prefer seeing the weaker COs brought up a bit rather than the powerful ones take a bat to the knees.
With Sturm he still has that terrain ability which is huge especially for him. Because it makes it far easier to always get into cover without slowing down your army. With Kambei I actually think removing his counter-attack is a fun idea but they should put his better units back up to +30% attack/defense. One I actually disagree with the most is Flak. I actually think his original one is perfect. The good luck/bad luck really goes well with his sloppy style. Playing as Flak you can't really use very clever strategies that rely on tight win margins. You pretty much have to use brute force.
@@Sakattack2023 Except the people balancing the COs aren't the same that oned designed them in the first place... Also that's a shit statement to make. Balancing a (competitive) game is always hard and mistakes happen.
@@Piqcked not really. People will always break a game and use what’s the most useful. It’s what we have done to EVERYTHING that’s ever existed. Nerfing shit because it’s the strongest is the lowest IQ solution to the problem.
@@Sakattack2023 would say that *defaulting* to nerfs is an easy way to spot sub-par gamedesign as some things really are just vastly overtuned and convolute balancing other mechanics around them more than they're worth, myself for whatever reason advance wars has a lot of extremely lopsided design, devs prol didn't play it very much
Olaf I feel a bit sad about. Should maybe have been "1 damage + snow weather" or "stat boosts + snow weather", I don't like that one of them is just the damage without any weather at all. Colin changes seem exactly on-point. The day-to-day are now exactly what you'd expect from the thematics of the character (cheap but garbage) and his gold rush is a reasonable 4 star instead. Kanbei... oof. Where to begin? I think the "cannot retaliate" change would only make sense balance-wise if he was WAY more focused on defense. Like +20%/+40% or +30%/+60% or something. Nerfing the day to day bonuses down to +20%/+20% would make sense as a nerf on it's own (as dual strike did), but to do that ON TOP of the ridiculously gamechanging removal of counterattacks is just ... not okay. Not to mention that "not counterattacking" does NOT fit his thematic whatsoever considering the original devs gave him a counterattack-focused superpower. Please leave that on flak where it belongs and just give us a mild version of AW2 Kanbei, not this thematically-unfitting not-countering cripple. Sonja changes feel cool and thematically fitting, but it's probably too strong to have treads only cost 1 to move through forests. Splitting countering and FoW utility into two separate powers is perfect, tho. Sensei changes are on-point mechanically and thematically. Same for Eagle, both well thought through and reasonable. Sturm and Hachi have descended down from their unapproachable S-tier thrones and joined the mortals in the fray? Huh. I don't like that Sturm has become Grimm, maybe he should have been more defensively-oriented instead, but i guess it's still fine.
Kanbei notes: I like the "unable to counter" weakness, it's very unique, but it needs an appropriate strength, something like "+20% A/D, Additional +5% A/D for each star," and his choice of powers keeps the star bonus for the turn while offering either movement speed or counterattacks.
I would imagine the hawks rework on Sonja instead, making her more defensive, I would much rather have another star in woods and reefs for her or something like that, we all know you are going to play adder first don’t even ask, drake sounds interesting
I vote for playing Drake. Would be cool to see how OP naval units can get following the price decreases. Alternatively Sonja looks really interesting, particularly for multilayer. Such a shame they destroyed Kanbie. Feels like a missed opportunity to create a challenging but viable playstyle, where your opponent is guaranteed to have more units than you.
5:47 If the +10% Atk bonus is added first before the counter-attack reduction/penalty then Flak would counter with 55% the original strength, not 60% (Although the 5% difference isn't that big of a deal anyway). Unless I'm wrong and that the Atk bonus is added after the penalty.
One thing I wish they'd add from Xenesis' hacks is the ability to deploy Subs pre-dived, so you can use the m for the element of surprise. In general, all stealth based units should follow that path.
I personally would like to see a change whereby air units don't obstruct unit movement. Battleships on bridges makes sense since you'd reasonably have to open up the drawbridge to allow the ship to pass, which would block ground unit movement, but the idea that a fighter flying at 2km altitude somehow blocks tanks from passing underneath is kinda weird.
I get that the creator wanted to differentiate Nell and Flak more while also giving Nell a second power that has something to do with luck, but I don't care for Flak in this game. Basegame Flak has one of the most fun ideas for a day to day ability, so if you get rid of it, it better be something good. Giving him better first strikes but bad counter attacks just seems worse. Especially if the trade is gonna be as ridiculous as 10% vs 50%. Feels like an unneeded nerf for an already bottom tier CO. Also Kanbei was hit pretty hard. Maybe I'm just overestimating the importance of counter attacks, but it seems like he would need more defense to make that work.
Hilariously enough, Mangs when talking about Kanbei when originally reviewing him, he pointed out that it was just not feasible to go against Kanbei's units in equal trades. You will always end up losing. Kanbei's units would just resist your attacks and then hit back harder (using the attack/def bonuses in tandem), so I understand the concept of removing counterattacks entirely from him. This makes Kanbei players forced to play more thoughtfully and have to be more overall aggressive. They cannot just sit on properties and be unkillable.
Meh, the mechs being at 5 hp does make a difference, since you cant generate income from them, and if you dont combine them, they will just be destroyed very essilly.
Some pretty interesting ideas here but also some really bad ideas. D2D movement modifiers are far too common, as are counterattack modifiers. I also find the descriptions to be rather annoyingly inconsistent between "+20%" and "120%", for instance. Sensei has both in the same text box for no reason other than perhaps lack of space. I'd just use the +% modifiers in D2D and total stat effect for the powers to denote the total effect instead of possible confusion if the modifier is on top of the D2D and generic power boost.
One thing I never understood is why Rachel gets the extra 1 HP healing, but Andy does not. A lot of people meme about repairs not mattering because you need to pull the units from the frontline, but there are a lot of situations where it's a decent tactic. Since Andy is already supposed to be about healing, that would give him a day-to-day bonus while also keeping up with his playstyle. Make it interesting as well, you could even throw in an extra HP point if the unit is healing in an naval base or factory (but not airports, of course) and make those HP points not cost any extra funds.
Nerfing Andy's air units compared to his others because "lol andy not know what airport is" seems like a weird thing for a serious balance mod. Especially since AW1 was clear that Andy only didn't know the WORD Airport - he knew what the structure was.
I don't know if anyone said this, or if you said it later, or if you play it at some point and see, but surely Sami's Double Time doubles her already 130% capture rate? Which would mean that units with 8 health+ would be able to cap in one turn (8*1.3*2 = 20.8 capture points).
Had to test because this puzzled me as well, but 9hp units under double time only cap 18. I think the text is confusing but double time doesn't count the 30% and instead just straight doubles the standard unit cap rate
The implication of Colin’s math is that you need to divide your money by your income, so for each day of saved money you earn 40% attack. This means for the max of 300, you need 7.5 days worth of money. This assumes that during you capture no cities between when you start saving for the boost and when you use it.
That... that sounds kinda trash, but "sounds" and "is" are not the same. Maybe it's a better ability than I think, but it does go against the idea he's supposed to used several units.
@@demonzabrak I mean, it seems slightly less broken, not by much though. It's more Advance wars, but with slightly fewer cheap mechanics. Even that's arguable, tho
@@megatennepster3833 I finally finished the video (I stopped before the units because I wanted food), and unless they also changed the base stats of the units, not super impressed. Making naval units somewhat cheaper doesn’t really fix the problems with them. They needed to add a second gun to the battleship for anti air, remove the minimum range, and allow counter attacks. Also double it’s health, and leave the cost the same. 8000 cheaper as the only balance change is silly. Kanbei doesn’t counter attack, what the actual fuck. The mod clearly over corrects on some things and then somehow under corrects on everything else. In what world would a commander have his troops indoctrinated to not defend themselves? And yet, Colin only gets a 10% decrease to defense? It’s a bad mod.
26:44 I kinda wish they had increased the price of infantry to 1500. I think it was a good change in days of ruin as it made hiding behind fodder a bit more of a strategic decision rather than a no brainer and it meant infantry would interfere with tank production. It also made mechs easier to justify as they now were twice as expensive rather than thrice.
Dual strike in general, in terms of balance just... hurts. The only changes I was ok with were Jess, kanbei, and sensei, which were sensible. But nerfs like Lash, Max... and definitely Olaf... what did they do?
Yeah, playing through the game i noticed how theres some cos that are way stronger while others are either the same as before or worse. Jess overdrive is ridiculously op, i would have made it cost more or remove the +1 movement and put it on her other co power.
23:10 - it says that "terrain effects" are increased. Are you sure Mangs that it only affects her day-to-day power and it doesn't give her 1.5x worth of defence, basically 15% def instead of 10% for every def star?
here is what the "Mechanical Changes.txt" says about Lash Lash: +10% Firepower per Terrain Star. 4 CO-Stars COP-A: Perfect Movement regardless of weather. COP-B: Terrain Star effects are multiplied with 1.5. So, i think it means that every defence star gives 15% defence and ofence What do you think?
I already had played the mod. Lash literally gets 1.5x terrain defense stars (example, HQ giving 4 stars would give 6 stars when using Prime Tactics). Accordingly, with Lash's D2D power it is an indirect powerup increase. PLUS she still gets 10% bonus attack/def. It's really strong.
Custom co idea #8: quill: honorable duelist: +30% attack and 10% defense against units with greater than or equal to hp, but -30% and -10% against units with less health. 4 stars: 1 on 1: An additional +20% attack when initiating combat on units you have not attacked this turn but -20% attack to those you have. The enemy gains the same thing except only 5% 9 stars: To the Death: Enemy units that can attack units of the same type (direct/indirect) without moving may not move, attack units of the opposite type, or capture buildings. D2D changes to 25% attack and 15% defense. He is the second in command of the main group (first is the last stand specialist) The strategy is weakening off stronger units (to avoid complication, I just made it hp though hp*cost could work) and forcing units to attack who he wants.
This looks like a lot of fun. The only thing I would change is I would make cruisers Dual Strike cruisers allowing them to fire on ships at reduced firepower.
The calc on Colin's Power of Money is interesting. It works based on your money compared to your income (say you have 10 properties but in the prior turn you ended with 5K money remaining, you start your turn with 15K and so your boost is increased from 40% to 60% because your 15K funds / 10K income = 1.5x), so saving money gives higher boosts, and if for whatever reason you spend before popping (likely just repair costs) you get a slightly smaller boost. I think the prevention of counterattacks are a neat idea to try but not as a day to day demerit, Kanbei is really strong normally but that seems a bit much. Sonja I think it'd be better if she moved faster only through her scouted firsts and reefs. The idea seems to be that she needs buffs for people if they don't play fog. If she needs to scout forests or use her power to get the bonus movement I think that might take off the Sturm feel.
Basically, there's actually less incentive to just flooding the map with Colin's units. Sure, his other power mitigates that somewhat, but as stated, it's now harder to use that one.
Think mangs did not notice but fighters now have 6 vision as well, essentially making them a 20k flying recon. Still hard to bring out on pvp maps though
As much as Sonja does look pretty broken in this state, I really like the way they handled her luck - it fits her so well, being the cold and calculated sort, always dealing exactly the amount of damage she planned on doing. As for tomorrow's match, I'd kinda love to see you two playing Adder and Jess, seeing how some of your favourite COs feel under these new adjustments~ (Disclaimer: I'm biased, I am also a Jess waifu supporter.)
Sonja is looking fun! An I like the flavor win of her having no luck. She doesnt need luck because she has the Intel an tactics an information. She dont need to. E lucky
It’s worth noting that that means one could accurately calculate her units’ health based on how much damage they do, which is an interesting side-affect.
it not that big of a deal, he still hits hard, and remenber the 20% ofence and defence, so in general, he is still good. Also if you are in a city you have 50% defence so yeah, capture game is a joke
in a way that completely negates his defense boost in many matchups because every unit can chip away at his units with impunity. Doesn't change anything for indirects on either side, transports or other situations where his units wouldn't be able to counterattack anyway of course but still.
Honestly the balance changes seem to be a bit much. Just my preference but I would prefer minor adjustments as opposed to complete reworks like some of the CO's received.
Great reworks, my only concerns over the characters new abilities is Kanbei's Hawke's and Sturm's. I think they can keep Hawke how they worked his co power, but I think he should get 10% in attk and def, and maybe reduce his star rating by one, maybe not. Hawke and Sturm feel like they became the same 2 Sturms from AW1. Between Hawke and Kanbei I am iffy on their inability to counterattack.
Kanbei doesn't really feel it thar much, since unless your still on the capture game (S Armor basically secures caps), S spirit will be popped always, and in the end it makes it a more interactive end-game instead of a permanent 20% stronger army. Sturm was OVERNERFED like crazy. He's really bad xD Turning into Grimm is thrashy. Hawke's... interesting. His playstyle is lile rushing with an army of Baymaxs, and control as much space as you can. He doesn't do shit, but his presence is really annoying. He would really like making his power 4 stars tho.
Ooh, I would love to see you play through the campaign and new war room maps for this hack. They probably designed the maps around the new balance changes so that would be cool to see
It's a neat idea, but I feel like some CO's got more overtuned and others got massively nerfed. Sturm is basically useless, though that might have to do with story things since it referenced the end of AW2 in his bio, some powers are just basically better than the other power the CO has in pretty much any given situation (Adder having +1 and attack up is probably better than +2 move and a -10 attack in anything but a capture rush as one example), and some COs are basically unchanged, but it's a nice concept. I think there could be some more tweaks to this and it could end up a really well-balanced hack. It's already moving in that direction with the naval units.
I think, for Colin, Funds/Income = Days of income actually in your wallet. So with 5000 Income you gain +40% Attack every 5000 funds. with 12000 Income you gain +40% Attack every 12000 funds. With 7.5 x Income in your wallet you gain the cap bonus of +300% Attack. PS: Sorry for my limited english.
I have actually been playing flak, kanbai a little bit and they are not that bad. I actually like Flak in the rom hack. Flak gets +10% offense day to day with option of +60 from his first power. which is +70 total. Jess gets 20 day day to day and from her offensive power gets +50 which is +70. I think having +10 as a day to day is fair trade since every unit gets it not just tanks. And after you add the day to day back in 40% weaker counters is not terrible I would prefer 25-35. Barbaric blow gives obviously 100% so I like how that ends counter attacks. I would probably use that if I know my indirect will be the only thing attacking or main thing attacking and I have low health mean shields as the only candidates to receive damage during the round anyway. +110 damage is pretty insane that is basically kindle's super power except not just on cities. Kanbai with samurai armor with a basic tank on plains took 1-3 damage from a grit battleship with his damaging power activated. That is ridiculous. For the most part you want to use samurai armor and not the other power unless you need to do more damage during the turn as being able to counter attack is nice but that is useless if you are dead. I would much rather just make the units basically invulnerable and just get a first strike on the next turn. And sometimes even if you need the extra firepower samurai armor is still better because you can pop it attack something because of your extra defense you receive no damage on their counter attack then they can't attack you so either they retreat or you finish off a weakened enemy the next turn. I do think the decision for no counter attacks is a little odd. What would be cool is if Kanbai only countered if the opponent did damage. Which would fit the samurai theme he has. If an infantry tried for a good luck roll to finish off a 1 hp tank but didn't get good luck and the tank took no damage than he wouldn't counter. But would be a little complicated but I still like the idea.
Not sure about the naval changes, this price reduction seems a bit too much. I think I like Days of Ruin's approach of making naval units incredibly strong if left alone better, it forced fighting onto water while keeping it a big investment. Also why double up on both bridges and shoals being navigable for the big ships, just bridges would've been enough. Its what made the gunboat so fun in DoR as it could make creative manoeuvrers over shoals that the other ships couldn't
That could get confusing for folks who played Dual Strike or AWBW, considering Rachel has a power by that name that does something completely different.
Let's see here. Kanbei has 2 weaknesses. The standard extra cost and Flak's weakness taken to extreme. It's as if they implemented it BEFORE reducing his stats. I may be wrong but all that may be enough to put him in Flaks tier.
for collin his power of money basically = +40% power per "turn when you saved up your money" if you get 10 000$ a turn it will be +40% dmg per 10 000$ you have
@@DeltaSpark8 I agree, and Sonja I find especially perplexing, as she was already pretty balanced. In this one she has 4 day-to-day abilities and no bad luck...
@@TheMistermastermario I am aware, and the uncertainty/unreliability is certainly annoying, so even though "given a large enough sample size, it average's out to the same", I'd still call the consistency a buff.
Mangs, you forgot the somewhat important detail in Samurai Spirit where units counterattack at FULL FORCE. Did the opponent wipe out 9 out of your 10 medium tanks? Boom, full retaliation.
if that is the case it should be worded more like Sonja's Counter Break. Pretty sure it just means they counterattack as they normally would if he didn't have the penalty. Which is still pretty scary.
What mangs didn’t point out is that Adder’s sidewinder DOESNT have the “no bonus stats” text, meaning that with the innate 10/10 on most powers, sidewinder is now a 2 star +2 move at +10 def, essentially a 2 star sidewinder from OG AW2 (since it didn’t give atk on powers). He’s gonna fuggin love Adder. Tbh Sturm seems kinda weak ngl. I get that this hack tried to bring balance to the COs, but if anyone would be allowed to be a bit on the powerful side I think it’d be Sturm. Especially odd as he only has one power with the text “to improve day to day performance” yet he still has such a glaring weakness. As Mangs pointed out, even with terrain freedom, Grimm stats D2D are pretty full of holes, and having the tied most expensive power in the game be literally just a missile, not even any stat buffs seems pretty underwhelming. EDIT: also Kanbei not having any counters d2d is kinda yikes. Seems to be balanced by the massive numbers on his powers, but that seems to make him kinda volatile. Could perhaps do with 10% less on both powers in exchange for a 10-20% defense buff when being attacked (IE: blocking like stated in his description)
Adder defeninlty op I think 2 stars for the plus 2 movement and as mangs has said about Colin 10% less fire power is nothing really I'd use it 90/110 units. Max had a 4 star power for plus 2 movement granted it didn't come with 10 percent loss in fire power but twice the cost of adder and in the case of kanbai I think reducing his counter to 0.5 would be good no counter at all your just a sitting duck even if your units have increased attack and defence kanbai was annoying because if you attacked first or he did he always got the drop on you at least reducing his counter makes it worth attacking him with a direct unit rather than just indirects
Given both player's favorite COs I'd guess the matchup would be Adder vs Jess? You could always switch it up by having Mangs play Jess and Panzergraff Adder.
▷ You can download the hack here: tinyurl.com/4awjrz8z
Looks like a great hack i would like to play in the future!
I forgot this hack but its great that you show it to us now!
Will you do the campaign?
Will you do a Tier List about this game too?
Mangs Lash/Jess/Adder vs Panzergraf Sami/Hawke/Sturm
thanks,i saw your videos last month a now i play AW every single day,and with this new hack i will play even more,cuz the maps certainly will refresh my experience.
@Mangs I'm playing on Mobile ummm i had try to patch my emulator
(My Boy) doesn't detects it as a GBA file once i did it
Ummm is there even a Fully patched Rom link for this Game?
@@darkmeraldpvp6531 did you have extract it ? I exit rom patcher app for android and ios ;)
If anyone gets Sturm's old "ignore terrain" ability, it should be flak. He seems the type to barrel rockets and recons through woods at max speed.
Imagine if he took damage by doing it as a trade off, but allowing treads and tires to go through mountains. That’d be pretty damn scary
what do you mean you cant cross a mountain in your truck?!? *tosses them over it and it takes 1-2 damage*
Don't forget indirect bombers
thats just flak chucking the bombs out of the plane instead of letting them drop properly
This comment section is gold!
My only complaint is that the maker of ROM hack didn't change Andy's profile to "Miss: Airports".
His downside could be not having access to air units.
I think it should be Airport Jokes. He must be getting really tired of them by now.
@@Voidling242 The jokes continue to fly. They have nowhere to land.
@@ekkehard8 At least your creative with 'em
I would have liked with Kambei that they made him have +25% atk/def but have 50% weaker counter attacks. I think that's fairly intuitive since he would have 25% stronger attacks on his turn and 25% weaker attacks on the opponent's turn. What makes Kambei so powerful is AW2 is that he's difficult to engage on properties or forests as he will strike back harder than you have. Having him get 50% weaker counter attacks means you can grind him down on your turn if you're clever. The +25% higher defense is there at all times but that's balanced out by his +20% deployment costs which means that while his units last longer they also come out slower.
Can we please, PLEASE have a campaign playthrough? This ROM hack looks great so far!
the ROM hack IS really good, and the campaign is pretty intense.
28:38 no need to ask ;)
+1
Ayup
Please do this Mangs.
Sonja is slowly becoming Sturm with the way she moves through forests. Before long, she'll be the one putting on the mask
"Nobody cared who I was until I put on the mask"
@@dirkbastiaandejong997 why did I know that somebody wrote this under OPs comment before I opened the replies lmao
@@Eladio316 baneposting is absolute
Sonja about to become the Tiki of Advance Wars
Nah, putting on a mask would restrict her view from all the death and destruction she's creating. Why start a war if you cannot see your enemies scream in pain.
Use case for Samurai Armor: if they didn't change how defense calcs that is a gauranteed uninterruptable HQ capture (160% + 4 stars = 200% def = 0 dmg).
yes that is a thing
you forgot luck and damaging powers
@@alexlehrersh9951 Luck is flat damage added but it is still applied before defense in the formula which would still reduce it to zero, so no help there. CO's with damaging powers would work though.
@@alexlehrersh9951 Damaging Powers can't kill units.
@@projectpitchfork860 but it would interrupt the cap for one turn, which is the point.
I really like how they gave Adder sidewinder's other localised name for his second power.
Also, I feel like Sonja got buffed without needing anything more, and Sturm was way overnerfed.
Theory: Von Bolt stole Sturm's outfit to infiltrate Black Hole, but is really really bad at it
@@semiclassical7620 Nah, considering his statline, he's just high on the same fumes that made him lose at the end of AW 1.
Kanbei vs Sturm
Mangs:
They took a page from day's of ruin's books.
* selects the battleship *
Me:
Battleships can move and shoot!
Mangs:
Ships can move on bridges and shoals!
Me:
oh.
I got scared for a moment when he said that
@@Pocket_Shield with that price, rockets could be the new battleship in naval maps.
@@alejandro_rodriguez_99 well, i mean it would be accurate for the modern era. i.e The Moskva.
Play Kanbei Vs Flak. No counter attack match! BATTLE OF THE SLOW!!!
I second this. I WANNA SEE BIG MUSCLE MEN
No indirect bombers for Flak, I'm disappointed.
It would have to be his only ability to prevent him being busted
@@nonymouswisp8176 but in this mod he has 50% less counter attack so it seems fair tbh.
No ability to build battleships on ponds either
I'm not happy with the changes to Flak, I think he was perfect the way he was. The good luck/bad luck represented his sloppy technique quite well. He's a weak Co but he's supposed to be.
A change I would have liked to see to all CO's is that they all get bad luck and that luck as a whole is lower. Maybe they all have 10% good luck and 5% bad luck. Flak would have double that and Nell would have 15% good luck while Sonja has no luck at all.
Balanced Naval units? That ought to be fun!
IT SO IS
Well tomorow he will stream this hack
Kanbei must have counterattacks too!
I shall deploy a mountain of counterattacks!
If I’m understanding it correctly, the 40% * Funds/Income figure for Colin basically adjusts power of money so that the it does the same amount if you save the same number of turns worth of income regardless of the overall size of your economy-a single turns worth of money saved instead of spent = a 40% bonus, while 2 full turns of money saved = and 80% bonus. IE it will be equally good on high-income maps as low-income maps. To get the full 300% (ie +210%) would require Colin to save for a little over 5 turns not counting gold rush or 3.5 turns if he popped gold rush every turn, and ofc if he’s building units it’ll take a lot longer than that.
I think for Kanbei, since it specifically says that he focusses on blocking, he should still have his 30% defense to show that.
Also have him gain 30% attack. Without counterattack that 30% isn't nearly as devastating.
Yeah, Even colin looks stronger than him.
If you know the guy that made the mod, please ask them to swap the names of Sami’s abilities. I don’t know why they thought double time shouldn’t be the speed increase and why victory March shouldn’t be the capture increase, but… obviously that’s backwards.
Think they used this logic:
Double time - doubling capture rates
Victory *march* - marching = movement and moving affected by speed.
Honestly I think you could justify it either way round though since double time is a military phrase I think ?
@@NeatChill Yeah, it is. It means "march at doubled speed." A Victory March is when you form up and march through a recently captured area as a show of force, to pacify the non-combatants. It shows off how not-to-be-fucked-with you are. I was in the infantry, it's backwards. They literally swapped the meanings of the two phrases.
I agree with this, i popped victory march twice thinking that it had its og effect, only to remember that yeah, they swaped the effects...
27:25 You missed the fact that fighters now have 6 vision instead of 2, letting them do something useful beyond just destroying other air units, as a flying super-recon.
29:55 Are you sure that being able to play hard campaign from the start isn't just your save file you loaded to have all the COs? Clearing the campaign is a requirement for that after all...
No, you can play the hard campaign at start by holding select when choosing New game.
This is how powers should have worked, the choice enables you to form strategy and use the power according to the situation, whilst normally they are restricting and unbalanced. Love this hack
+20% defence to transport, really good, in particular vs the AI amiright?
I would make a funny comment but I’m distracted by the scary apcs
I mean advance war 2 ai isn’t that dumb
APC go brrr
@@nonymouswisp8176 Yeah, the APC's are the root of all evil. >:(
@@NicoTheCinderace agreed
best thing about the hack is the more situational powers can exist while the other power is good in any game mode
That was my first thought on seeing Andy's. Recover from damage, Or make a push forwards.
The funds/income in the calculation basically means that the more properties he has the more money he needs to have saved up to get the bonus. If he has an income of 5000 and 50,000 saved up that would be 400% (but capped at 300%) if its income was 10,000 and he had 50,000 saved up then that would only be 200%. It means the power is less easy to max out on Big maps and actually means that what it is effectively measuring is how much money you’re saving not how much money you have.
It also means it's not dependent on the size of the map. It effectively now has the same effect as you could achieve with 12 properties before no matter how many you actually have.
Allowing naval units to move on bridges is really good for map design. Now boats can have a presence throughout a whole map without needing a bunch of open ocean that restricts land units. Pretty cool
your first match should be Hawke vs Kanbei, the match will never end, infinity stream.
Not really, with this balancing Hawk would smoke Kanbei.
I think it's closer than that, but I do give the advantage to Hawke
Kanbei Vs Flak. Kanbei can't counter attack. Flak has 50% firepower penalties on counter. Neither can do damage on enemy phase. Just a slow brutal game with player phase offense only.
Anything that balances naval units is a good mod since they are overpriced and easily shut down by air units and can be ignored.
While anything to make naval units more useable is great, honestly I would’ve preferred if they were rebalanced by buffing their defense and power (and making it so battleships can move & fire in the same turn) instead of just making them cheaper-the core fantasy of fielding a navy is that they are hard to kill, expensive to operate JUGGERNAUTS that land and air units can only touch with luck, numbers, and strategy, so balancing them by making their cost a better tradeoff with land and air units, while *effective* isn’t as interesting or cool as leaning into that and upping their power to JUSTIFY their massive investment, IMO. Good enough for a homebrew balance patch, but just not quite ideal IMO.
@@IONATVS facts
me would just make battleships have more health and make cruisers be able to shoot at land targets and have lower price but also a weak naval attack
for submarine i would increase is fuel and is speed
The two powers thing is gonna be fun to see in pvp. You'll never know which power is popped until you attack and with both costing the same, this should, in theory, change how ending the turn will play out. Can't wait to see more from you Mangs
With Kambei actually putting it back to 30% atk/def but keeping his no-counterattack downside is a good way to balance him. What makes him so powerful is that he gives such devastating counterattacks with his increased stats which makes it impossible to fight him. Without counter-attacks you can beat him by just chipping away at his units.
I always loved the COs where the normal and super powers had completely different effects, so this is neat to see.
Quite disappointed with Sturm though, he got the Blizzard nerf (i.e. this is pretty OP and needs to be nerfed, so let's nerf it until it's useless). 5 stars for 1 missile, and you don't even get the atk/def bonus? Not to mention his other "improves his d2d power" ability, and his d2d is just Grimm (i.e. not great). For Sturm I personally would make his units 110/110 on D2D (his "power" of lack of says it needs to make D2D stronger) and also have the no terrain penalty, but weather cripples him more (rain is like snow, snow reduces everything to 1 move). His CO power needs to either be cheaper, have the meteor do more, or give his units a buff. A single missile is not worth 5 stars.
I would like you to play Hawke actually to see how good he is cause thats hard to tell.
Adder could be intetesting too !
Idk about multiplayer, but in the campaign, that defense boost is REALLY annoying.
That 1 sonja mission where you have to capture his hq, unless you bring 2 artillery with the apc/infantry, his tank in the hq is pretty much indestructable.
I really don't like the way powers are done, but I appreciate the creativity in this hack. The dream would be for Nintendo to add modding tools to the reboot so people can do stuff like this. Which won't happen, but I can dream.
I also don't like boats stopping on bridges and moving over shoals, just because shoals are shallow water so it doesn't make sense, and it's not like you can park a boat on a bridge and stop people walking on the bridge.
Yup. Rip Nell's and Eagle's normal power.
Actually this way of handling power is really fun to play, it had a real tactical choice for the players
the old co power system gave you the tactical choice of using your cheaper and less powerful co power, or waiting it out for longer to go for the stronger super co power
@@jerri1918 Which I feel is better, personally. I'm not opposed to the two-choice single-power feature, I just don't like it personally.
the logic of the game's movement already is wack. Why can heavier infantry move further in mountains despite having more equipment? Why cant planes fly over pipes, why can everything with treads move farther than wheeled things on paved ground where they should be slower.
its gameplay balancing worth the disbelief, in my opinion. We shall see how it plays if it was worth further "AW logic!"
Every time I see a "fix" to the AW2 balance the powerful COs are always over-nerfed. Gold Rush at 4 stars is the worst CO power in the game. Kanbei lost 10/10 and cant even counterattack? Sturm lost 40(!!!!) percent defense? I prefer seeing the weaker COs brought up a bit rather than the powerful ones take a bat to the knees.
With Sturm he still has that terrain ability which is huge especially for him. Because it makes it far easier to always get into cover without slowing down your army.
With Kambei I actually think removing his counter-attack is a fun idea but they should put his better units back up to +30% attack/defense.
One I actually disagree with the most is Flak. I actually think his original one is perfect. The good luck/bad luck really goes well with his sloppy style. Playing as Flak you can't really use very clever strategies that rely on tight win margins. You pretty much have to use brute force.
Nerfs are a sign of bad designers. Always buff, usually the team isn’t creative enough for that though.
@@Sakattack2023 Except the people balancing the COs aren't the same that oned designed them in the first place...
Also that's a shit statement to make. Balancing a (competitive) game is always hard and mistakes happen.
@@Piqcked not really. People will always break a game and use what’s the most useful. It’s what we have done to EVERYTHING that’s ever existed. Nerfing shit because it’s the strongest is the lowest IQ solution to the problem.
@@Sakattack2023 would say that *defaulting* to nerfs is an easy way to spot sub-par gamedesign as some things really are just vastly overtuned and convolute balancing other mechanics around them more than they're worth, myself
for whatever reason advance wars has a lot of extremely lopsided design, devs prol didn't play it very much
Olaf I feel a bit sad about. Should maybe have been "1 damage + snow weather" or "stat boosts + snow weather", I don't like that one of them is just the damage without any weather at all.
Colin changes seem exactly on-point. The day-to-day are now exactly what you'd expect from the thematics of the character (cheap but garbage) and his gold rush is a reasonable 4 star instead.
Kanbei... oof. Where to begin? I think the "cannot retaliate" change would only make sense balance-wise if he was WAY more focused on defense. Like +20%/+40% or +30%/+60% or something. Nerfing the day to day bonuses down to +20%/+20% would make sense as a nerf on it's own (as dual strike did), but to do that ON TOP of the ridiculously gamechanging removal of counterattacks is just ... not okay. Not to mention that "not counterattacking" does NOT fit his thematic whatsoever considering the original devs gave him a counterattack-focused superpower. Please leave that on flak where it belongs and just give us a mild version of AW2 Kanbei, not this thematically-unfitting not-countering cripple.
Sonja changes feel cool and thematically fitting, but it's probably too strong to have treads only cost 1 to move through forests. Splitting countering and FoW utility into two separate powers is perfect, tho.
Sensei changes are on-point mechanically and thematically. Same for Eagle, both well thought through and reasonable.
Sturm and Hachi have descended down from their unapproachable S-tier thrones and joined the mortals in the fray? Huh. I don't like that Sturm has become Grimm, maybe he should have been more defensively-oriented instead, but i guess it's still fine.
Guess I have to send him Advance Wars Alpha in the mail now
22:07 *gain* 120% defense. That is either a typo (i. e. raise defense to 120%) or quite a strong power.
Kanbei notes: I like the "unable to counter" weakness, it's very unique, but it needs an appropriate strength, something like "+20% A/D, Additional +5% A/D for each star," and his choice of powers keeps the star bonus for the turn while offering either movement speed or counterattacks.
I would imagine the hawks rework on Sonja instead, making her more defensive, I would much rather have another star in woods and reefs for her or something like that, we all know you are going to play adder first don’t even ask, drake sounds interesting
I vote for playing Drake. Would be cool to see how OP naval units can get following the price decreases. Alternatively Sonja looks really interesting, particularly for multilayer.
Such a shame they destroyed Kanbie. Feels like a missed opportunity to create a challenging but viable playstyle, where your opponent is guaranteed to have more units than you.
I think the counter can work if you give him increased defense to compensate, something like his original +30/40
5:47
If the +10% Atk bonus is added first before the counter-attack reduction/penalty then Flak would counter with 55% the original strength, not 60% (Although the 5% difference isn't that big of a deal anyway). Unless I'm wrong and that the Atk bonus is added after the penalty.
One thing I wish they'd add from Xenesis' hacks is the ability to deploy Subs pre-dived, so you can use the m for the element of surprise. In general, all stealth based units should follow that path.
I personally would like to see a change whereby air units don't obstruct unit movement. Battleships on bridges makes sense since you'd reasonably have to open up the drawbridge to allow the ship to pass, which would block ground unit movement, but the idea that a fighter flying at 2km altitude somehow blocks tanks from passing underneath is kinda weird.
So give them pass, but also enemies also have pass against them? Could give them some utility
Or we could say that the bridges are really high enough for battleships to clear the bridge unimpeded? :P
That sounds like it would need an entirely new system just to be able to interact with the unit you actually want to select/attack.
In the mobile knockoff Petit Wars, a unit could block a unit if and only if it could shoot at it.
I get that the creator wanted to differentiate Nell and Flak more while also giving Nell a second power that has something to do with luck, but I don't care for Flak in this game. Basegame Flak has one of the most fun ideas for a day to day ability, so if you get rid of it, it better be something good. Giving him better first strikes but bad counter attacks just seems worse. Especially if the trade is gonna be as ridiculous as 10% vs 50%. Feels like an unneeded nerf for an already bottom tier CO.
Also Kanbei was hit pretty hard. Maybe I'm just overestimating the importance of counter attacks, but it seems like he would need more defense to make that work.
Hilariously enough, Mangs when talking about Kanbei when originally reviewing him, he pointed out that it was just not feasible to go against Kanbei's units in equal trades. You will always end up losing. Kanbei's units would just resist your attacks and then hit back harder (using the attack/def bonuses in tandem), so I understand the concept of removing counterattacks entirely from him. This makes Kanbei players forced to play more thoughtfully and have to be more overall aggressive. They cannot just sit on properties and be unkillable.
Downloaded and installed! Your content has gotten me back into AW, and I'm so happy to spice up the gameplay! tysm
Pretty sure Lash gets a 50% defense increase from terrain effects
I entering the video: *WOW is Falk finally gonna be good?*
No.
They barely changed Sensei at all. His strategy is still the same as it was: spam B-copters, win game.
Meh, the mechs being at 5 hp does make a difference, since you cant generate income from them, and if you dont combine them, they will just be destroyed very essilly.
I think someone working in that hack had a crush on Sonja ngl... 👉👈
Some pretty interesting ideas here but also some really bad ideas. D2D movement modifiers are far too common, as are counterattack modifiers.
I also find the descriptions to be rather annoyingly inconsistent between "+20%" and "120%", for instance. Sensei has both in the same text box for no reason other than perhaps lack of space. I'd just use the +% modifiers in D2D and total stat effect for the powers to denote the total effect instead of possible confusion if the modifier is on top of the D2D and generic power boost.
I like that naval units can pass under bridges but I kinda have reservations about them being able to be parked on bridges to block them.
Sorta like putting infantry around a jet fighter so it can't move...
@@calemr True.
They could have at least given Flak indirect bombers.
Edit: I love the new Hawke stats. The best offense is a good defense!
And amphibian battleships. Being stuck in ponds sucks, man.
Hawke is "best offence is a good defence" though. Stronger counters and more defence but less attack.
@@KopperNeoman My apologies. I am an idiot.
The best offense is being able to attack. 200% defense isn't very useful with 1% firepower.
@@projectpitchfork860remember the defense calc, it makes you unkillable
I dunno I can still see at a glance who is insanely broken OP
Cool power idea for Adder:
His units lose 1 movement, BUT they can actually move through enemy units like his own!
Man, with the changes to hawke, that menacing as hell CO music actually fits really well
Why? Because he's just going to be standing there... menacingly?
One thing I never understood is why Rachel gets the extra 1 HP healing, but Andy does not. A lot of people meme about repairs not mattering because you need to pull the units from the frontline, but there are a lot of situations where it's a decent tactic. Since Andy is already supposed to be about healing, that would give him a day-to-day bonus while also keeping up with his playstyle.
Make it interesting as well, you could even throw in an extra HP point if the unit is healing in an naval base or factory (but not airports, of course) and make those HP points not cost any extra funds.
Nerfing Andy's air units compared to his others because "lol andy not know what airport is" seems like a weird thing for a serious balance mod.
Especially since AW1 was clear that Andy only didn't know the WORD Airport - he knew what the structure was.
I'd like a D2D where if a unit was repaired last turn, it has more offense this turn. Could be cool with Andy, Rachel, or someone new.
@@KopperNeoman Your sarcasm detector is working wonders today.
I don't know if anyone said this, or if you said it later, or if you play it at some point and see, but surely Sami's Double Time doubles her already 130% capture rate? Which would mean that units with 8 health+ would be able to cap in one turn (8*1.3*2 = 20.8 capture points).
Had to test because this puzzled me as well, but 9hp units under double time only cap 18. I think the text is confusing but double time doesn't count the 30% and instead just straight doubles the standard unit cap rate
Thanks for coming back to AW videos, I've missed them.
My favorite ones are AWBW ones, I hope to see more.
The implication of Colin’s math is that you need to divide your money by your income, so for each day of saved money you earn 40% attack. This means for the max of 300, you need 7.5 days worth of money. This assumes that during you capture no cities between when you start saving for the boost and when you use it.
That... that sounds kinda trash, but "sounds" and "is" are not the same. Maybe it's a better ability than I think, but it does go against the idea he's supposed to used several units.
@@megatennepster3833 honestly the mod seems at least as broken as the base game, just with all the tiers changes around.
@@demonzabrak I mean, it seems slightly less broken, not by much though. It's more Advance wars, but with slightly fewer cheap mechanics. Even that's arguable, tho
@@megatennepster3833 I finally finished the video (I stopped before the units because I wanted food), and unless they also changed the base stats of the units, not super impressed. Making naval units somewhat cheaper doesn’t really fix the problems with them. They needed to add a second gun to the battleship for anti air, remove the minimum range, and allow counter attacks. Also double it’s health, and leave the cost the same. 8000 cheaper as the only balance change is silly.
Kanbei doesn’t counter attack, what the actual fuck. The mod clearly over corrects on some things and then somehow under corrects on everything else. In what world would a commander have his troops indoctrinated to not defend themselves? And yet, Colin only gets a 10% decrease to defense? It’s a bad mod.
@@megatennepster3833 to be clear, not a single bit of my annoyance is aimed at you. Tis but a game.
26:44
I kinda wish they had increased the price of infantry to 1500. I think it was a good change in days of ruin as it made hiding behind fodder a bit more of a strategic decision rather than a no brainer and it meant infantry would interfere with tank production. It also made mechs easier to justify as they now were twice as expensive rather than thrice.
I'm kinda sad they nerf my Girl lash but I understand why they did it. And also I'M GLAD THEY DIDN'T NERF HER INTO DUAL STRIKE Lash.
Dual strike in general, in terms of balance just... hurts. The only changes I was ok with were Jess, kanbei, and sensei, which were sensible. But nerfs like Lash, Max... and definitely Olaf... what did they do?
@@megatennepster3833 maxs nerf makes NO sense.
Advance Wars Stream? LET'S FOCKIN GOOOOOOO
Overdrive is now almost both Max powers combined. Lol And for one fewer star. The balance still seems borked. :D
Yeah, playing through the game i noticed how theres some cos that are way stronger while others are either the same as before or worse.
Jess overdrive is ridiculously op, i would have made it cost more or remove the +1 movement and put it on her other co power.
23:10 - it says that "terrain effects" are increased. Are you sure Mangs that it only affects her day-to-day power and it doesn't give her 1.5x worth of defence, basically 15% def instead of 10% for every def star?
i think it increases defence stars to 15%, not gonna lie i not sure, im gonna go check.
here is what the "Mechanical Changes.txt" says about Lash
Lash: +10% Firepower per Terrain Star. 4 CO-Stars
COP-A: Perfect Movement regardless of weather.
COP-B: Terrain Star effects are multiplied with 1.5.
So, i think it means that every defence star gives 15% defence and ofence
What do you think?
I already had played the mod. Lash literally gets 1.5x terrain defense stars (example, HQ giving 4 stars would give 6 stars when using Prime Tactics). Accordingly, with Lash's D2D power it is an indirect powerup increase. PLUS she still gets 10% bonus attack/def. It's really strong.
@@EdicRoss I knew there was a reason why they used such unspecified term. :)
I'm glad she still keeps her old unique mechanics, just nerfed.
Custom co idea #8: quill: honorable duelist:
+30% attack and 10% defense against units with greater than or equal to hp, but -30% and -10% against units with less health.
4 stars: 1 on 1: An additional +20% attack when initiating combat on units you have not attacked this turn but -20% attack to those you have. The enemy gains the same thing except only 5%
9 stars: To the Death: Enemy units that can attack units of the same type (direct/indirect) without moving may not move, attack units of the opposite type, or capture buildings. D2D changes to 25% attack and 15% defense.
He is the second in command of the main group (first is the last stand specialist)
The strategy is weakening off stronger units (to avoid complication, I just made it hp though hp*cost could work) and forcing units to attack who he wants.
Can one of you play Drake? Would be cool to see some naval action
Sturns left eye is a plus symbol.
This looks like a lot of fun. The only thing I would change is I would make cruisers Dual Strike cruisers allowing them to fire on ships at reduced firepower.
The calc on Colin's Power of Money is interesting. It works based on your money compared to your income (say you have 10 properties but in the prior turn you ended with 5K money remaining, you start your turn with 15K and so your boost is increased from 40% to 60% because your 15K funds / 10K income = 1.5x), so saving money gives higher boosts, and if for whatever reason you spend before popping (likely just repair costs) you get a slightly smaller boost.
I think the prevention of counterattacks are a neat idea to try but not as a day to day demerit, Kanbei is really strong normally but that seems a bit much.
Sonja I think it'd be better if she moved faster only through her scouted firsts and reefs. The idea seems to be that she needs buffs for people if they don't play fog. If she needs to scout forests or use her power to get the bonus movement I think that might take off the Sturm feel.
Basically, there's actually less incentive to just flooding the map with Colin's units. Sure, his other power mitigates that somewhat, but as stated, it's now harder to use that one.
Think mangs did not notice but fighters now have 6 vision as well, essentially making them a 20k flying recon. Still hard to bring out on pvp maps though
As much as Sonja does look pretty broken in this state, I really like the way they handled her luck - it fits her so well, being the cold and calculated sort, always dealing exactly the amount of damage she planned on doing.
As for tomorrow's match, I'd kinda love to see you two playing Adder and Jess, seeing how some of your favourite COs feel under these new adjustments~
(Disclaimer: I'm biased, I am also a Jess waifu supporter.)
Sonja is looking fun! An I like the flavor win of her having no luck. She doesnt need luck because she has the Intel an tactics an information. She dont need to. E lucky
It’s worth noting that that means one could accurately calculate her units’ health based on how much damage they do, which is an interesting side-affect.
Sonja definitely looks fun if you like facerolling your opponents with overpowered COs.
play as adder :) im gonna check this campaign out right now. good luck for tomorrow mangs
"Power of money should have a cap."
*Sad Colin antimatter machine gun noises*
Nice, i would say that the only ones i didnt like a lot were sami and kanbei.
But just the naval units patch was already good enough.
Massacred Kanbei, Advance Wars counter attacks can decide a match..
it not that big of a deal, he still hits hard, and remenber the 20% ofence and defence, so in general, he is still good. Also if you are in a city you have 50% defence so yeah, capture game is a joke
@@ninjaexperto7217 Then have fun facing Lash as Kanbei LULW
in a way that completely negates his defense boost in many matchups because every unit can chip away at his units with impunity. Doesn't change anything for indirects on either side, transports or other situations where his units wouldn't be able to counterattack anyway of course but still.
About to go on a really long flight so thanks for sharing this rom hack!
One of you guys should play as Drake.
thank you for show casing this mod, I would of never found this mod.
downloaded it and patched it and played it. its really nice.
Honestly the balance changes seem to be a bit much. Just my preference but I would prefer minor adjustments as opposed to complete reworks like some of the CO's received.
Great reworks, my only concerns over the characters new abilities is Kanbei's Hawke's and Sturm's. I think they can keep Hawke how they worked his co power, but I think he should get 10% in attk and def, and maybe reduce his star rating by one, maybe not. Hawke and Sturm feel like they became the same 2 Sturms from AW1. Between Hawke and Kanbei I am iffy on their inability to counterattack.
Kanbei doesn't really feel it thar much, since unless your still on the capture game (S Armor basically secures caps), S spirit will be popped always, and in the end it makes it a more interactive end-game instead of a permanent 20% stronger army.
Sturm was OVERNERFED like crazy. He's really bad xD Turning into Grimm is thrashy.
Hawke's... interesting. His playstyle is lile rushing with an army of Baymaxs, and control as much space as you can. He doesn't do shit, but his presence is really annoying. He would really like making his power 4 stars tho.
So far, this romhack is amazing. I've only watched this video and started playing the first mission of the campaign, but I like it.
Ooh, I would love to see you play through the campaign and new war room maps for this hack. They probably designed the maps around the new balance changes so that would be cool to see
It's a neat idea, but I feel like some CO's got more overtuned and others got massively nerfed. Sturm is basically useless, though that might have to do with story things since it referenced the end of AW2 in his bio, some powers are just basically better than the other power the CO has in pretty much any given situation (Adder having +1 and attack up is probably better than +2 move and a -10 attack in anything but a capture rush as one example), and some COs are basically unchanged, but it's a nice concept. I think there could be some more tweaks to this and it could end up a really well-balanced hack. It's already moving in that direction with the naval units.
They nerfed Kanbei to all hell. You know who else doesn’t counter attack? Flak, but only during his super power. They made Kanbei a passive Flak!!
I'd love to see some sick Sonja tactics!
I think, for Colin, Funds/Income = Days of income actually in your wallet.
So with 5000 Income you gain +40% Attack every 5000 funds.
with 12000 Income you gain +40% Attack every 12000 funds.
With 7.5 x Income in your wallet you gain the cap bonus of +300% Attack.
PS: Sorry for my limited english.
I have actually been playing flak, kanbai a little bit and they are not that bad.
I actually like Flak in the rom hack. Flak gets +10% offense day to day with option of +60 from his first power. which is +70 total. Jess gets 20 day day to day and from her offensive power gets +50 which is +70. I think having +10 as a day to day is fair trade since every unit gets it not just tanks. And after you add the day to day back in 40% weaker counters is not terrible I would prefer 25-35. Barbaric blow gives obviously 100% so I like how that ends counter attacks. I would probably use that if I know my indirect will be the only thing attacking or main thing attacking and I have low health mean shields as the only candidates to receive damage during the round anyway. +110 damage is pretty insane that is basically kindle's super power except not just on cities.
Kanbai with samurai armor with a basic tank on plains took 1-3 damage from a grit battleship with his damaging power activated. That is ridiculous. For the most part you want to use samurai armor and not the other power unless you need to do more damage during the turn as being able to counter attack is nice but that is useless if you are dead. I would much rather just make the units basically invulnerable and just get a first strike on the next turn. And sometimes even if you need the extra firepower samurai armor is still better because you can pop it attack something because of your extra defense you receive no damage on their counter attack then they can't attack you so either they retreat or you finish off a weakened enemy the next turn.
I do think the decision for no counter attacks is a little odd. What would be cool is if Kanbai only countered if the opponent did damage. Which would fit the samurai theme he has. If an infantry tried for a good luck roll to finish off a 1 hp tank but didn't get good luck and the tank took no damage than he wouldn't counter. But would be a little complicated but I still like the idea.
I think it still needs some tweaks, but this is definitely a step in the right direction.
Not sure about the naval changes, this price reduction seems a bit too much. I think I like Days of Ruin's approach of making naval units incredibly strong if left alone better, it forced fighting onto water while keeping it a big investment. Also why double up on both bridges and shoals being navigable for the big ships, just bridges would've been enough. Its what made the gunboat so fun in DoR as it could make creative manoeuvrers over shoals that the other ships couldn't
Sensei's battle copter now moves like a Fighter.
During Airborne Assault at least.
Bullet Charge should've been named Covering Fire, would've been a better name for it in my opinion
That could get confusing for folks who played Dual Strike or AWBW, considering Rachel has a power by that name that does something completely different.
@@Namadu7 That’s fine. This is AW2, not either of those things. The new power names in this hack suck.
You're right, those Sonja buffs seem insane. 3 stars for counter break? Terrain mobility? They must have really thought she was trash.
Let's see here. Kanbei has 2 weaknesses. The standard extra cost and Flak's weakness taken to extreme. It's as if they implemented it BEFORE reducing his stats.
I may be wrong but all that may be enough to put him in Flaks tier.
for collin his power of money basically = +40% power per "turn when you saved up your money"
if you get 10 000$ a turn it will be +40% dmg per 10 000$ you have
Oh, so they murdered Flak to give us the option of choice.
To be honest, there wasn't much about Flak that could be murdered.
I don't think this is trying to be a sort of "AW2 definitive edition". I personally think they changed way too much in some cases.
I can definitely say that Kanbei with no counterattacks day-to-day does NOT sound good for him, and Sonja really does sound like she's broken as well.
@@DeltaSpark8 I agree, and Sonja I find especially perplexing, as she was already pretty balanced. In this one she has 4 day-to-day abilities and no bad luck...
@@TheMistermastermario I am aware, and the uncertainty/unreliability is certainly annoying, so even though "given a large enough sample size, it average's out to the same", I'd still call the consistency a buff.
Mangs, you forgot the somewhat important detail in Samurai Spirit where units counterattack at FULL FORCE.
Did the opponent wipe out 9 out of your 10 medium tanks? Boom, full retaliation.
are you sure that is how that works?
if that is the case it should be worded more like Sonja's Counter Break. Pretty sure it just means they counterattack as they normally would if he didn't have the penalty. Which is still pretty scary.
I read the mechanics changes - it's just a normal counter.
Can't wait for a merged sub to block a bridge 😁
Really smart to have two "normal" powers instead of supers. Hope any potential Advance Wars games follow suit!
Mangs is so ahead of the curve on the aw reboot. Love it
What mangs didn’t point out is that Adder’s sidewinder DOESNT have the “no bonus stats” text, meaning that with the innate 10/10 on most powers, sidewinder is now a 2 star +2 move at +10 def, essentially a 2 star sidewinder from OG AW2 (since it didn’t give atk on powers). He’s gonna fuggin love Adder.
Tbh Sturm seems kinda weak ngl. I get that this hack tried to bring balance to the COs, but if anyone would be allowed to be a bit on the powerful side I think it’d be Sturm. Especially odd as he only has one power with the text “to improve day to day performance” yet he still has such a glaring weakness. As Mangs pointed out, even with terrain freedom, Grimm stats D2D are pretty full of holes, and having the tied most expensive power in the game be literally just a missile, not even any stat buffs seems pretty underwhelming.
EDIT: also Kanbei not having any counters d2d is kinda yikes. Seems to be balanced by the massive numbers on his powers, but that seems to make him kinda volatile. Could perhaps do with 10% less on both powers in exchange for a 10-20% defense buff when being attacked (IE: blocking like stated in his description)
Adder defeninlty op I think 2 stars for the plus 2 movement and as mangs has said about Colin 10% less fire power is nothing really I'd use it 90/110 units. Max had a 4 star power for plus 2 movement granted it didn't come with 10 percent loss in fire power but twice the cost of adder and in the case of kanbai I think reducing his counter to 0.5 would be good no counter at all your just a sitting duck even if your units have increased attack and defence kanbai was annoying because if you attacked first or he did he always got the drop on you at least reducing his counter makes it worth attacking him with a direct unit rather than just indirects
I would say remove kanbei's cost penalty
Adder will have 90/110 when using sidewinder. The extra 10% never stacks ontop of the bonus they already get.
I actually would love to see you and Panzergraf play with Andy Adventure Flak.
Given both player's favorite COs I'd guess the matchup would be Adder vs Jess?
You could always switch it up by having Mangs play Jess and Panzergraff Adder.
Flak vs Kanbei, the anti-counterattack CO matchup.