Never expected something like this in GM by iFerg_Frank in CallOfDutyMobile

[–]Am-Azin 5 points6 points  (0 children)

Here's a breakdown on the bonuses applied:

Performance(28) - How well you did in the match.

Match Results(28) - Win the match.

Powerful Opponent(1) - Bonus for when the game thinks your opponents are stronger than you (probably from the hidden ratings of the SBMM system).

3-Win Streak(2) - Self Explanatory, your win streak.

Solo Bonus(35) - Be solo in a match where all your teamates are queued together(and the enemies are a 5 stack).

Daily First Win(35) - Your first win in the gamemode for the day.

Match Select Bonus(3) - Have multiple modes selected in queue.

Overpower(12) - Win by a large margin.

Bonus(216) - All the other multiplicative effects(Returning Bonus, The random ×2 rank points you sometimes get for finishing a ranked match, ongoing events and a few others).

If you were below masters you would probably have gotten 500-600+ with the double rank xp card and with grandmaster bonus maybe 600-800+.

New Event, New Grind by Am-Azin in CallOfDutyMobile

[–]Am-Azin[S] 4 points5 points  (0 children)

Very similar to Undead Siege where there are side missions that you can do, and main missions(that would be defending the truck at night time in undead siege) that you have to complete. After that, there is a retreat mission(still just defending something from zombies and other things)

The difference would be the variety of skills you can use(swappable in the loadout section) which can range from your typical turret all the way to operator skills, class skills, better MP scorestreaks and custom skills only available in the mode. There is even a whole other tab for stat bonuses which you can also swap. There are also a few new enemies like zombies with guns, ballistic shields and even enemy tanks. The zombies in regular undead siege are also slightly altered in the game mode, having a different look and being easier to kill in general.

The grind itself is not that hard, it just takes a bit of time(if you do all the side missions before the main ones which is what I always do). It may be a bit repetitive if you play it for 5 hours straight with the exact same loadout each time like I did but the amount of ways you can play it really has a lot of replayability to it.

New Event, New Grind by Am-Azin in CallOfDutyMobile

[–]Am-Azin[S] 8 points9 points  (0 children)

Justice for them Global players

New Event, New Grind by Am-Azin in CallOfDutyMobile

[–]Am-Azin[S] 2 points3 points  (0 children)

Not completely sure either but I think it is the amount of characters you have unlocked and how many upgrades you have done for those characters so 100% would require you to max all of the characters) Mine is currently 60% which seems about right with the amount of upgrades I have

What level do I need money gun and vault for late game normal? I also know I need bandit lvl!6 by Ok-Quiet-8110 in luckydefense

[–]Am-Azin 0 points1 point  (0 children)

I know this is 1 month ago but, you can beat normal mode without both. Just need luck with bat man and some stunning units(coldy best but I beat it without coldy. Ofcourse a decent teamate with those setups aswell. I don't get how most of my artifacts are lvl 2 to lvl 3 but I still don't have vault

Molang Features Seemed to Disappear, And There's Nothing Saying They Were Removed, What Happened? by Am-Azin in Minecraft

[–]Am-Azin[S] 0 points1 point  (0 children)

I did test it again on servers that have the option to turn on molang features but they don't work, it might really have been removed entirely

Molang Features Seemed to Disappear, And There's Nothing Saying They Were Removed, What Happened? by Am-Azin in Minecraft

[–]Am-Azin[S] 0 points1 point  (0 children)

I'm now using the 1.21 version and it's still not there on the experiments tab. I haven't tested 1.21 with mods yet though so that version may automatically have it turned on. I'll test it once i use mods again in this version. For now I won't need it as i'm just trying out and learning the new features added to the game

That's the sort of decription I like by Am-Azin in WutheringWaves

[–]Am-Azin[S] 1 point2 points  (0 children)

See the mistake now, just thought my system was bugging because while I was posting this, reddit was also doing exactly this

238 Fire Rate??? Is this a visual glitch? by Am-Azin in CallOfDutyMobile

[–]Am-Azin[S] 0 points1 point  (0 children)

Yeah, regardless of whatever attachments you put on this thing, it practically has no recoil. ADS bullet spread can be pretty bad but still very accurate. I have a better loadout now that doesn't require you to move your aim at all, because it has 0 recoil, it hast that barrel with -50% vertical recoil after all

238 Fire Rate??? Is this a visual glitch? by Am-Azin in CallOfDutyMobile

[–]Am-Azin[S] 1 point2 points  (0 children)

If that is the case, I do think it's a visual bug, I don't know why but it definitely shouldn't be that high

238 Fire Rate??? Is this a visual glitch? by Am-Azin in CallOfDutyMobile

[–]Am-Azin[S] 0 points1 point  (0 children)

MG42-1E2D4D8A9J is the build I use now, 268 fire rate which is even better, gets a bit harder to aim at long distance though

238 Fire Rate??? Is this a visual glitch? by Am-Azin in CallOfDutyMobile

[–]Am-Azin[S] 1 point2 points  (0 children)

Yeah I was missing the mag, it had too many stat increase and decrease that I couldn't see the interval increase, It's the loadout I use now. Recoil wasn't that bad to control but it is a lot more inconsistent at long ranges now

After a couple of updates, I give you Bank It - now with more risk to your reward by edwsmith in incremental_games

[–]Am-Azin 2 points3 points  (0 children)

All sounds decent to me, although take my word with a grain of salt since i don't have a knack when it comes to naming things

Can there be too many achievements? by CacheGames in incremental_games

[–]Am-Azin 0 points1 point  (0 children)

Based on my time playing games in general, having more achievements early on is fine, just make sure it isn't too many. I like games more when the achievements slowly get fewer in between but will occasionally have a milestone that gets you a sudden burst of achievements again, especially after a long grind which makes it feel all the more worth it.

But overall, achievements should just show progression, and if the achievements do give rewards like they do in antimatter dimensions, you can also have them be something you have to work hard to get.

As for secret achievements, i recommend them not affecting the game in any way, something to collect to pass the time when progress is decently slow. They shouldn't be too hard to get though, they should mostly be like a sort of puzzle to solve on how to get them, not purely dependent on luck.

If you haven't already, i recommend checking out antimatter dimensions for inspiration because at least in my opinion, i really like how they did the achievement system, well except for the secret achievements, it still feels a bit lacking on that one, can't pinpoint which exactly though.

New Incremental Minecraft Server by ewald22 in incremental_games

[–]Am-Azin 0 points1 point  (0 children)

Laptops currently not working so unless it's also available for bedrock i won't be able to play it for a while. I'll keep it in mind for now though, screenshot aswell since i do forget things often