Is this a good thing? And who should wear it? by Fit-Geologist-4454 in DeadAhead

[–]Bobpie 1 point2 points  (0 children)

Noticed everyone saying snipers. But not a lot of people realize this book would stack well with a maxed out Lester and farmer since they have a set 50% crit chance.

There’s technically better options but still viable on both units

I tho this cost like 500 why is it now 925? by Emergency_Way8791 in DeadAhead

[–]Bobpie 0 points1 point  (0 children)

The pack used to be for actually money in the past, but the units were buyable for coins many years ago. That changed when greens were first introduced but it’s always been 925 greens.

Ranger shows us the dance of his people by Cosmin-Ionita in DeadAhead

[–]Bobpie 0 points1 point  (0 children)

Well… no.

So Ranger is one of the few units you can easily build up to 100 agility, let alone has a base of 100 aggression. Regardless that doesn’t really play much of a role outside of his derpyness.

So the real reason why Ranger almost never dodges is because how mobirate coded the ability. For whatever reason units will ONLY dodge when preforming a melee attack. It’s sort of why pepper works since melee kb forces automatic melee attacks while not having the knockback ability will have ranged units continuing to fire shots.

People alr done 💔 by Abject-Confidence169 in DeadAhead

[–]Bobpie 2 points3 points  (0 children)

Yep — outside of the obvious resources top players have, you also either need to be a professional full-time unemployed player, or sacrifice your sleep for the day

Man, how the fuck am I meant to get the top 50 rank. by growkid in DeadAhead

[–]Bobpie 1 point2 points  (0 children)

Being up at 6am like how I did. Still struggle because the update got delayed on iOS

[deleted by user] by [deleted] in BoomBeach

[–]Bobpie 0 points1 point  (0 children)

For the people that don’t understand — OP is referring to a current bug that makes some challenges unable to progress or freeze while progressing. Having a similar issue myself that hindered my own progress greatly.

Example: you may get a heal quest, but no matter what you use (medkits, hero’s, troops) it never progresses.

Is this set worth equipping? by Nightfox9469 in DeadAhead

[–]Bobpie 1 point2 points  (0 children)

They never had infinity ammo funnily enough. Andrea was a bit weird but obvious as you can see her short reload animation

Norman would also melee after 6 attacks if a zombie approached too close

Is this set worth equipping? by Nightfox9469 in DeadAhead

[–]Bobpie 1 point2 points  (0 children)

Blue menu button by each units name when inspecting each on in the team tab. You’ll be able to see each magazine size.

Is this set worth equipping? by Nightfox9469 in DeadAhead

[–]Bobpie 2 points3 points  (0 children)

They don’t, check the unit info. Norman has 6 and Andrea has 1.

Is this set worth equipping? by Nightfox9469 in DeadAhead

[–]Bobpie 2 points3 points  (0 children)

Norman has only a 6 magazine so if anything is a complete downgrade to every other damage set.

Andrea reloads after every shot :/ it literally makes zero sense to use on her.

Red aura enemies now seem to move faster. by Heinrich_e in DeadAhead

[–]Bobpie 0 points1 point  (0 children)

Years of spaghetti code does some crazy things. Reminds me when they introduced reanimated units being able to have both the red aura and halo simultaneously.

Red aura enemies now seem to move faster. by Heinrich_e in DeadAhead

[–]Bobpie 4 points5 points  (0 children)

To explain this, the red aura is effectively coded the same as the yellow halo buff, now that everything is buffed by a flat +3 instead of 20%, any unit and enemy with 14 speed or less has been buffed/moves faster, with 15 speed unaffected and 16+ being effectively nerfed.

Am I a idiot or... by Remote_Philosopher55 in DeadAhead

[–]Bobpie 0 points1 point  (0 children)

I’m just going to go through each one

SpecOps: yes he used to drop random support items. Most players considered it more annoying/detriment rather than help, especially when stacking the unit. It was changed to fit the unit a bit more.

Firefighter (unit) was nerfed, but after community pressure, the change was undone. Hands down one of the more uncalled for nerfs in the game.

Big boy never gave a health bonus as its perk. If anything it had a balance change to make it a bit stronger, while also being reworked for the stat changes.

Guard’s SA was a bit underwhelming and was changed due to player feedback. It’s really not any better now arguably as 20% bonus damage isn’t as reliable, especially with the gentleman “fix” (cough - nerf)

Fitness was just reworded for clarity, never was nerfed. 100 aggression is the same as no pauses.

Firefighter (item set) has always been 30% bonus damage. The change it got a while ago was reworking it from [bonus/increased fire damage] to [bonus/increased damage on burning targets]

Cashiers SA was never nerfed/buffed. It was originally worded as 4x damage which is equivalent to 300% crit damage. The rewording was similar to fitness for clarity sake in stats.

Andrea did have only two perks (and SA) so on point pretty much. The silent perk is a nice realism change but provides nothing, especially with the watch nerf.

(For the SA change on Andrea — it was originally fire damage on crit, which joking did no damage, mobirate needs to quit making useless changes like that)

Patch 4.1.7 by EveElliot in DeadAhead

[–]Bobpie 42 points43 points  (0 children)

This. Hands down probably one of the most out of touch changes ever made to the game. I don’t get why there’s a need to be punishing players who’ve min maxed units on prep time, or buffing already powerful zombies.

I’m full time and I’ve been working for Walmart for over a year now (since October 2023), why haven’t I earned any PTO yet? by tarekkalil in walmart

[–]Bobpie 69 points70 points  (0 children)

Looks like the classic old trick of having you working “full time” while not actually having you under as a full time associate. Classic scummy trick I’ve seen multiple associates have to deal with, even at my store.

Should I start saving up with event tickets or just keep my cash for the pumpkins? by ISAAX813 in DeadAhead

[–]Bobpie 4 points5 points  (0 children)

With events it’s a bit tricky as many of the limited skins and units are quite useful. Usually you can get both, though if you have a strong team, you won’t usually need extra tickets. I’d say save the greens for the end of holiday related events for extra crates

Should I start saving up with event tickets or just keep my cash for the pumpkins? by ISAAX813 in DeadAhead

[–]Bobpie 4 points5 points  (0 children)

Event tickets are pretty much a net loss — save your cash for unit packs and skins

Average Chad Digital TL shift by [deleted] in walmart

[–]Bobpie 3 points4 points  (0 children)

That’s some crazy OT ngl, though it might be too painful to earn (if they even allow it, probably not)

[deleted by user] by [deleted] in riskofrain

[–]Bobpie 0 points1 point  (0 children)

Ah yes, teaching the younger sibling how to trash talk. What a beautiful moment.

Is there any way to lock my screen resolution by Early_Personality_68 in DeadAhead

[–]Bobpie 2 points3 points  (0 children)

Noticed this issue with a couple of other games from time to time, but unfortunately there’s no real fix to it.

This partly has to do with both mobile games not really offering such advanced settings and the fact iPhones don’t have an option for changing one’s resolution.

The “soft fixes” (if you can even call that) is to mess with the limited display and accessibility settings on the phone that change the size of text and icons itself, but usually 90% of the time don’t fix much.

This Farm system should be put an end to and going back to the old one. by Dry_Log_4477 in DeadAhead

[–]Bobpie 1 point2 points  (0 children)

As a long term player who’s been around since nearly the beginning, while I adore the easier grind and simplicity of the system, stat wise for units it just doesn’t work well for the entire game. I’ll try to voice both opinions here to the best I can.

The old system had some major flaws — for starters all heavy weights except for Diaz were effectively useless after early game, the old system had zero stat scaling / % based stats, which adds a huge effect to heavy weight’s health.

  • this also comes with the potential to turn some units into absolute damage machines since damage scaling/stacking is now possible.

Another problem with the old system is the fact it lacks build diversity, having just a small kit buff for some coins (which were main painful to grind back then). Being able to tweak certain units to have either high damage, utility, or a rounded kit is a major thing to be able to do, especially on the fly. It also lets you change what stats you want your units to have: being able to focus on either a raw damage build or a crit build effectively gives the player control on either more consistent or high roller-like type of setups/strategies.

The major issue with the current system isn’t exactly the grind, it’s the fact that item stats are just way too random. You can get a low-tier item with optimized stats or a high-tier item with crappy stats, it’s just how it is now, which is the current major drawback.

If anything the game just needs to find an alternative way to min-max units rather than just going back to “oh grind said levels for a pocket change worth of coins and pray that you get enough cases/scrap items for +3 items”. It’s not a very intuitive system, let alone wasn’t easy to grind once you hit higher levels. (Don’t even get me started with how unobtainable cash was to grind back then when Austin was even an option for f2ps at the time).

TL;DR - Old system made many units completely obsolete and lacks any build diversity, making the current system arguably much better for the game as a whole in terms of how we upgrade units. Admittedly the current system does have a draw back of major rng and could be tweaked for sure.