10 Hidden Mechanics of the Advance Wars 1+2 Re-Boot Camp

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10 Hidden Mechanics of the Advance Wars 1+2 Re-Boot Camp

⏰Timestamps⏰
00:00 Intro
00:25 Damage Varies
01:29 Terrain Stars & HP
02:36 CO Power Fatigue
03:11 Normal Power Penalty
03:54 CO Power Charge
04:37 Sturm's Meteor Strike
05:11 Sonja's Counter Break
05:57 Inaccurate CO Dossiers
07:04 Adder's CO Power Charge
07:36 Labs Are Changed
08:15 Outro

🎮Extensions🎮

#switch #advancewars #nintendo
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How many of these did you already know about?

Mangs
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I think Adder's blurb about his CO power charging faster was just put in there so they'd have SOMETHING to say about the guy's day to day, and kids might believe it since they'd probably fight Adder in the campaign far more than, say, Colin in the war room or versus mode. Andy's supposed to be the well rounded one with no weaknesses after all.

ElBlocko
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7:20 That’s true, but Adder’s description still kinda makes sense. He may not be the only CO to have a 2 star power and 5 star super power, but he is the only CO that has them both. Same can be applied to Hawke and his description in the original game that states that his powers take more time to charge: he may have the same cost for a super power as Eagle, but he is the only CO in AW2 and Dual Strike that has 5 star normal power. That makes them both a little unique, that’s exactly why it’s mentioned, but it could have been done in a better, less confusing way. And it’s weird that they removed that part of Hawke’s description in the remake while not doing so for Adder as well.

ReggieGiygas
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You also missed the key part of Sturns power. If the total cost of damage is a negative number, strum won’t actually launch the metor. The way to show this, is by having your units next to Sturm when he launches meteor launch. You’ll see that the animation plays, but not the actual landing of the meteor on the ground and there is no unit damage

cypher
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It might not be a bad idea to list Sturms day to day abilities in the advance wars 1 style since the game says nothing about it. Also, it would be good to clarify that Sturm doesn’t get weaker in the snow, only slowed down. Also mention that global damage CO powers, or any other form of global damage like missile silos and black cannons cannot destroy units, only leaving them at 0.1 HP minimum.

jasonpark
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The CO Power delay each time you use it blew my mind.

And I've been playing since 2007 lol

adrijackhammer
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One subtip for 5: In some campaign maps (and a few AWBW maps) this means getting predeployed expensive units (generally naval units) damaged on purpose can be used to quickly build CO power. This is occasionally useful for quickly clearing maps or applying early pressure.

kanrakucheese
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I hope we will get the Dual Strike Campaign, CO’s and Units as a DLC!

KillerZxAce
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There are a couple of other things the game doesn't tell you. For example:
- How exactly Colin's Power of Money works and how it gets reduced by defense.
- That you can "scout" multiple times in fog of war by sending out a unit without using the wait command. And, if doing so, that you going to burn fuel (I think they mentioned this in the original game but not in the remake).
- You can not use the rewind turn function in the challenge mode campaign (also: not manually save).
- I think there is a change in how the missiles from the silos work. I think in the original if you hit a target (let's say) with 2 HP with a missile the very target is down to 0.01 %. Which means even a 1 HP infantry can kill it. In the remake it seems they changed it and rounded HP up to full numbers (1 HP = 10 % life left). Need some confirmation though.

MurtorSH
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The 0 defense lab thing is weird, but maybe it wasn't an accident. Since you can now add labs into custom maps (a thing not in the original AW2, I believe), they probably wanted to differentiate them from cities because otherwise they had the same function (3 stars, 1000 income, ground unit repair).

BBHood
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It's worth noting that the cannons in custom maps fire once on every player on every turn, and they also damage Black Hole units for some reason. It's also possible to place Black Hole units in custom maps, but the max player count is still 4.

Ephraim
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8:15 Please warn me the next time you have a Benito Mussolin-egg jumpscare. Nearly crapped my pants.

georgesears
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It seems like the AI no longer cheats during fog of war. It also seems like the AI now has a formula to determine when CO powers are used rather than just firing it off as soon as it's available.

Monsuco
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The CO power fatigue is technically mention to you in game. When going in to Hach's shop he says something about how Adder get his CO power very quickly but there is a secret I know the more he uses it the less he gets it. I don't remember the exact words to it but I remember reading it

washiestprune
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I have a small useful tip for mapmaking. The seaport is the only building that all units can traverse (land, sea, and air), which can be useful for allowing sea units to cross a bridge for example (just put a seaport in the middle of it). I find it odd that there isn’t a bridge mechanic that allows sea units to cross bridges.

conniepoo
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Something that hasn’t been changed is that “scouting” in FoW by moving a unit and then cancelling the move still deducts fuel. I assumed this would stay the same since it’s clearly an intended mechanic to allow some level of flexibility in Fog while punishing overuse, but I am curious how it works in online play.

artstsym
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These are important tips to know. Thank you Mangs for the videos/Tips.
Reboot Camp makes me extremely happy. Do you know if it sold well?
I hope we will see more Advance Wars Games and content in the future.
I did know this but I have been playing AW for several years.
I discovered AW because of you Mangs. I did know of its existence before but I only started to play the games after watching your videos.

Some other tips I discovered while playing:

Units can block other Units. Today I played AW2 and I protected my Bombers (Kanbei) from my Enemy (Eagle) by producing a lot of infantry and then placing 4 infantry around the Bombers.

Use Powers when you need them. Fully charged Power does not mean that you should use it instantly. It always depends on the situation.

Do you want more next time? Are they helpful?

I wish everybody a great day.

generalbitter
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I noticed the enemyCO power meter going up faster after most of the attacks they get hit, the amount of times Olaf proced Blizzard in the campaign…

BoboMagroto
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What I'm hungry for (concerning content) is more Unit Analysis. That is your best content concerning Advance Wars, in my opinion.

gamermanzeake
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"Um, actually" report. At issue: "There is a diminishing returns mechanic in the game that increases the cost of your CO power by 20% each time you activate them, stacking up to 9 times for a total increase of 280% extra cost."

The CO power fatigue is not a mechanic of diminishing returns, but one of increasing costs. You say it yourself in the same sentence. Each time you use a power, the cost doesn't increase by 20%, but 20% of the original value. Otherwise you would get 120%, 144%, 173%, 207%, 249%, 299%, 358%, 430%, 516%, 200%. In actuality it's 120%, 140%, 160%, 180%, 200%, 220%, 240%, 260%, 280%, 200%. Finally, it's not 280% extra cost, just 280% total, or 180% extra cost.

Posby