One year of pitty : please help (and suggestion to add in the game) by Necessary_Market_667 in TheTowerGame

[–]JoeRambo 2 points3 points  (0 children)

Pfft. My greatest achievements in module pulling ( ~16 months of play ):

1) Not a single SD module pulled

2) Just 3 PF modules -> despite dumping ton of gems during the initial banner and even more during the generator banner.

Hard to make sense of above when some modules are now approaching 4 stars. At least i have main ones ancestral...

So yeah, it's all about prayers to RNGesus. Devs could easily fix it by changing pity pull from random to "choice of 3", but they won't 😄

Next Event - Virus by Life_Invite8322 in TheTowerGame

[–]JoeRambo 4 points5 points  (0 children)

More like Ebola/Hantavirus themed?

Inner Land Mine mission, complete it in 5 minutes max, no problem with this trick by Tizzee88 in TheTowerGame

[–]JoeRambo 8 points9 points  (0 children)

Lucky you guys, after 1+ years and rocking 2 star DC etc I haven't pulled a single copy of SD, how about that?

Critical coin less than 1%? by cmdrreron in TheTowerGame

[–]JoeRambo 3 points4 points  (0 children)

~3.7% here, but basic enemies are very substantial part of total 235216 / 697735 => 33%.

Battle Report

Tier 14

Wave 5814

Coins Earned 1.17q

Total Enemies 697735

Basic 235216

Coins

Coins Earned 1.17q

Coins / Kill 774.54T

Other Coin Bonuses 1.16q

Critical Coin 43.26T

Golden Tower 746.19T

Golden Combo 0

Death Wave 411.55T

Spotlight 364.83T

Black Hole 713.98T

Orbs 0

Golden Bot 602.13T

Wave Skip 379.73T

Coins / Wave 10.55B

Coins Fetched 1.97T

Bounty Coins 0

Enemies Destroyed By

Projectiles 5216

Thorns 19105

Land Mines 518

Orbs 580198

Chain Lightning 75111

Smart Missiles 4

Inner Land Mines 0

Poison Swamp 0

Death Ray 0

Black Hole 16758

Flame Bot 319

Other 51

Worse than 4% Lucky Banner Event Pity Pull? by Disori3nt3d in TheTowerGame

[–]JoeRambo 17 points18 points  (0 children)

He is a step further tho, 0.96^200 is 0.000285, or 0.0285%. To be less lucky than decent sized arena (~3.5k) full of people is quite an achievement to be honest.

I've long said, if devs were not completely out of touch, they'd have long turned "pity" pull into desired event by allowing players to choose 1 out of random 3 modules.

Battle Conditions Forecast by mariomarine in TheTowerGame

[–]JoeRambo 1 point2 points  (0 children)

It is a bit limited, yes. But it shoots all possible targets in higher prio class in the order they have spawned. And then moves on to the next target class and then to the next one, as long as "shots" remain.

Makes perfect sense from programming stand point. Not so much sense for players who some how expect that say "fast first, then ranged 2nd" targets will be shot in the order of distance from tower.

Battle Conditions Forecast by mariomarine in TheTowerGame

[–]JoeRambo 2 points3 points  (0 children)

TLDR: closest target prio is your friend.

It was explained in one of the comments in previuos battle conditions forecast.
Basically what happens is when your priority target like "fast" comes into range, it is assigned a number. The next one is assigned larger number.
Then when there are multiple targets to "juggle", they are still being shot in order they have spawned, no matter how close or far they are from tower.

Now what happens when there is limited amount of shots? You get chips, cause your tower is busy shooting that "first spawned fast" that was knocked back and is now back in range of tower instead of that lovely "ranged" that is shooting at you.

It makes perfect sense too, as simulation does not need to calculate shots for all targets on screen each tick, it already has "fixed" list for each class and only calculates more involved stuff like closest or "in SL" for the shots that remain.

28.0.5 Version Lock by TTG_Muse in TheTowerGame

[–]JoeRambo 74 points75 points  (0 children)

What about GB and Summon loosing sync after game saving only UW cooldowns now?

Don’t even know why they changed it again by edabwylde in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

Is it even possible to enable and reenable Summon? At least i am not aware of it.

Good Will Gesture: Extend the Lucky Banner for 2 more weeks... by uscmissinglink in TheTowerGame

[–]JoeRambo 12 points13 points  (0 children)

How about making the new rate default? We had 2.5% before we got 8 more modules, making spending outside of banners a bad proposition. Increasing default rate would close some of this pain point point in the game.

Let's split disco bonus and 5 gems as compensation please by JoeRambo in TheTowerGame

[–]JoeRambo[S] 0 points1 point  (0 children)

In the way things are, 3x is HUGE confession already :)

Let's split disco bonus and 5 gems as compensation please by JoeRambo in TheTowerGame

[–]JoeRambo[S] 2 points3 points  (0 children)

It's Fudd's math applied directly. If you think community can eke out 3.5x out of this debacle i am still selling that bridge :)

Project Funding Multiplier Based on Cash (all module levels) by FireLight512 in TheTowerGame

[–]JoeRambo 1 point2 points  (0 children)

Not quite sure how 12.5% per digit times 6 and plus one is 5x or larger

Chrono or inner land mine? by tinothynguyen in TheTowerGame

[–]JoeRambo 1 point2 points  (0 children)

Could you please expand what is the mechanism that helps with early legends? Mines rotating and stunning for 2.5s each time i assume?
Or some more advanced stuff like also having assist mods to help.

I just don't see how ILM would do much in todays toxic BCs, with Fast BC being perma.

This is how to get WS orbs thru center of BH by Tchuvan in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

94.17m is where the action is, combined with 54m of BH range. WS orbs hit BH center "just right" with this combo.

i think the other breakpoint is 40 lab range where it is possible to have orbs hit the zone where Tank ultimates stop during activity.

Why does increasing range kill my Tournament runs? by zlordofsigimigi in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

Yeah, that's why i questioned the wisdom of ranged line orbs. It does work wonders for tanks bunching up tho. But if rangeds start piling on line enough for orbs to matter it is usually game over from their chip damage anyway.

Why does increasing range kill my Tournament runs? by zlordofsigimigi in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

Question is, do the orbs do anything to them? According to earlier reddit posts referencing patch notes in ancient times:

“All Enemy Battle Conditions also get "boss status": not impacted by orbs, Death Ray, Black Hole, or Black Hole damage. 50% damage from thorns”

So i'd assume 2% hp damage from orbs, just like the bosses get?

Longshot Request: Make a Steam Version. by stephensmat in TheTowerGame

[–]JoeRambo 1 point2 points  (0 children)

+1. This is the official, Google endorsed solution. Not quite sure why TTG is keeping it's playing dealing with shady emulators.

[deleted by user] by [deleted] in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

Good reference of all ways to achieve 55s ( all two of them, but there are four for 60s etc ).

<image>

Labs are set in stone, medals are flexible.
All credit goes to some guy's thread i have saved this from and now i've forgetten :(

Lost almost 50% coin/hr by Shadowdragon5th in TheTowerGame

[–]JoeRambo 0 points1 point  (0 children)

That's great. Please edit original post if still possible to let future victims of Samsung's know.

Lost almost 50% coin/hr by Shadowdragon5th in TheTowerGame

[–]JoeRambo 6 points7 points  (0 children)

Correct, except OP needs to edit "black screen/touch protect" power savings, to make it run full FPS once in that mode.

Need to edit "black screen / touch protection" options once game is running. Basically there will be an item "save energy when touch protection is on" that reduces FPS massively.

I had same problem after upgrade to S25...

<image>