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- Developer: Hothead Games Inc.
- Publisher: Hothead Games Inc.
- Genre: Role-Playing General
- Release Date: Mar 6, 2013
- ESRB: Not Set
Question & Answers
What is the best combo
My player combo is struggling I got a high skill number but I tend to lose to people with lesser skill points. What 5 team members are essential for the win
Answer from: ED
What I've realized so far from playing the game is the following:
Field Commander: Very Aggressive in taking mission area
Radiomen: Somewhat Aggressive
Medic: Okay. Will move towards soldiers needing heal.
Breacher: Will be aiming towards nearest threat, will bunker down instead of capturing area
Sniper: Will be aiming towards nearest threat, more likely to move towards high ground/bunker down instead of capturing area.
So obviously a team of 1 Commander and 5 Snipers won't win you much matches. Also, higher ranked players with less skill points may more likely be using 1 elite sniper and a bunch of meatshields (most likely medics) to pick off your team from afar while distracting your soldiers away from the sniper.
Answer from: TEMPLAR
There are 6 warrior classes here… Commander, Medic, Radioman, SAW Gunner, Breacher, and Sniper. The following are the specs:
This warrior gives an ability bonus to medics and radiomen.
This warrior heals fellow team members.
It is not indicated in the game but it is possible that the ability of the medics to heal a team member is also based on the compatibility of their blood types (A, B, AB, O) and Rhesus factor (+- signs). One possibility, if your medic is AB+, he will normally heal incompatibles (A-, B+, O+), better heal blood type compatibles (AB-), and best heal BT and RF compatibles (AB+). Another possibility would be based on real world applications. In which case you'd hope your medic is O, because this BT is compatible to A, B, and AB whereas AB is only compatible to AB. Only the developers know why they included the BT and RF in the specs.
This warrior gives skill bonuses to team members when nearby.
SAW GUNNER / MINIGUNNER:
The guy with the "heaviest machine gun".
Trivia: The acronym SAW actually stands for Squad Automatic Weapon which refers to the M249 a typical light machine gun which in real world applications, is standard for every US army soldier. The SAW Gunner in this game should be renamed Minigunner because that's the big guy who dismounts the Minigun, the large Gatling gun from the military vehicle's pod and carries it. Being a SAW Gunner is nothing special. In fact, the Cmdr, Medic, and Radiomen are all "SAW gunners".
Door-popping, explosives expert. The guy with the grenade launcher. Like the SAW Gunner but damages with an area effect.
Need we say more?
:: SKILLS ::
It is not mentioned in the game but here's a guide I would recommend in order to gauge the "power level" of your warriors' skills.
Skill Points is % for hitting an enemy. Hit roll at or below this value = hit. Hit roll above = miss. Ex: If Skill = 75. Dice roll 1-75 is a hit, 76 to 100 is a miss.
Skill Points is % bonus above the normal amount of damage. Ex: If normal dmg is 20 and Skill = 75, then dmg = 20 + 75% more. That's a dmg of 35 every hit.
Skill Points is % for reducing hit damage. Ex: if Skill = 75, then 75% dmg is reduced. A dmg of 20 will become 5.
Skill Points is % for added speed. Ex: if normal speed is 4 paces per second and Skill = 75, the 4 paces per second receives 75% more for a total of 7 paces per second.
Skill Points is % bonus above the normal amount of hit points. Ex: If normal HP is 100 and Skill = 75, then HP = 100 + 75% more. That's a HP of 175.
:: ADDING SKILL POINTS ::
Bronze Card (+1), Silver Card (+3), Gold Card (+5), Platinum Card (+7). It's better to apply the skill perk cards to those warriors you're actually using. A skill perk will always replace the effects of a recent lower-level skill perk. Ex: Health Skill at 50. Bronze Card is applied for a perk of +1 totalling 51. If you add Gold Card, it will add +4 for a total of 55 -- replacing the effects of the Bronze. The effects are not added together.
:: RANK ::
Higher rank = better gear. Better weapons = better firepower.
:: TACTICS: TEAM RATING BONUSES
A team of different warrior classes will give you a +5 team rating bonus. A "national" team (all from the same country) is another +5 team rating bonus. If you achieve a national team with different warrior classes, that's a +10 bonus. On the home screen, your team rating number will turn green when receiving a team rating bonus.
:: TACTICS: COMMANDER EFFICIENCY
A commander is most efficient in a team with medics and radiomen because these are the only warrior classes that benefits from the commander's presence.
:: TACTICS: OFFENSIVE/DEFENSIVE WARRIORS
The Cmdr, Medic, and RM are scripted to move to the mission area first then shoot at enemies next. SAWs, Breachers, and Snipers shoot enemies first before getting to the mission area. If you remove the Med and RM, not only do you lose healing ability and skill bonuses, you would also force the Cmdr to defend the mission area alone. Since the winner is determined by who inhabited the mission area the longest, it is not wise to remove those 2 classes.
:: TACTICS: CMDR, MEDIC, RM Skills
It's better to improve first the following skill points for their continued survival… Defense, Speed, Health.
:: TACTICS: SAW, BREACHER, SNIPER Skills
It's better to improve first the following skill points for brutal results… Accuracy, Damage, Defense.
Hope this helps,
The Original TEMPLAR
Posted on: 12-15-2014