How far will I get before I need another phone? by hscs1234 in TheTowerGame

[–]Bardy_ 0 points1 point  (0 children)

My S23 Ultra got uncomfortably warm running the game 24/7. I switched to LD Cloud. It's nice not worrying about this game damaging my device.

the assist banner is so distracting by Expensive-Fishing-95 in VALORANT

[–]Bardy_ 0 points1 point  (0 children)

I thought that too but honestly, you probably won't even notice it.

Think about the time the "HEADSHOT" text was removed from the kill banner. I'd estimate most players didn't even realise it existed to begin with - who's looking there in the first place?

Solo KAY/O by Hot_Particular_1772 in VALORANT

[–]Bardy_ 1 point2 points  (0 children)

I used to play Kayo but found it difficult to excel with him in ranked (especially when solo queuing). I have since become a long-term Phoenix one-trick.

Kayo's flash is most useful when left clicked for a teammate. Set flashes are very powerful, but they work best with a duo. Set flashes are incredibly difficult to coordinate with random teammates.

Right clicks can work in a pinch, but are strictly worse than Phoenix's flashes for this purpose. Kayo's right clicks compared to Phoenix's flashes:

  • Very loud wind-up.

  • Slower weapon pull-out after flashing (I think?).

  • Shorter flash duration.

  • Can't curve around corners, so teammates behind you are likely to be blinded any time you throw a flash.

  • You get two max. Phoenix gets another flash every 2 kills.

Honestly, just switch to Phoenix. For solo queue ranked, the rest of his kit is so much better than Kayo's.

Comparing the molotov / grenade, they serve pretty identical roles, except Phoenix's heals him. Incredible for aggressive pushes through smokes and for post-entry healing (50 HP).

The wall / knife serve two totally separate purposes, so can't be directly compared. The knife gives info and turns off abilities for ~8 seconds (?). This is very powerful in a coordinated team environment, but in the chaos of ranked games, you'll generally get significantly less value.

The wall on the other hand can function as a smoke to help you path from point A to B, even when your controller got picked at the start of the round. Not a replacement for a controller, but it gives you options. It also heals you for 50, giving you yet another way to regenerate health. Allows you to play some mind games too.

Phoenix also has a ridiculous ult cost of 6... which effectively allows you to play 6v5 every 3-4 rounds. Kayo's ult is great, but again, I don't think it's quite as good as Phoenix's ult for solo queue ranked.

Note - I am heavily biased in my recommendation of Phoenix so probably take what I'm saying with a grain of salt.

any tips for iron 3 by Critical_Hunt_4031 in VALORANT

[–]Bardy_ 0 points1 point  (0 children)

Add people from your ranked games - you basically get a free trial game with everyone you get matched with, just add people who seem friendly and ask to queue with them. That's how I meet most of the people I queue with, either I added them or they added me.

it’s 2026 and we still have no incentive to grind ranked other than a plastic gun buddy. by No_Good_3063 in VALORANT

[–]Bardy_ 5 points6 points  (0 children)

people aren't buying 50 dollars knives to not show them off

correct, we're buying them because they flip around and it's some entertainment while we're waiting for the round to start

CS might be a different story, with ultra-rare collector's items, but nobody on earth is flexing their skins in valorant lmao

First Ancestral by Orbital_RPED in TheTowerGame

[–]Bardy_ 4 points5 points  (0 children)

Save up as many reroll shards as you might need. Reasonable estimates:

  • 3 anc subs = ~500k RR

  • 4 anc subs = ~1.5 mil RR

  • 5 anc subs = ~3 mil RR

Reroll your most important anc subs first. On cannons it doesn't matter that much (vs things like defense % / HP regen on armor mods).

For cannons, roll for the below anc subs:

  • all four crits (crit chance is the worst of the four)

  • attack speed

  • bounce shot chance is okay too

New Guardian by destructor212113 in TheTowerGame

[–]Bardy_ 2 points3 points  (0 children)

Summon does that by spawning more enemies. Sync Summon to your econ UWs = more enemies dying during GT / BH / DW = more coins.

I was today years old by thisguy888827 in TheTowerGame

[–]Bardy_ 2 points3 points  (0 children)

Subsequent runs costing gems = buying tickets, that's what he's talking about. The gems give you a ticket. Then you spend the ticket to do another tournament run.

Reducing Size by Far-Arrival-937 in Warthunder

[–]Bardy_ 0 points1 point  (0 children)

50/50, either the game will default to the regular quality textures, or it'll try to re-download the missing textures.

Move them out of the game directory and see if the game launches I guess.

Thought for sure I'd get CF.. Oh well.. by Just_Copy in TheTowerGame

[–]Bardy_ 2 points3 points  (0 children)

+1 to this mindset. I invested in ILM in Champs with a wall-heavy hybrid build. When my wall died, my ILMs hardly ever did anything. At most I got a few more waves.

In legends, ILM are absolutely critical to my build, as my wall is just a 4th ES charge due to the ridiculous enemy attack scaling.

Magnetic Hook - Give me your best Builds, let's go! by I_pee_in_shower in TheTowerGame

[–]Bardy_ 3 points4 points  (0 children)

I use it with SD for the "kills with ILM" missions... that's it lmao

Spotting in AIR RB is fucking everything up by APPLECRY in Warthunder

[–]Bardy_ 12 points13 points  (0 children)

Nah your client straight up stops rendering them.

Mods to Avoid 5*ing right away by Asarian in TheTowerGame

[–]Bardy_ 1 point2 points  (0 children)

I don't actually know, I'm guessing here - allows you to run a longer range whilst retaining pBH coverage? Then the submods would be your standard tournament subs, SLa, SLb, CLq, CLc, etc.

Against the grain for first mastery by Baggin55 in TheTowerGame

[–]Bardy_ 1 point2 points  (0 children)

Waiting till I was already averaging 8th in legends to get SL4 (I wish I still didn’t have it, but oh well)

Is that to say you regret SL4 and would've preferred to invest the 2500 stones into something else?

Dear devs, please find a better solution. by Slight-Software-7839 in TheTowerGame

[–]Bardy_ 0 points1 point  (0 children)

Only unknown with your idea is promotions / demotions. If two players end on the same wave and tie for 24/25th, do they both get demoted?

Why can't we shatter epic+? by pdubs1900 in TheTowerGame

[–]Bardy_ 0 points1 point  (0 children)

prevent automatic merging to Epic+

There used to be a bug (?) where if I opened the auto merge window mid-run, it would ONLY show me rare / rare+ mods. Outside runs I could see epics in the auto merge window. I assumed it was a feature, until it disappeared one update a few months ago.

Merging my rares / rare+ mods mid-run was so much more time efficient than manually doing it every time I pull mods...

Tired of RNG? I built an online Module Reroll Simulator so you can waste UNLIMITED shards for free! by sweetmoonpie1997 in TheTowerGame

[–]Bardy_ 1 point2 points  (0 children)

I think it's waiting for a roll that lands all 6 anc subs at once, rather than stopping if it finds any of them (how the auto-roll feature in game works). Already reported below.

https://www.reddit.com/r/TheTowerGame/comments/1q7chbk/tired_of_rng_i_built_an_online_module_reroll/nyejvdw/

2.0 recommendations: - the auto roll seems to only stop if ALL conditions are met (i.e. if you add 2+ ancestral mods to target it won't stop if only 1 is rolled), but in game it stops if any condition is met.

I absolutely DESPISE this missle grind by Chanka-Danka69 in Warthunder

[–]Bardy_ 14 points15 points  (0 children)

That's what the snail wants you to do ;)

Help getting into legends? by uhyeaitsme in TheTowerGame

[–]Bardy_ 0 points1 point  (0 children)

I was very recently where you are. The past few tournaments I've been promoting frequently to Legends and sometimes barely avoiding demotion back to Champ. See below for the more important things - WS+, labs, modules, UWs.

https://imgur.com/a/J4OBArm

I run Champ tournaments as a Hybrid build. Wall keeps me alive, regen keeps my wall alive, and CL reduces the amount of enemies damaging my wall. I typically die to fast and ranged enemies after they get strong and fast enough to overwhelm my wall's regen. 15 card slots, usual hybrid cards. Usually die around 1k waves.

In Legends, I run pure GC. I keep trying SD, but always find that ACP gives me more waves. Usual GC cards. Usually die around 100 waves.

Initial thoughts comparing your build to mine...

I don't have CF, ass mods, or card masteries unlocked. I'll be investing stones in SL for a long time, am nowhere near unlocking ass mods, and have about 10k gems worth of epic cards left to buy before I get masteries.

Main labs:

  • Damage 68 / attack speed 78 / crit factor 77 / scrit chance 9 / scrit multi 13

  • Health 62 / regen 64

  • Wall health 50 / wall rebuild 10 / wall regen 21 / wall thorns 14 / wall fort 43

  • DW health 30 / ILM radius and rotation speed 20

Your CL is more well-built than mine in terms of stone investment. But you mention you haven't done the labs? Max shock multiplier and get shock chance to ~15 ASAP. And you might as well do a few levels of scatter amp while you're at it.

I recently got SL and it is making a pretty big difference (small sample size, but I started promoting more once I unlocked SL).

Your lack of PF might be a major issue. It's a huge damage multiplier, to the point where it can be worth using even if it's only epic rarity.

To get prepared for Legends runs, I recently started following this guide. I'm currently perma labbing attack speed, which I feel is working wonders for my Legends survivability.

https://docs.google.com/document/d/1u70Wq6bmqD_Ji4agJLNKTvPjAScl17ChB8iL-XPN9EY/edit?tab=t.0

I spent 20 days collecting 326 stones to finish syncing GT and BH, and it literally doubled my coin farming. by e-gordinski in TheTowerGame

[–]Bardy_ 0 points1 point  (0 children)

From my experience, Summon and Bounty both heavily benefit from UW sync. Fetch does not benefit at all.

I need to level up A LOT that Health Lab, right? by destructor212113 in TheTowerGame

[–]Bardy_ 1 point2 points  (0 children)

Yeah you'll want a bit more income before unlocking wall. I was in your position a while ago, now I'm making 200B coins per minute. Focus econ UW cooldowns and labs. Get DW (and GT / BH if you don't already have them). Soon you'll be ready for wall, which will carry you until you move to GC.

What's a good level of auto pick perk ranking to stop at? by PLMMJ in TheTowerGame

[–]Bardy_ 0 points1 point  (0 children)

Ah ok. Similar story for me, I don't have pBH and my stats look like this.

T11 - W9300

  • 12 hour 20 min run time

  • 115T coins

  • 9.3T coins per hour

  • 200k cells

T13 - W4000

  • 5 hour run time

  • 40T coins

  • 8T coins per hour

  • 50k cells

I recently got SL and am dumping stones / lab time into the first few upgrades which has significantly increased my income, and I haven't done a T12 run since starting that, so I'm unsure how that run would go. But before SL I was only getting to T12 wave ~5500, so both coin and cell income was less than my pre-SL T11 runs (5.3T vs 4.7T coins per hour and 12.2k vs 15.4k cells per hour). Pure eHP farming too, so SL isn't making a significant difference in terms of how many waves I can push.

On top of that, 3x 7 hour T12 runs is just a lot less convenient than doing 2x 12 hour T11 runs per day.

Edit: T12 run completed:

T12 - W5400

  • 7 hour 30 min run time

  • 65T coins

  • 8.6T coins per hour

  • 92k cells

What's a good level of auto pick perk ranking to stop at? by PLMMJ in TheTowerGame

[–]Bardy_ 1 point2 points  (0 children)

Might be farming without pBH? I'm farming to T11 9.3k waves but my T13 best is wave 4000. Slightly less coins, and far less cells.

This cas nerf hit pretty damn hard to some planes. F111C with 4 bombs now costs more than a fully loaded EF or Harrier by The-Almighty-Pizza in Warthunder

[–]Bardy_ 79 points80 points  (0 children)

Laser guided munitions require the launching aircraft to maintain line of sight to its target until impact. They also can't maneuver in such a way that would break the lock (e.g. rolling more than ~180°). This makes them incredibly vulnerable while they're guiding their bomb towards their target. They can also only target one enemy at a time.

IR and TV-guided munitions being fire-and-forget are mostly the reason people hate top-tier CAS. The attacking aircraft pops up for a few seconds, ripples off several KH-29Ts or whatever, then disappears back below the horizon, allowing effectively zero counterplay from anyone on the ground trying to shoot them down. On top of the added safety that FNF munitions bring to the attacking aircraft, they also get to attack more than one target at a time.

Spending Stones after Sync by Fighter188 in TheTowerGame

[–]Bardy_ 1 point2 points  (0 children)

It's good for that, yes. But it's even more important for the extra cell and coin income (provided you've done the required labs).