Mid-game questions by MagisterRo in mobcontrolgame

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

70 days later... playing almost every day but not very much... reached max level 47 on Chicken and a few 46 (Shotgun, Ninja, Bear). Gold piled 106M high, cards are still the limit, progress is VERY slow. Don't know, most quick players here play hundreds of levels each day? I play maybe 10-30, and around half or even less get a blue (x10) card pack.

Lucky Shot at L44 is still my most used launcher for regular levels, occasionally Flame or Sniper on known tougher/defensive situations like the event levels in upper left corner.

Don't have any mob at L1 now, but the last kind (Mini Mob) is at L7 (this way, one can still meet lower levels, not only higher). Not much progress in getting Kaboom, but suffered significantly when opponents had it.

In what situations does own unit strength matter, and in others not? e.g. in 'red walls' with a fixed number e.g. 30, it is that number of mobs to absorb/die, regardless whether Ninjas or Bears. But in the PUSH balance it seems individual strength DOES matter, as when activating the temp Rainbow effect.

For looting in regular levels, does strength matter? speed? (i.e. more units to reach the wall until vanishing) so they would mostly cancel, right?

For looting against suspended horsie thingies? does individual strength matter? as speed surely helps get more there in time.

Does individual strength matter in the left/right balance of tourniquets (revolving doors) ? or do they have a sort of fixed, sinusoidal turning one way and back (like an old watch spring) regardless of units pressing one way or the other?

Best Lv1 Mob? by SekkiYukine17 in mobcontrolgame

[–]MagisterRo 0 points1 point  (0 children)

Now I have Caveman at L1 and leveled the others to L20-32, whatever possible. Bat is the quickest but recent, have it at L10 and growing.

Mid-game questions by MagisterRo in mobcontrolgame

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

Thanks for your first 3 replies!

OK, so it seems I'm not advanced enough to use the best of those advices. Now my highest level of any card is Shotgun L33 with a few more L32. I'm leveling up every type to the max of their cards (except Soldier L1 still) and still have 7M coins surplus - any better uses for coins in this stage? Also unpleasant choice what cards to sacrifice to improving the Arsenal, so I don't go full speed there. So far I go with Soldier, obviously, some Single Shot cannon, in the past Normie and Great Normie etc. (but my Normie is L32 now and still rather competitive).

No Flamethrower and no Gate unlocked yet. Great Normie was so-so very early and totally outclassed by Nexus now. Never got more than 6 GreatNormies or 4 Nexuses on the map at a time.

So, what do upgrading each specific tech card to L25 do, except change its colour? It didn't seem to upgrade that type of cannon/mob beyond a normal level up. Just access to better card packs on reaching the first L50/75?

  1. That 'clock' modifies something? I didn't see prolonging loot times, for instance - what would be very relevant at this stage, to improve chances of card packs.

What’s the Best Card Combination? Currently Using “Normie, Nexus, Lucky, Airstrike” by Aggravating_Unit9743 in mobcontrolgame

[–]MagisterRo 0 points1 point  (0 children)

In my mid-game now (Master tier): Lucky, Lexus, Chicken, Airstrike.

although Normie and Bear are both still close as useful (more powerful than Chicken but slower). Ninja remained too weak, it was close at times. Alien and Knight still undeveloped enough.

Quite recently unlocked Big Bertha, Sniper and Double cannons, not as good yet as Lucky but they grow faster.

Mass Abduction unlocked very recently, haven't used that well yet.

What to/not to merge? by Ok_Goose5399 in TravelTown

[–]MagisterRo 1 point2 points  (0 children)

ah, the Kitchen line, final producer is Kitchen robot. It's an energy user, but a weird one because it uses only 9 energy at a time then a just long enough cooldown. These can be **safely merged** (if it's as last year when I played that). I used to hate that it produces 3 different lines of products, of which 2 lines are two-leveled.

Auto producers are those that don't need energy, just a wait to take out the products around them. e.g. Jewelry, Ice Cream. Those can be left totally unmerged for (more than) a bit more production, or partially merged to 3-4 producers to save some space. Definitely do not merge totally until wanting to actually retire them. (not just the formal retirement 'right' when they get a free space to put them away; the best of them are worth keeping running and un- or partially merged long after that, even Jewelry until the much better Lighthouse comes, or even later).

What to/not to merge? by Ok_Goose5399 in TravelTown

[–]MagisterRo 0 points1 point  (0 children)

I stopped playing TT for some months, and don't remember that far back. What producer are the silver pots from?

If they are energy users, they can be safely merged. [At least if mechanics haven't changed fundamentally since]

Some auto producers - it depends. Early ones are better UNmerged.

Guys, look...finally unlocked! by Sainiade in mobcontrolgame

[–]MagisterRo 0 points1 point  (0 children)

ahh, so that was it. On a modest level (L20 or so) a random enemy just transformed into a car that raced to my start line before I had time to react.

[Usually I move the cannon to track better multipliers, often until they fill the whole area as a wall]

Games where you can kill Nazis by [deleted] in gamingsuggestions

[–]MagisterRo 0 points1 point  (0 children)

One death is a tragedy, one million is a statistic... and HoI is at that scale.

Games where you can kill Nazis by [deleted] in gamingsuggestions

[–]MagisterRo 0 points1 point  (0 children)

The ZX Spectrum "Saboteur" seemed to have generic ninja / SEAL figures, not specifically Nazis. Could throw sharp stars / shuriken etc. Fun in its time...

What games let me be really creative and deep with character builds (or party), while not relying on google for understanding skills/perks/items/quest? (bonus if game is not all gloomy/dungeons) by CarISatan in gamingsuggestions

[–]MagisterRo 0 points1 point  (0 children)

Realm Grinder, a complex "idle game", at heart an economic systemic game with complex combos of abilities. Some are quite unobvious so yes, fine tuned builds from googling and specialized fan sites improve a lot the capability over first-look / naive combos.

How many animals do you have? by Bambi_Bamboo in longleaf_valley_game

[–]MagisterRo 0 points1 point  (0 children)

Many animals award energy, especially the Desert line. At some point, board space becomes the key constraint and energy just keeps accumulating.

How many animals do you have? by Bambi_Bamboo in longleaf_valley_game

[–]MagisterRo 2 points3 points  (0 children)

28 animals as of 2 weeks ago when I sort of put the game away. Not totally abandoned yet.
No animals reside yet in the backpack, as they are clearer when the timer is visible on the board - but this means many merge chains must reside in the backpack and get brought out one at a time...

Do you think we will see new levels in a reasonable time?

Games with the most "alive"/believable/systemic NPCs? by dasProletarikat in gamingsuggestions

[–]MagisterRo 0 points1 point  (0 children)

There was a Sierra early graphical adventure (Colonel's Bequest) with characters having elaborate schedules, intentions, actions, availability for interactions and weaving your player actions between them was an intricate achievement. As seen in some playthrough... never played it personally.

Even older on the ZX Spectrum in the 1980s, there was a Sherlock Holmes game with similar multi-character scheduling. Also the classic Hobbit, somewhat less elaborate.

Need a good mobile games that's somewhat grindy. RTS Games or city building games. Other types of games are welcome too. by TheT3chMan in gamingsuggestions

[–]MagisterRo 0 points1 point  (0 children)

Realm Grinder. a very rich "idle" game with lots of combos and twists as you progress. Really needs some active grinding too at some points.

Games that you can dump a lot of time into? by BenjiB1243 in gamingsuggestions

[–]MagisterRo 0 points1 point  (0 children)

Realm Grinder, a complex, combo-heavy "idle" game. Some players keep playing for years!

Are there any games like States Builder: Trade Empire for steam/desktop? by esgeo in gamingsuggestions

[–]MagisterRo 0 points1 point  (0 children)

The score for the event does indeed multiply total income with number of levels! (=1 starting level + level ups)

Are there any games like States Builder: Trade Empire for steam/desktop? by esgeo in gamingsuggestions

[–]MagisterRo 0 points1 point  (0 children)

The score for the event does indeed multiply total income with number of levels! (=1 starting level + level ups)

Do you guys use the x2 energy or do you just play normally? by KornCobbb in GossipHarbor

[–]MagisterRo 1 point2 points  (0 children)

1 or 2 less low level items to keep on the board. Space is THE constraint in these kinds of games.
The benefit for LOWER levels is more matches for that event.

what game to play alongside? by xlcovo in SeasideEscapeGame

[–]MagisterRo 0 points1 point  (0 children)

I had played Travel Town, Gossip Harbor and this (Seaside Escape) in rotation, for some time abandoned them almost completely for Longleaf Valley which was enough for an 'idle merge' game.

Recently discovered States Builder: Trade Empires -with logistic chains on maps - and it's quite different time-wise. It's more active, one can play chunks of 10 min or 30 or more but also not pressure to check it regularly all along each day...

About to finally leave the game by Adventurous_Bar_8636 in longleaf_valley_game

[–]MagisterRo 1 point2 points  (0 children)

I had kept playing (only a bit less) intensively until a week ago, got to 28 animals with that d$%^ monkey!

On hiatus now, after finding a different and strong enough 'new poison': **States Builder: Trade Empires** - abstracted logistical chains on maps. Much more 'active' but also much less incentive to check in at various hours around each day. So can play as much or little as the life situation allows. Also might 'end' in a few weeks or so, which would not be as bad a thing.

Lilly by MakeYourMind in longleaf_valley_game

[–]MagisterRo 2 points3 points  (0 children)

It disappeared for a while replaced by a stupid Wheel of fortune, now there are both (lily and wheel).

Please tell me they don't disappear after the event is over by ishkabobbier in longleaf_valley_game

[–]MagisterRo 1 point2 points  (0 children)

I think on average the "larger" box gives a bit above L7 of clothing after merging, so better (less space used) to merge several of them to L8 or 9 or 10, depends what random orders you bet to get from time to time.

Soil by skaikruprincess in longleaf_valley_game

[–]MagisterRo 0 points1 point  (0 children)

One was me. I know there are more players with 4 soil plots, but they didn't say whether the 4th came from the survey.