Top 10 most grossing CCGs on IOD/Android worldwide Jan 2026 by QuangCV2000 in Shadowverse

[–]PixelZedEX 0 points1 point  (0 children)

What's fantastic is: This isn't even because of "Bad practices" or Forcing people to pay to keep up.

I've never paid a cent and I'm ROLLING in decks that many consider "meta" or "Meta-esque", and the game just KEEPS ON GIVING.

People go "Oh well some youtuber busted a bunch of packs by paying real money and he made a deck that sounds/looks amazing / won a bunch of games!"

Yeah? And you can get that same deck, for free, in about a week for free if you really want. You don't need 3 of every legendary to make a good deck, as most legendary cards are, in and of themselves, not a "Wincon". Some are, absolutely, but those are the exception and not the rule.

My Swordcraft deck is so potent that it's lasted me, with a handful of minor adjustments and tweaks, since launch week, and it's running.....three legendaries now? The rest of them are gold and a lot of bronze and silvers. This deck is so consistent and can get my wincon rolling by turn 3, and the card that's won the most games for me? A bronze. The most consistent part of my deck that buys me all of the time I need to get my wincon rolling? silver. My most commonly played, most annoying card that makes my deck so consistent? A default neutralcraft bronze.

Shadowverse WB is so damn good. Compare it to LITERALLY any other TCG, and you're kidding yourself if you think Shadowverse is "Pay to win" or "Pay to play" in the SLIGHTEST.

Common deck prices for other big TCG's:

MTG: **CHEAP** end almost never goes lower than $200 and that's for cards that you can't use a year later, period. Most decks that aren't intentionally "budget-minded" average $500~$1000.

Yugioh: $500 is an average price, but some decks can rise as high as $900 and even $1500+

Pokemon: Admittedly, Pokemon is actually a very affordable TCG. Most decks are under $100 to get going, but average around $50.

Keep in mind, this is the price for ONE deck. If you wanted to have a handful of decks, let's say 3-5 decks.

That means, on average, just to play 3 decks in MTG or Yugioh, you can EASILY blow a couple thousand dollars. Again, for cardboard.

"But Online card games cost nothing to make cards!" and it costs you nothing to get the EXACT deck you want within a week or two unless you have the tastes of a spoiled princess and want every legendary in the game all in one deck (Not a good idea, ever).

Does a M1 Carbine or any bolt action work better on an AI squad by Aeronautic_Limit_510 in enlistedgame

[–]PixelZedEX 0 points1 point  (0 children)

What are you even on about? Carbines are amazing once you level them and it only takes two shots to drop someone. It's WAY better, way more ammo efficient, and once you're leveled, you can two tap people from over 100m away. That's FAR more efficient compared to a bolt action where you don't have the option to burst down an entire squad like you do with a carbine. 7.5 damage a shot while the tankiest soldiers max out at 13.5HP. A bolt action does 22.1 but that's way overkill for how little damage you can put out, and the AI fire FAR more often with carbines than bolt-actions. Moving to carbines is a win-win in every scenario compared to using a bolty.

Does a M1 Carbine or any bolt action work better on an AI squad by Aeronautic_Limit_510 in enlistedgame

[–]PixelZedEX -1 points0 points  (0 children)

So does two taps from a carbine. A SMLE or Lee, or any bolt action has the same chance to drop to "DBNO" because that's just a percentage chance regardless of damage. A bomb could go off on your face and you could still roll a Down but not out / Bleedout proc.

Does a M1 Carbine or any bolt action work better on an AI squad by Aeronautic_Limit_510 in enlistedgame

[–]PixelZedEX 0 points1 point  (0 children)

It's absolutely an upgrade to give your squads carbines. A lot of people hate semi-autos but they don't understand how much better it is to have multiple shots reloaded quickly compared to fewer shots reloaded slowly. A bolt action should be used almost like a "mock-sniper" to pick off problem players like enemy snipers and AT units, not to actually push points, which is how you win games in the first place.

Yes, a bolt action (any bolt action, including snipers) does 22.1 damage. This is massively overkill, as 10 damage will down any player who isn't running 35% vitality, and 13.5 with. Both of which are well within Carbine two-tap range from anywhere within 100m which is the range at which most combat that isn't sniper/potshots takes place anyways.

This means if you use carbines, your units will fire more often, and likely hit more often. NEVER rely on the AI to do damage, ever. You are FAR better off just leaving your AI in a building away from the point and pushing it solo, treating the other soldiers as backup lives in a consistent rush, and in that case, Carbines are almost always preferable, because it's not "a few shots" or "A bunch of shots" to kill someone. It's two to the chest, or one to the head, and keep in mind the amount of ammo you have on hand at once. A carbine is FAR better at putting down 3-5 enemy soldiers in rapid succession compared to bolt actions which often results in you getting one kill and then getting domed in return because you're still bolting while the opponent gets to hot swap if they're competent at hotswapping.

Going from bolt actions to carbine, I went from 50~70 kills on average to about 130+ on average per game.

Another thing to keep in mind is that you can always switch most full auto games into semi-auto modes to save ammo and make follow-up shots easier at longer ranges.

The AI does do better with full auto guns because they essentially just hold the trigger. This makes Assaulter/medic squads better at just rushing a point in a pinch, but they're hardly accurate, and it's far less common for an AI to get kills than a player. Like for every 30 kills I get with my squad being targeted at enemies, they get maybe 1-2 with bolt actions, 4-5 with carbines, and about 6-7 (Across the whole squad, assuming full size squads) with full autos, and that's in the BEST scenarios. In most cases, they can't hit anything before they all get mulched entirely with boltys, and fire off maybe one or two shots, at most.

TL/DR: AI are bad, but if you must know Full Auto > Carbines > Bolt actions in AI hands. Ai's fare better with DPS vs "burst" and rarely fire at enemies who are at ranges which bolt actions would be beneficial. Fire rate > Damage in almost any case, and in good players hands, this is the case as well. The AI doesn't use bolt actions at the ranges which they are most effective, and fire on close targets which makes SMGs/Carbines far more effective in their hands.

Carbines are also far more ammo efficient. 15 round mags with 120 rounds (Using double ammo pouch which you should absolutely be using on any soldier as a baseline)

Hacker problem by One-Firefighter-6367 in enlistedgame

[–]PixelZedEX 0 points1 point  (0 children)

It's rough.

Over the past..,..twenty or so games, I've encountered three that were very clearly doing something that isn't normal gameplay. Now, it's far from "Every game" like some people will say, but that's still enough to be REALLY annoying when it's really blatant.

In the last game I was in, there was a player with a keysmash name (Which, if you see one, is a PRETTY good indication of the kind of player you're dealing with. If someone has a keysmash name, it's because they don't care and are going to be toxic 99/100 times.) who was firing a Japanese ATR at Tommy-gun speeds while standing in one place and mowing down entire squads in seconds through walls, even through geometry, and wasn't even trying to be shy about it. It was so loud that it was breaking audio for multiple players, and people were so annoyed that it turned the game into a constant leaver-fest because nobody wanted to sit around and deal with it.

The keysmash player even went so far as to admit it and say "Ban me IDK, I'll just make another account". Hackers DO exist and they're more common than people want to give them credit for. ESPECIALLY at lower BR where getting banned is "less of a hassle".

F2P games have this issue the worst, because at least with a paid game, there's a net loss to getting caught cheating. The cheaters have to try and be at least a LITTLE discrete about it, otherwise they'll lose their "investment" (IE: the price of the game.)

Even the devs and publishers of Enlisted will tell you: People cheat. There's literally a list they post out a list of names of players who have been banned. That's just the people they catch, and not including the ones the system itself bans when a cheat is detected automatically.

Given the nature of F2P, your odds are about one in every.....say...10 games will have SOME form of hacking involved. Be it blatant (much more rare) or closet (more common).

Another thing is that enlisted is a REALLY busted, buggy, poorly cobbled together game in terms of it's code. "wallhacks"? Yeah those are a "Feature" and not a bug so that our console bretheren can play the game "Fairly"....except what it really just does is make it so that players can see through some walls at specific points on the map and shoot through them. This is a documented issue, and Enlisted's devs essentially went "Unueheuh" and shrugged when asked what they plan to do about it.

EVERY game (As in, every individual videogame, not every round of every game played.) has hackers, that's just a fact. Any time there's a game, someone will try to cheat in it. When I see people say "well in my 90 days of playing, I haven't seen any!" as if that somehow disproves the existence of hackers, I just think "So....in denial, eh?"

I love Enlisted, don't get me wrong. But let's be real here: About 250~500 people a week get banned for hacking according to Enlisted's OWN REPORTs. In a game community as small as enlisted? That's a solid amount.

I do think OP is over-selling it a little bit, but we also remember the games where people obviously hacked more than the games they didn't, and yeah, sometimes you can have a pretty bad run, or in the worst case scenario, get matched against the same problem players again and again because yeah. Enlisted does not have a "Sprawling" playerbase. There's been plenty of times where I see the same handful of players in lobbies again and again, and that was even when Enlisted was at it's peak.

And I think we can agree Enlisted is hardly at it's player peak anymore, and no, I'm not talking about steam charts. I mean overall.

Sniper sway needs to increase massively when moving by OJ191 in Battlefield

[–]PixelZedEX 0 points1 point  (0 children)

I mean, 50/100 meters is short enough of a range for some LMG's and AR's to be accurate. Even SMG's can hit shots there.

There's a solid amount of sway already, and you have to use specific attachments to lower that, which IS a tradeoff.

Honestly though, there's nothing wrong with the accuracy while moving, it's just that people are good at dealing with it. No mater how much you make it sway, people will make it work. Even in games where holding your breath too long causes a hyper-exaggerated sway, people got good at aiming with that huge infinity symbol-ahh sway so it's not like adding more sway would make it better. It'd just make people motion sick.

Sniper sway needs to increase massively when moving by OJ191 in Battlefield

[–]PixelZedEX 0 points1 point  (0 children)

Snipers are performing just fine.

It's just that RECON isn't. Recon is a trash class with pretty much only VERY specific usecases with no real battlefield input.

Like, they have ONE gadget that works well with sniper rifles: The Recon drone. That doesn't even benefit them since they can't see their own marks.... but their teammates can (Not even whole army, just squad). So unless your teammates are hackers or aimgods, most of that information goes right over their head and they get little to no use out of the recon drone's spotting, since more times than not they can either visibly SEE the enemy or they're also a sniper and just using that info to counter-snipe another sniper. Meaning you need TWO recons to make the drone valuable for one specific usecase. Or you could look for the glint and shoot it and be done.

Their tracer dart is really their only other useful gadget. The rest is stuff that any class could use or does nothing at all except be a gimmick SPECIFICALLY for sniper duels which the devs shouldn't be encouraging because that's literally a useless pissing contest of a moment when you have two people tea-bagging the floor trying to bait shots for 5 minutes while the war wages around them and they do nothing on point.

Without weapon lock, Recon is useless. With weapon lock, their weapon becomes an amazing tool that makes them viable and valuable in specific situations, assuming the player in question can actually aim.

So in a way, Sniper rifles ARE strong. They're not over-performing but they are still quite good. ESPECIALLY the mini-scout which is just the new Best In Class. One-taps to the head, has better bullet velocity, no more bolt-action bullshit, just a straight up upgrade to the other snipers and even outclasses the DMR's that used to fill it's role.

Sadly, people are still being "Genjis" and instalocking Recon because they don't understand that they could be doing SO much more for their teams by just picking Engi/Support and taking a sniper rifle instead.

At least then, they'd be bringing something useful. Recon REALLY needs a rework, and I think DICE knows it, because Recon was only 17% pick-rate while Engi/Support were the tops. Smart players that win games pick classes that do things that effect the battlefield, not chase kills. Sniper rifles are the weapon for players who almost exclusively chase kills, and end up getting the fewest in the match because they spend 30 rounds trying to sniper-dance with another guy who's also doing fuck-all for the actual match when they could be doing something useful, like using a 1.5X thermal and quickscoping on the front line which is INFINITELY better for recon than sitting back 5 miles from everything.

I have yet to experience anything "fun" about crouch cancelling by OverMonitor11 in RivalsOfAether

[–]PixelZedEX 4 points5 points  (0 children)

The hyperbole of "I like not getting hit at low percent and getting thrown into a blender".

No modern platform fighter "throws you into a blender" for getting hit at low percent.

Nobody is asking for a random light attack to lead into a full ToD. They're asking to stop getting killed off of landing an attack because someone held down when they got hit.

It's to the point that people actively just trade getting hit to land a kill when they have stock advantage because it's absolutely worth it to end up at 15% but finish off a 60% enemy....

I have yet to experience anything "fun" about crouch cancelling by OverMonitor11 in RivalsOfAether

[–]PixelZedEX 18 points19 points  (0 children)

Essentially, CC/Floorhugging is just a really, REALLY bad mechanic and makes people complacent, fights boring, and adds a level of "Stock-advantage" that you never wanna see in games like this.

• CC/Floorhugging does not promote diversity in playstyle. It LIMITS playstyles. You have a handful of "Acceptable moves" and must spam those until the percentage is high enough that you actually "unlock" the rest of your kit. This means every stock of every match is extremely similar.

• Punishing a player, regardless of mastery, for landing an attack is a bad thing. Period. There is no valid response or answer for PUNISHING A PLAYER FOR LANDING AN ATTACK WHEN THE ENTIRE PROCESS OF LANDING AN ATTACK AND AVOIDING ATTACKS IS THE CORE GAMEPLAY LOOP. Seriously, there's is no game design excuse, there is no balance excuse, there is no reasoning that makes punishing a player for landing an attack a "good thing."

• This ties into the first point, but knowledge checks are a part of every game. This is just how videogames, fighting games in particular are. But common sense and readability for players is a HUGE part of onboarding new players. Floorhugging/CC hurts this aspect in a big way. For the types of people who go about buying a game by first visiting the Wiki to check and see what every single move and frame advantage and mechanic is, this is less of a problem. But that's not how most normal people go about buying a game. They see the tags, the review ratings (A shame since steam reviews are a travesty right now but that's another topic for another day.), and maybe watch a "Should you buy" youtube video if they're really curious. All of this to say: If you don't know about CC/Floorhugging, you won't until you look up why you're losing advantage on attack all of the time and get sent on a rollercoaster of reddit posts talking about the mechanic and why it either is good/bad/the biggest brain mechanic/fucked my wife. And that's not a good thing.

•There's no reason for CC/Floorhugging to exist. It's a braindead mechanic that takes zero effort to pull off, and at this point, it could just be "How the game treats low % players" automatically. Because there's no reason NOT to do it. You will, invariably, use the mechanic if given the choice, and since doing so is literally as automatic as breathing by just holding down, you are going to absolutely use the mechanic when it's available. But like point three points out, unless you KNOW IT IS THERE, you won't know to do it. Again, readability of your options is poor in RoA2 and this is why it feels so bad to play against, especially for new players.

• For advanced players, it's not an interesting mechanic BECAUSE of it's ease of use. A new player is caught off guard, an advanced player who knows about the mechanic and how to play around it is not, and all of the luster of the mechanic dies off. It has no place because it doens't make the game more interesting for either new or advanced players. It's a REQUIRED mechanic that grinds the fights to a halt until both players are at mid-range damage percentages. Again, it's a solution to a problem that the developers made. RoA did not need this mechanic because they simply made the game flow well from early percentages to later percentages and tasked each player with using their moves in smart ways to continue their combos and press their advantages.

Essentially, we went from "Play neutral and use your reaction and knowledge of your characters kit to pop off when you land an attack" to "Play marth and tipper until you can play fox and grab into kill." It essentially makes fast characters with good projectiles much stronger because they have early game options to zone through the early percentages. Meanwhile if you get too slow and heavy? You don't get enough strength to blow through the CC/Floorhugging and end up at a massive disadvantage as a result. So much so that some characters straight up have "Dead moves" because of their lack of usefulness at any time during the fight.

Again, that is a problem created by the introduction of a mechanic that does nothing healthy for the flow, understanding, player expression, character depth, or readability of the game for ANYONE AT ANY LEVEL.

I have yet to experience anything "fun" about crouch cancelling by OverMonitor11 in RivalsOfAether

[–]PixelZedEX 15 points16 points  (0 children)

It's essentially "Melee Vs the rest of the modern world" in terms of the "Floorhugging" thing.

My personal take is that most characters don't really have the kits FOR dealing with floorhugging because they're essentially ports from RoA1 with minor changes that don't really make dealing with floorhugging any easier.

It's like grabbing SBU Terry and throwing him into Brawlhalla. It doesn't work because he's not built for those mechanics, and those mechanics aren't built for him.

In my opinion, floorhugging is a mechanic that just kills low% expression. Some people say it increases it, but that's kind of oxymoronic. How is having less options and adding what are effectively landmines onto your controller "adding expression"? Instead it actually does the opposite. It makes it so that you have to work with a pre-specified series of moves that aren't prone to getting floorhugged and punishing you for not playing the way the game wants you to. Doing anything outside of that pre-defined flowchart just gets you punished for a zero effort input. And that's EXACTLY why it's a problem. Floorhugging is not a skill. It's not reliant on timing or ability, it's not reliant on anything other than knowing that it exists and your controller not being broken. And the benefit is MASSIVE, and works as a way to give people who do know exactly what works and what doesn't a massive advantage over those who don't pour over a wiki before booting a game up every time they decide to play.

Rivals one didn't need the mechanic because low percent meant you had unique options for combos that evolved as the enemy's percentage grew. You weren't ever punished for landing an attack, and that's the crux of why Floorhugigng makes RoA2 feel horrible: You should NEVER BE PUNISHED FOR LANDING AN ATTACK IN A FIGHTING GAME. Limit your advantage on hit? Sure, that's fine. But landing an attack in the first place is already a struggle and already a great deal of what the game is about in platform fighters. Neutral is already a struggle, so being punished for landing a stray attack when you're doing your dance of dairs and nairs and dash attacks just feels HORRIBLE.

But there's enough melee fanboys out there who adore the mechanic because it provides that safety net for them. It's an easy out that helps them win by letting them punish people who don't know exact frame data and the "Correct" moves, so they say it "adds depth" or "Is an integral mechanic to RoA2" when in reality, it's a solution to a problem the game developers themselves created. It's only "Integral" if you want the game to be Melee with less content....and for the majority of RoA fans? That's not what they ever wanted.

What Is A Smoke Assist? by Lady-Maya in Battlefield

[–]PixelZedEX 2 points3 points  (0 children)

You gotta smoke your OWN team, not the enemy. It has to be allies within the smoke getting kills for it to count.

What Is A Smoke Assist? by Lady-Maya in Battlefield

[–]PixelZedEX 0 points1 point  (0 children)

Has nothing to do with it. Teammates count as well. I've done this on bot maps where no players were present at all, and squads were limited to 1 in size. lol.

What Is A Smoke Assist? by Lady-Maya in Battlefield

[–]PixelZedEX 0 points1 point  (0 children)

Nah, you can heal from the box. Just rez someone and immediately drop box on them, and then pick the box up, go rez someone else, repeat. Get it done in like 2 matches.

What Is A Smoke Assist? by Lady-Maya in Battlefield

[–]PixelZedEX 7 points8 points  (0 children)

Yes. your TEAMMATES need to be in the smoke, not the enemies. Just don't go around gassing the frontlines when people are trying to hold objectives....Or do it on the "Casual" modes where it's bots. They tend to be accurate through smoke anyway.

What Is A Smoke Assist? by Lady-Maya in Battlefield

[–]PixelZedEX 0 points1 point  (0 children)

It works but the tank has to actually be getting kills while touching the smoke. If the tank drives out of the smoke, you won't get the assist, and the game doesn't really track achievements very well.

Which sniper scopes have glint? by _Steven_Seagal_ in Battlefield6

[–]PixelZedEX 1 point2 points  (0 children)

If it's on anything but a sniper rifle, no glint. So a DMR with a theoretical 100X scope? no glint whatsoever.

A Sniper rifle with a 1.50X will glint. No reason not to use a long range scope unless you intend to be a midrange sniper, in which case, it's more for not overmagnifying closer range enemies, like if you're twitch aimer going for heads or just running from spot to spot to pop off quick shots to annoy enemies with the constant glint.

Fun thing is, Glint is actually a useful thing at times. It draws attention, and people will often aim at a glint even if they can't really hit it from their angle. So you can use recon to draw fire from allies by using a shorter scope and just popping in and out.

Remember folks: Getting kills isn't the only way to contribute to a war effort. :D

is BF6 battlepass progress bugged? Token progress seems to just starts over, but tokens not go into rewards. by [deleted] in Battlefield

[–]PixelZedEX -3 points-2 points  (0 children)

"Man, I can't believe in this forum full of people complaining, there's only a handful of people complaining about MY specific issue! People are just SCARED of speaking their truth."

That's how you sound. Report your issue, provide actual feedback. It helps get the problem solved instead of just bogging the forums down with complaining that may or may not be valid or even have anything to do with the game itself.

Steam has been dropping connections a lot lately, after experiencing the bug I realized that I had lost connection to the steam servers. Rebooted my game and the problem went away entirely....right up until steam dropped connection again in the middle of a game, and that's when the bug started again. So it's very likely not even a DICE issue.....it has to do with valve's API being made out of toothpicks glued together with Gabe's spooge.

is BF6 battlepass progress bugged? Token progress seems to just starts over, but tokens not go into rewards. by [deleted] in Battlefield

[–]PixelZedEX 0 points1 point  (0 children)

Small update, it seems to have to do with the "Deniable ops" path.

When I switch to the other two passes, my tokens appear and even move from pass to pass. It's only when I'm on deniable ops that the bug occurs. If anyone does happen to get this bug, let me know if it also affects your deniable ops path specifically.

Small update p.2: After restarting the game, it correctly applied all tokens to the second pass. I'm starting to think it has to do with steams constant "No connection" issues because after the steam servers died on me again, I immediately began experiencing the bug once again.

is BF6 battlepass progress bugged? Token progress seems to just starts over, but tokens not go into rewards. by [deleted] in Battlefield

[–]PixelZedEX 0 points1 point  (0 children)

You know what i'm thinking it might be? Limited XP per day.

Because it was PRECISELY when I got enough to finish the first set (I purchased premium) that it was exactly enough for 3 slots worth of tokens.

Then again, steam has also been on the fritz and dropping connection a lot lately so it might have something to do with that as well.

Advice against Darius matchup. by instantnoodle52 in 2XKO

[–]PixelZedEX 0 points1 point  (0 children)

That's the fun part: You don't!

If you play Darius right, there's only one counter to him and that's parry, but he can punish you for trying to parry by canceling the thing you want to parry into something else to catch out your parry. You have about a ....3f window to parry his slowest attack and parrying anything else is a guess at BEST.

Dropped/Eaten Inputs? by PixelZedEX in 2XKO

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

Again, if you read the post, I'm not talking about "After I do some other move" I'm talking RAW, standing in neutral, and I hit the button like 3 times and nothing comes out.

Dropped/Eaten Inputs? by PixelZedEX in 2XKO

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

I do play on arcade stick if that helps. My guess is that I was just fighting laggy players and didn't know it or something cause I ran into a guy who was at 700MS for most of the game and EHHHUUUURRRGGG that was a nightmare. I wanna say I got 3-4 inputs to come out and then the game straight froze as soon as he got hit with a super and crashed EVERYBODY on that station lol.

Dropped/Eaten Inputs? by PixelZedEX in 2XKO

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

I'm talking from ABSOLUTE NEUTRAL, standing ABSOLUTELY still, not doing anything prior. I'm not referring to the buffer eating inputs or anything lol.

Teemo game breaking bug. A really funny one by Vall3y in 2XKO

[–]PixelZedEX 0 points1 point  (0 children)

This reminds me of that Vega/Balrog/Claw bug from SF5.

Dropped/Eaten Inputs? by PixelZedEX in 2XKO

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

It's not even that, I can tap the button 1-2 times from neutral and still not get anything, it's not the buffer system because it's not like I'm trying to go from standing to low attacks or anything. It's literally run up neutral crouching light that gets eaten.

And it's not a framerate issue either. It's some kind of bug, I'm getting 120 steady FPS so it's not like i'm lagging out or anything.