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[Nutaku] Armor Blitz


Re: [Nutaku] Armor Blitz

Is the Portal of Chaos down? It is not working for me.
 
Re: [Nutaku] Armor Blitz

The Portal of Chaos should be out on Tuesday if we finish all of this bug testing well.
 
Re: [Nutaku] Armor Blitz

I have a question regarding the selling/recycling of emblems. Will there be a way to tell which one is which before selling? As example, right now I have ten 2-star emblems of accuracy, but I can't tell them apart so to sell off some of the bad ones is sort of impossible. There does not appear to be an inventory limit on emblems so I am letting them build up, but eventually this may get out of hand and I'd rather just sell off emblems that I won't use.
 
Re: [Nutaku] Armor Blitz

I have a question regarding the selling/recycling of emblems. Will there be a way to tell which one is which before selling? As example, right now I have ten 2-star emblems of accuracy, but I can't tell them apart so to sell off some of the bad ones is sort of impossible. There does not appear to be an inventory limit on emblems so I am letting them build up, but eventually this may get out of hand and I'd rather just sell off emblems that I won't use.

Yes, that will be in the near future. We've gotten this request a lot so it's one of the main things we're working on right now.
 
Re: [Nutaku] Armor Blitz

Speaking of emblems....

StHjet6.png

yay
 
Re: [Nutaku] Armor Blitz

Here's my idea of how the game could change for the better.
It is quite an extensive overhaul, and I admit the only way for me to check if the idea has any merit is through imperfect "thought experiments." But I think some idea thrown in for discussion is better than nothing at all.

I do not claim that the game needs to change this way. I acknowledge that the developing company and the publisher have access to information, inaccessible to players, relevant to health of the game and will develop and operate the game as they see fit, as is their right.

This overhaul suggestion has two aims:
1. Incentivizing players to use all map spaces, i.e. flank lanes, thereby enhancing gameplay flavor and replayability.
2. Defining unit roles to be more intuitive and roughly closer to real life roles without departing from arcade game roots.



I. Battlefield changes.

Currently, unless they hug the north or south borderline, units using flank lanes tend to get "caught" by units in center lane because of relatively long firing ranges that units have. This hampers players from effectively utilizing offensive flanking/bypass maneuvers even if they have incentive to do so.
Thus, I suggest the effective battlefield size to be enlarged through downsizing unit 3D model sizes and ranges appropriately. (Downsizing ratio to be determined through testing).

After allowing for better flanking movements, there need to be incentives for actually doing the flanking. I employed my mad paintingz skillz and attached the pictures to the post to better explain what I envisioned.

Plan A uses two "important stuff" that serve as weakspots for the boss. For example, "important stuff" can be an unarmored dark crystal that each accounts for 50% of boss's health.
Player may also have "important stuff" on officer's flanks. But in player's case, those should not be weak spots directly hurting HP but rather convenient gadgets that players can afford to lose. i.e. a comms array boosting skill recharge times.

Plan B involves flanking forces coming down the lane to directly attack the boss from the rear "dead zone." The boss may not attack the units in the deadzone and additionally will receive critical hits from those in deadzone. However, newly spawning enemy units may attack friendly units in the deadzone.



II. Officer skill and UI changes.

In addition to the current officer skills that cause AOE attack or buffs, I'd like to add a new group of skills that affect unit behaviors instead of stats called "Maneuver Orders." A player would be able to use total of 4 officer skills and 4 maneuver orders in a single battle.

To implement this, icon UI needs to change first.
Since Millenium War Aigis is fairly successful on both web and mobile platforms, I'll assume that the square icon size it uses is adequate for players to use on all relevant platforms.
In Aigis, there are 9.5 square icons shown at the same time at the bottom icon bar. Using this icon size for Armor Blitz, there will be 5 tank icons, 4 officer skill icons, and a half sized icon that can be used to switch between officer icon tabs.

"Maneuver Orders" are similar to officer skills in that these are AOE skills with delayed impact; a signal flare will fly in and affect the friendly units in its AOE. Each order also has a cool time and cannot be spammed so quickly.
Differences are: Orders does not cost Gear Points that are used to spawn units or use Officer Skills. Orders also does not have usage limits per battle.

Here is my example order set of four orders:
1. Halt. Orders the units in AOE to hold ground for X seconds.
2. Retreat. Orders the units to backtrack and retire from battlefield. Gear Points may or may not be refunded.
3. Regroup. Units in AOE briefly halt and re-arrange themselves behind healthiest heavy. If no Heavy Tank was within the AOE, then most durable Medium Tank acts as Heavy for rearranging purposes.
4. A Special order unique to each officer (Rachel, Evie, Natalia) should officer selection be implemented.

Purpose of implementing these Maneuver Orders is to encourage more complex maneuvers by giving players more control over their units.
Here's an example situation:
In response to enemy unit spawn and obstacle arrangements, the player wants to defend the center close to officer and form an attack group to push the south flank.
To implement this plan, the player gathers initial points to spawn two tanks on center lane for defense. Cheap officer skills or tanks may be used as necessary for defensive purposes. "Halt" and "Regroup" to be used to prevent overcommitting the center group and keep it alive as long as possible.
After additional points are gathered, player can start building the flank push group. "Retreat" may be used to refresh attrited center group.
The flank push group, which is too weak for direct confrontation with the boss, will nevertheless be able to kill the boss by attacking the weakness accessed through flanking.

The Maneuver Orders are not shoehorned for flanking moves only; good old "deathball" is also enhanced through use of Halt and Regroup orders.



III. Tank class changes.


A. Heavy Tanks.
Not much change from current implementation: These are damage sponges with potential for temporary burst damage depending on subgroup.
Generally, dps is very low as a class.

1. Defensive Heavies.
Specializing on the primary role of damage sponge through use of defensive stats and/or skills.
Examples are: Churchill, some of KV series, TOG II, Tiger II.
For defensive heavies with low armor such as TOG, they should be able to compensate with special skills such as (a) HP regen, and/or (b) keeps on fighting for X seconds after HP reaches 0. (refuses to die as last hurrah)

2. Offensive Heavies.
Specializing on burst DPS and also movement speed through skill usage. Optimal for spearheading flank attacks, which demands maximum possible burst DPS and movement speed to breach the flank before AI can reinforce the line.
All IS variants and KV-1S (if implemented) comes under this subgroup.

3. Hybrid Heavies.
Fairly good at both DPS (for heavy standards) and damage tanking, but not specialized in either. Optimal for early defense and any situation where one has to defend with minimum number of tanks.
Examples are: Tiger H/P, M6, Conquerer.


B. Medium Tanks.
Not much change: This is the class with best DPS value, adequate speed, and respectable endurance. Subgroup specialization is not as telltale as heavies.

1. Jack of All Trades. (or "Defensive" Mediums)
Fairly tanky for medium standards. Respectable DPS. Skill boosts both defense and offense but not by large amounts. Can be used as pseudo-heavy for flank protection groups.
Examples are: All Panther variants, Matilda, Super Pershing.

2. Offensive Mediums.
Specializes on burst DPS and sometimes movement speed to keep up with offensive heavies. Highest DPS potential through skill usage.
Examples are: Most soviet mediums, Shermans, Pershing.

3. Support Mediums.
This subgroup consists of tanks "overgunned" compared to their small size or thin armor. Acts as pseudo-Tank Destroyer and debuffer. Current Light Tanks' armor debuff passive carries over to this subgroup. High natural penetration value for a medium. High natural evasion for a medium to make up for their low armor.
Examples are: T-34/100, Firefly, Leopard1A1.


C. Tank Destroyers.
The class has fairly high DPS values but not quite the level of Mediums. Potential DPS against heavily armored targets is higher than Mediums thanks to high natural penetration values.

1. Large Caliber TDs (120mm or higher)
Highest base pen. High alpha, low rate of fire. 152mm and above may cause AOE damage. Skills specialize on pen value and alpha damage.

2. Small Caliber TDs (Lower than 120mm)
Respectable pen. Relies on rate of fire. Can be modified via emblem to have higher DPS than Large Caliber variants.


D. Artilleries.
Utility class sometimes used in conjunction with specific Light Tank subgroup.
Remains as lowest DPS class. Utility is provided in forms of enemy debuff, behavioral change, and damage bonus against specific targets.

1. Large Caliber Arties (150mm or higher)
Longest range, very large AOE. Each unit in the subgroup features a combination of following skills: Passive downfall (1~2 sec stun), Passive rate of fire debuff, Active skill that gives massive damage bonus against fortifications and at the same time forces the arty to ignore all enemies for X seconds and attack first fortification it encounters, similar active skill prioritizing enemy artillery instead of fortifications.

2. Small Caliber Arties (Lower than 150mm)
Each unit in the subgroup features a combination of following skills: Passive rate of fire debuff, Passive accuracy debuff, Active skill automatically aimed at nearby friendly heavy that gives AOE buff. (i.e. Smoke shell or starlight shell)


E. Light Tanks
Current utility, the armor debuff and team buff, are entirely gone. Utility is provided by special targeting abilities or behavior changing skills.
In terms of stats, they remain highly customizable in terms of DPS and Evasion.

1. Obsolete Tanks.
This subgroup consists of entirety of 1* and 2* light tanks plus AMX-40. They are either "infantry tanks" designed to support trenchline breaching in classic WWI fashion or "cavalry tanks" with extremely thin armor and high speed to mimic traditional cavalry.
Although they were in real life outclassed in every conceivable way to medium tanks, I'd give them a nod to their WWI concept origin by giving them an extremely cheap Gear Point cost and repair cost, and an ability to target and destroy minefields or similar obstacles (i.e. anti-tank trench or dragon's teeth).
Intended usage is for early deployment skirmish with enemy light tank and clearing of minefield before slower enemy tanks can reach and threaten the light tank. After initial skirmish, they may be ordered to retreat.
"Infantry tank" types are better at fighting other light tanks. i.e. T-26, Renault, and L.Tractor should overpower a single higher rarity light tank with same (combined) Gear Point cost. "Cavalry tank" types are better at reaching the minefield faster to start clearing.

2. Infiltrator
Main role is to range ahead and assassinate specific tank types.
Passive skill automatically shifts enemy aggro from light tank to nearby friendly heavy if the heavy is within range of the affected enemy.
Active skill forces the light tank to ignore all targets for X seconds and march forward until specific class of enemy is encountered. Target can be either arty or TD.

3. Forward Observer
Main role is to enhance performance of friendly artillery and maybe TD.
Active skill buffs rate of fire of all friendly artillery currently on the field and also forces them to shift target to the one currently targeted by the light tank. This addresses the issue of artilleries being distracted by inconsequential targets due to their long range and not supporting the main group.

4. Skirmisher
Main role is to "prepare the ground" for follow up forces by increasing Gear Point gain.
Passive skill adds extra Gear Points depending on damages inflicted/enemies killed by the light tank.
Active skill improves combat performance in various ways.



IV. Miscellaneous changes.

Rotation speed is too underwhelming as a main emblem attribute. I'd switch it with something like skill cooldown time buff or duration buff. Maybe even critical hit resistance.

Enemy AI should have some kind of a pattern. And there should be multiple patterns.
For example, a pattern may be centered around hoarding points, and then spawning a Heavy and a TD in a quick succession down the center lane. Another pattern may favor switching attack points from one flank to the other. Unique patterns such as "literal fuckload of infantries" might be fun for multi turret tanks.
Identifying a pattern/reaction algorithm of a difficult boss and then formulating a counter would be a fun experience for players.

Should you run out of tanks to add, you may allow some tanks to "evolve" i.e. 90mm M48 to 105mm M48
or add specialty class tanks, such as Sherman Flail, Command Tanks, or even dedicated forward observer vehicle (beobachtungspanzer, FIST-V)
...or add famous/legendary ones. i.e. Tiger 222 of Villers-Bocage fame, "Musical Box" Whippet, etc.
 

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Re: [Nutaku] Armor Blitz

It took a while, but I got enough metal to max a tank. <.<

sJpjlT1.png
 
Re: [Nutaku] Armor Blitz

It took a while, but I got enough metal to max a tank. <.<

sJpjlT1.png

I see that you have 103 rare candies...

HAND THEM OVER OR DIE A HORRIBLE DEATH AT THE HANDS OF LOST ONES!

>.> gratz XD

Just about a week left til i get the 5* tank from login. The wait is murder.
 
Re: [Nutaku] Armor Blitz

I see that you have 103 rare candies...

HAND THEM OVER OR DIE A HORRIBLE DEATH AT THE HANDS OF LOST ONES!

>.> gratz XD

Just about a week left til i get the 5* tank from login. The wait is murder.

I need them for when I get my login 5* tomorrow. :p
 
Re: [Nutaku] Armor Blitz

Here's my idea of how the game could change for the better.
It is quite an extensive overhaul, and I admit the only way for me to check if the idea has any merit is through imperfect "thought experiments." But I think some idea thrown in for discussion is better than nothing at all.

I do not claim that the game needs to change this way. I acknowledge that the developing company and the publisher have access to information, inaccessible to players, relevant to health of the game and will develop and operate the game as they see fit, as is their right.

This overhaul suggestion has two aims:
1. Incentivizing players to use all map spaces, i.e. flank lanes, thereby enhancing gameplay flavor and replayability.
2. Defining unit roles to be more intuitive and roughly closer to real life roles without departing from arcade game roots.


Wow, this is like an entire overhaul of our system. Of course, implementing it all will take quite a while. And some of it would actually utterly break the game ai haha. Your UI Changes section brings up some points to consider though. And the Tank class changes is similar to something we're working on putting in the game in the future.
 
Re: [Nutaku] Armor Blitz

Wow, this is like an entire overhaul of our system. Of course, implementing it all will take quite a while. And some of it would actually utterly break the game ai haha. Your UI Changes section brings up some points to consider though. And the Tank class changes is similar to something we're working on putting in the game in the future.

Glad you liked at least some of it.
 
Re: [Nutaku] Armor Blitz

Am usually a DMM Aigis player, but picked this one up after looking a bit a Nutaku for once.
Charming game. Easy to go to, maybe a bit too much for long term retention? Speculation of course, am only early into it, liking it so far, certainly.

Some thoughts from reading here,

- The deathball thing.
Tanks could get a cumulative debuff as they ball up or take more damage - Cluttering up was after all a bad thing when the enemy was around with guns and what not.
Some tanks could then have abilities that ignored that and made them attactive for deathballer. Dunno if feasible in the engine. Simply making the enemy general hit bit tougher on balls would if that tactic was one dev wished to be slightly toned down.

- Light Tanks going puff
The better light tanks could have an passive ability, companion, that compensated. If there already is a medium or heavy in the same "lane" the light will not pass it but attach to it instead and from there fight and buff its companion(s). Or perhaps simply be good at evading hits from medium+ tanks.

- Down center lane
I suppose a cummulative increase in cost for tanks added to the same "lane" would be the most effective but also entirely problematic to do (Calculating costs and available and what not).
But maybe give some tanks flank abilities ex. A Flanker would be buffed when in the outer lanes, Lights and Mediums would make most sense I suppose. A Lone Wolf would be significantly buffed when alone in a flank lane (acting as a blocker or assassin). May not be feasible at all as it would require some sort of "lane awareness" logic in the game.

- Two small things
I dislike mentioning it, but artwork is a bit, err, "bland" for some of the ladies, maybe more eye candy in (3* optionally) 4*/5* layers, it is after all somewhat an eye candy niche world to some degree on Nutaku? A standard base line more along the lines of the two Russian girls on bottom side of the game page and the German in black with sailor moon bangs. Would make for a bit more bait and interest in rolls too and wanting a special lady to spearhead the front. Also I do have some minor issues at times telling the ladies apart :) comes down to taste of course.

Second thing is that the base screen has a nice chunk of open space, maybe have a random girl pop in there in addition to the normal one? Bit of text too. Adds some flavor and face time to the ladies.
Disclaimer : random thoughts that may or may not be of relevance except to me :)
 
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Re: [Nutaku] Armor Blitz

Artwork quality variation is understandable to a degree because from what I gather, the dev company started as a half dozen fresh computer science major graduates supported by Square Enix's kickstarter equivalent.

Small starting budget means budget art contracts. Can't be helped.

I'm not sure how profitable the game was before this de facto re-launch in Nutaku (where competition might be less fierce I assume) but I think they got enough to safely re-invest into the game seeing how they started to remake old artworks. FYI Panzer IV illustration just got refreshed.

And to be fair, Aigis did have some horrible illustrations that did not get fixed until quite some time has passed. "knee-chan" comes to mind. And the game still uses illustrations with wrong body proportions time to time.
 
Re: [Nutaku] Armor Blitz

Yeah & I routinely grumble that Aigis, being an AAA in its genre, for skimping on its art budget more so when compared to its peers FKG and ProjectR. Dont think this game should go overboard on any art overhaul though, touching up here and there and upping new ladies, if possible, should be priority of course, drives "investment".
 
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Re: [Nutaku] Armor Blitz

Yeah & I routinely grumble that Aigis, being an AAA in its genre, for skimping on its art budget more so when compared to its peers FKG and ProjectR. Dont think this game should go overboard on any art overhaul though, touching up here and there and upping new ladies, if possible, should be priority of course, drives "investment".

Some part of the fandom suspect that lion's share of the Aigis profit earmarked for re-investment actually goes to Castle Collection Project, which shares game producer with Aigis.
But there is no hard evidence; just circumstantial ones.
 
Re: [Nutaku] Armor Blitz

Speculation? By gamers? On the internet? Nonsense. None of us would do that here.
 
Re: [Nutaku] Armor Blitz

Login 5* : Lina the Leopard 1a1. She looks fierce with her cat ears. :cool:
 
Re: [Nutaku] Armor Blitz

While I was grinding out levels, a ticket dropped. So I gave the wishing wheel other spin.. it gave me five candies. Not bad at all i guess.
 
Re: [Nutaku] Armor Blitz

Another nice thing to implement would be x5 / x10 power-mode, running the map with 5x / 10x fuel cost for same 5x / 10x experience. It may even have only one drop (but then it should be weighted more towards the better reward). Would cut down grinding tedium needed to powerlevel your new tankgirl quite a bit.
 
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