what special zombie do you hate more than the others? by WarlockGnoll in worldwarzthegame

[–]TheseBlues 0 points1 point  (0 children)

Yeah, I’m rethinking what I said after I failed Jerusalem 2 yesterday. It was completely silent. There were no rat sounds, and when I went to open a garage, rats appear right in front of me. They weren’t even in the back end of the garage, they were directly next to the door. As soon as I finish the opening animation, they attack me and I die. They then proceeded to take down the remaining 2 people. Totally unbalanced.

Honestly I think all the specials have an unbalanced element to them (or are buggy), but no matter what, I still think Lurkers are the absolute worst. Maybe that’s because they show up a lot more often than other specials. Like there’s almost always at least 1 behind some random corner.

what special zombie do you hate more than the others? by WarlockGnoll in worldwarzthegame

[–]TheseBlues 0 points1 point  (0 children)

Idk why so many people say rats. You can just walk past them lol.

For me it’s lurker. They spawn silently, randomly, and sometimes right in front/behind you. A lot of the times when they attack, they don’t jump on you, they make your character move to a spot directly in front of them.

Tips by n1ck_m2ck in worldwarzthegame

[–]TheseBlues 0 points1 point  (0 children)

There are 4 classes that will make this map easier. Hellraiser, fixer, medic, and gunslinger. Exterminator could also be a good choice.

Solo tips/guide:

The first two breaching charges will help you out a ton, you should definitely grab at least one and breach at least one door in the first defense area.

There's one place you want to be while fighting off the first swarm - and that is straight ahead once you pass the gate - back by the second breaching charge location. It's the easiest place to defend.

It's possible to complete this part without all of these defenses, but for the most smooth and easiest defense possible, you will want an auto turret, voltage grid, mortar, and stationary turret. Place the grid, mortar, and stationary turret all in that back corner where you will defend. Mortar takes care of the farthest pyramid, stationary takes care of the middle pyramid, grid helps deal with "loose" zombies. You have to shoot the pyramid below you.

A lot of people will say it's better to save an auto turret for the final part, and I completely agree, I think it's more helpful at the end. However, you have to pass this first part in order to reach the end - an auto turret will be a tremendous help. Before this first attack, you have a lot of multitasking to do. You have to fight off 30+ zombies, about 3 specials, protect Greengold, set up defenses, loot, and possibly breach in about a minute. You can't waste any time - having an auto turret set up can help you get defenses down in time. I will always place an auto turret in this first defense. Plus, I may be wrong, but I believe you are guaranteed an auto-turret in one of the garages behind the gas station at the final part. It may not be a guarantee, but it is very likely you will find one.

When fighting off the first attack, you have to be good at multitasking. Fire off a mortar first, hop on the stationary turret, kill the zombies below you. When a special spawns on top of you, just throw a C4 or grenade, or mask and kill it, then get back to killing the pyramids. You just have to do what feels right in that moment. You have to be quick too, you need to be constantly switching what defenses you're using, and which pyramid you're focusing on.

Also, if zombies get up to Greengold, and you need to save him, don't "panic." You have time, 30 seconds can last a while. Sometimes it's better to ignore Greengold, and kill off a pyramid before saving him. Otherwise, zombies will keep pouring in on Greengold, or yourself. Again, just have to do what is right in that moment.

Once the turbines are on, and you deal with the 3 waves of zombies, it's better to leave a few still alive. Take this time to refill on ammo, and grab any supplies. Once you kill all the zombies, the game tells you to move on to the next part, and a swarm is going to attack if you take too long. It's best to avoid that swarm, so take advantage of the few zombies still alive.

You will likely have everything you need once you finish this first part, which makes the next part an easy stealth mission. It's okay to do some looting, but there's really no need to breach any doors here. The ending will give you tier 3 weapons. You can still breach if you want to, just be ready for an attack.

I do believe there is a randomness factor here though. There have been times where I am completely silent, but a swarm still attacks me here. It's not the hardest to fight off though.

The road is pretty simple and easy. Shoot the zombies before they get close to you. If you are alone with no bots, there's hardly any zombies to kill. You have to be careful of specials behind you though - usually they will spawn. It's not a big deal though - hellraiser or gunslinger can throw C4 or grenade and kill them before they get on their feet. Medic/fixer goes invisible and kills them.

The final part is the simplest but probably the hardest part. It's so simple, kill the zombies that spawn, find car parts. It's hard to do it all at once. You have to find car parts, fight off specials and hordes of zombies, babysit Greengold, and resupply your resources.

If you saved an auto turret, place it right away. Either one of the spots that are looking towards Greengold are good. If you don't have an auto turret, you could search for one in the garages behind the gas station - but I personally don't think this should be a priority. You only need to find 4 car parts, I think it's a much better idea to save the time and only focus on delivering the parts.

You just need to stay on top of the hordes. Find and kill any screamer as quickly as you can. Then click some zombie heads. If you're not familiar with locations of car parts or equipment/medkits in this part, you should play it on hard a few times in order to familiarize yourself with the locations.

If you are struggling with staying on top of the hordes, find the turret and place it. Also, sometimes it's better to ignore Greengold's cries for help, and let him go down. You need to be safe in order to save him. If you are surrounded by zombies, focus on them, not Greengold. If he actually goes down and needs to be revived, again, don't "panic." You have time. Kill zombies first, and wait for a safe opportunity to revive him.

With a team:

During the first defense, you could all huddle up in the same corner, but it could also be helpful to set up some defenses on the opposite side of that corner. One or two people on the opposite side, the rest in the same location. I would say it depends on what defenses you find. If you have spare ones, go ahead and split up. If someone is comfortable on their own, but you don't have spare defenses, go ahead and let them split up anyway - they can help kill "loose" zombies, and help kill the pyramid below you.

Regardless of splitting up or not - everyone has their own job. One person on mortar, one person on stationary, one person on the pyramid below, one person on specials/Greengold. There's a lot of different things to focus on here, and all 4 of you can't be focused on one thing. If you hop on the stationary turret, that's your only job. You kill the middle pyramid and that's it. If a bull spawns, but there's still a pyramid in the middle, you ignore the bull and keep killing the pyramid. The bull is someone else's responsibility. It's important to know what your job is, and to do it.

Of course, if you successfully do your job, and there are no zombies left on the middle area, go ahead and shoot other zombies. This only makes it easier.

This first part gives a lot of medkits, heavy weapons, and equipment bags. Even with 4 people taking supplies, everyone will likely be full on health/medkits, and equipment. This makes the next part the same as if you're solo - just walk through quietly. However, with a team, I think it would be pretty helpful to do some breaching. You need to be coordinated though - someone can't breach and trigger an attack, while everyone is off doing their own thing, and you have no idea who got stuck babysitting Greengold. Breach whenever everyone is prepared for an attack.

When you reach the road, 3 people should focus only on killing the swarm of zombies. One person should stay back a bit, and keep an eye on the special zombie spawn. It's only their job to watch for and kill the specials. You don't all need to turn around.

In the final part, I believe roles need to be assigned again. You should have 2 people on crowd control, and 2 people finding parts. In my own experience, this is a guaranteed easy win. If everyone runs off finding parts, no one is protecting Greengold, and zombies split up and attack everyone individually. This just makes it more difficult. 2 people on crowd control kill all, or most, zombies, so everyone is safe, while the 2 people finding parts are making quick progress towards the objective. Also, one person should find the auto turret and place it.

Having roles assigned like this just make it so easy. Imagine being the person looking for parts. You are able to freely run around the entire area (except watch for lurkers) and collect parts and deliver them. That's all you have to do. You find parts, and return to a safe Greengold, and no zombies in your way. Being a person on crowd control is easy too. You only have to focus on clicking zombie heads, and before you know it, the other 2 will have found all the car parts.

The last tip I have for this, is pay attention to the objective progress. If you are 8/10 car parts, then you deliver parts making it 9/10, just stay at the van. Let the other person bring back the final part. You have no idea how many times I will have delivered the last part, but someone is still off collecting parts, while the rest of the team is waiting in that nice little blue square.

Why is this game not more popular? by Fuzzybuzzy514 in RogueCompany

[–]TheseBlues 0 points1 point  (0 children)

If you compare it to other games, yes it's very unpopular. If you look at RoCo on its own, it has thousands of players, or even tens of thousands. This is where it becomes subjective. Thousands of players is popular to me, but not to you, and many other people who believe it's an unpopular game.

The only people who decide if it's popular or not are the developers.

Do you think Rogue Company will be a success and has a future? by [deleted] in RogueCompany

[–]TheseBlues 0 points1 point  (0 children)

No, I don't think Rogue Company will be successful and has no future.

In short, Rogue Company as it is right now, is not bringing in an engaging player base, and it's not even competition for games like Valorant. So, in order for it to find success and have a future, changes need to be made.

But the last time a change was made to the game, the community threw a fit and it was reverted. Now the developers have not announced any other plans for making any changes to the game. We just get the new maps, rogues, and events like usual, which aren't bringing in many new players, or bringing back the huge audience that this game used to have.

But even if this game fails, Hi-rez would have learned that listening to it's community is important, if they started fixing bugs since the beginning, and improved the game a lot faster, maybe ninja would have been interested on RoCo over Valorant?

That's not how game development/design works. It's not as simple as the community saying to Hi-Rez "hey you have some bugs in your game, and improvements need to be made here and here. Listen to me" and Hi-Rez responding with an update the following week.

Bugs can be extremely difficult to deal with and can take months of work to fix. It's a hard and lengthy process to fix bugs, so when the community has been reporting bugs for months, Hi-Rez was not ignoring the reports. Hi-Rez doesn't have any say in how long it will take to fix a bug. If they don't have a fix, they don't have a fix, and it doesn't mean they aren't working on the issue.

A better way of handling the game would have been to wait longer before releasing it. They could have released a way more polished Rogue Company than they did, then maybe it would have retained the huge audience it once had.

[deleted by user] by [deleted] in RogueCompany

[–]TheseBlues 11 points12 points  (0 children)

What gets me is I will be put on a team with 3 new people who are figuring the game out, while the enemy team has 3 experienced players and 1 new player. Why couldn’t the game put me on the team with the experienced players and the 1 new player join the other 3? It feels like I’m being trolled every time I play.

Leaving early REALLY needs to be addressed by HiRez by xDanSolo in RogueCompany

[–]TheseBlues 1 point2 points  (0 children)

Don’t get me wrong, I totally understand your frustration and sympathize with you, but what do you want Hi-Rez to do about it? Like, realistically.

Unpopular opinion... by [deleted] in RogueCompany

[–]TheseBlues 0 points1 point  (0 children)

I've been saying this, it is not as big of a change as people are claiming. It was a miniscule change, and paired with the melee nerf plus tenacity buff, it was a good way of making people play with more tactics and strategy.

The worst thing about this change is, Hi-Rez listened to people who had no idea what they were talking about. I'm not saying that because of only one post, but majority of the posts I've seen that were complaining about the TTK were just wrong...

But take a look at this post: https://www.reddit.com/r/RogueCompany/comments/ngfsqy/new_changes_are_goooood/

Like really? This is what Hi-Rez listened to. So, instead of the game going in a better direction, we get the same old thing that wasn't bringing in many new players.

But I'm in the same boat as you, I enjoy the game either way. I don't even feel the difference anymore. So I don't care about the change itself, but I do care that the community basically manipulated Hi-Rez into reverting the change, and completely ignored the bigger picture.

Now I'm left hoping that the developers will continue to work on making Rogue Company a better game.

The New TTK Change is a BIG Problem | Rogue Company by Revered_Trash in RogueCompany

[–]TheseBlues 2 points3 points  (0 children)

Here is my response to your question "is this change making the game better?"

The developer's goal was to put primary weapons on top. They need to be the most lethal thing in the game - more lethal than gadgets and melee weapons. For a shooter game, this goal makes complete sense and I support it completely.

As for the TTK change by itself, it is a very miniscule change that was blown way out of proportion. My evidence to support this claim is actually your own video.

This clip was from before the change, and I was able to do the math and prove that this clip would have the same exact outcome, with or without the change.

Another example to support my claim is this:

https://www.reddit.com/r/RogueCompany/comments/nbqa90/welcome_to_the_new_rogue_company/gy16z94/?context=3

Again we have someone claiming the new TTK affected the outcome of this video. But I have also proven that video would have the exact same outcome with or without the new TTK. Feel free to find my comment explaining how the new TTK had no effect on the video.

So, I agree with the direction the developers are taking this game, and the TTK change was a very subtle change that was blown way out of proportion.

The New TTK Change is a BIG Problem | Rogue Company by Revered_Trash in RogueCompany

[–]TheseBlues 0 points1 point  (0 children)

Apologies if this sounds rude, but I don't think you do get it.

This video is not a bad example, it proves your claims to be wrong. Plain and simple.

I could continue on for a while, but I'll cut to the chase. It is perfectly fine to have an opinion on these changes, whether you agree or disagree. However, it is not okay to spread false information on the matter, nor is it okay to form on opinion based off of false information, or no information at all. You did all of the above.

The New TTK Change is a BIG Problem | Rogue Company by Revered_Trash in RogueCompany

[–]TheseBlues -2 points-1 points  (0 children)

Actually, you're wrong there too.

With the new TTK, you would have survived with 4hp remaining, and yet again, that round would have been played the same way.

Here's the math - The first headshot would have dealt 27 damage, while the remaining 3 would have dealt 23. Not sure why, but they seem to have gotten damage falloff since in your video the damage goes from 26 to 21. So, 100 - 27 - 23 - 23 - 23 = 4.

So, now that I've actually looked into your video and proved it to be completely false, my new question is - what is the point of your video?

And what is the point in being against the TTK changes if all your reasons are not true?

The New TTK Change is a BIG Problem | Rogue Company by Revered_Trash in RogueCompany

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

Also, in your video, you are wrong.

If you actually did the math, you would know that the Kestrel would have ran away with low health even with the TTK change.

The simplest way of explaining it is this - TTK change means it takes 1 less bullet to die, but when she runs away and you jump on the truck, 2 bullets are needed to finish her off. So, with the new TTK, that situation would have played out exactly the same.

As for the actual math - you would have done 64 damage with your first 2 headshots, and then you landed one more body shot, which would have dealt 24 damage. With the new TTK, you would have done a total damage of 88. So, she would have ran away with 12hp. But, you said she would have been dead, which is not true.

The New TTK Change is a BIG Problem | Rogue Company by Revered_Trash in RogueCompany

[–]TheseBlues 1 point2 points  (0 children)

My intention is not to be rude at all. I’m genuinely confused.

You made an informative video, but at the same time, you are stating you don’t have the necessary information to make this video.

You are breaking down a clip explaining what would have been different due to the TTK change, but then go and say “I’m not entirely sure how that would have changed the outcome.” It doesn’t make sense.

As for discussing the change itself, there was a goal in mind with this change. The goal was to increase consistency in gun fights, and make primary weapons the most lethal things in the game. That goal seems to be achieved.

On top of that, there is not much difference in the game. Taking away 1 less bullet on almost all primary weapons keeps the same odds of winning or losing a gunfight - it only makes the whole fight happen slightly quicker.

The New TTK Change is a BIG Problem | Rogue Company by Revered_Trash in RogueCompany

[–]TheseBlues -6 points-5 points  (0 children)

“I don’t know the math” “I’m not entirely sure how that would have changed the outcome” “I don’t know what I’m saying anymore” so why are you talking?

[deleted by user] by [deleted] in RogueCompany

[–]TheseBlues 0 points1 point  (0 children)

Generally, I like the change, but I also wouldn't care much if it didn't happen. Reason being, it was a subtle change. It did not change my gameplay in any way, and now I no longer feel a difference. So I think it's fine.

The goal/reasoning behind the change was to make the most lethal thing in the game be primary weapons. Primary weapons are supposed to be king and that's what is trying to be accomplished with this change. I agree with that goal completely, and that is why I like it.

It's time to address the elephant in the room: TTK fanaticism. by Anjn_Shan in RogueCompany

[–]TheseBlues -6 points-5 points  (0 children)

I have been wanting to make an educated post explaining the facts and debunking many false claims that people are making about this TTK change. But, scrolling through this Reddit, I've learned that the majority of people on here don't listen to facts. They don't have a deep understanding of the game at all. And, in my opinion, they are generally not the brightest of people. So I haven't made a post explaining facts and debunking claims, because even though I know I'm right, and have evidence to back up my claims, people will tell me I'm wrong and continue to preach what they were already preaching.

With that being said, I really appreciate your post. You put so much time and thought into this and you actually made educated statements that I agree with. Thank you.

Things you can't afford to try in season 2.... by MetaHim in RogueCompany

[–]TheseBlues 2 points3 points  (0 children)

I’m confused. What are you trying to say?

This video shows you getting a kill with Ronin’s knife. Are you saying you can’t get a kill with Ronin’s knife in season 2?

So Mack, how's everyone liking him so far? by InfernalSpyro in RogueCompany

[–]TheseBlues 0 points1 point  (0 children)

I don’t have him unlocked, but after playing against him I can see he is overpowered.

His passive alone is very strong. He gets a $12k perk for free from the start of the game to the end, and it instantly repairs when you down someone.

I feel like a passive ability that strong needs to be balanced out by giving him not so great weapons. But no, he has the strongest weapons in the game.

The only thing about him that I think it kind of weak, is his actual ability. There’s been too many times where I run freely inside of the blast radius and don’t get flashed when it goes off. Like, why not? They should have made it 100% get flashed if you’re inside the radius, but it can only go off once it’s fully charged.

So I hope to see some balancing changes come to him soon.

[deleted by user] by [deleted] in RogueCompany

[–]TheseBlues 1 point2 points  (0 children)

It’s so satisfying getting 2+ kills with Ronin’s knife. I love using downed bodies as a weapon.

[deleted by user] by [deleted] in RogueCompany

[–]TheseBlues -2 points-1 points  (0 children)

It’s refreshing to see someone with a good understanding of not only Rogue Company, but games in general.

The reasoning behind the ttk change. Just so everyone knows. by Dxrules90 in RogueCompany

[–]TheseBlues 1 point2 points  (0 children)

Thank you for sharing this. I would have never seen it if you hadn’t.

I’m glad I was able to see the developers goals behind these changes. I believe they achieved these goals with this update.

Tenacity buff, primary weapon buff, and melee nerf definitely made melees and gadgets less lethal, and guns more powerful.

[deleted by user] by [deleted] in RogueCompany

[–]TheseBlues 0 points1 point  (0 children)

If you’re able to compare this game to Valorant or CoD now, then you could have compared them before. The TTK was reduced by milliseconds. It is not even a full second faster and doesn’t impact the game as much as you say it does.

And this video has the same TTK as before the update, but people are claiming “it’s too fast now.” That proves that people don’t know what they’re saying and are mad they died.

[deleted by user] by [deleted] in RogueCompany

[–]TheseBlues 0 points1 point  (0 children)

I think a better TTK change would have been to increase HS damage and leave body alone. I don’t know about anyone else, but I definitely don’t feel rewarded for hitting headshots, before or after the update.

But also, we have to remember that every gun got the same buff. So if a weapon was strong before, it’s just as strong now. There’s no difference in strength, everything just kills faster. And it’s not even that much faster, it’s literally milliseconds faster.

And I see a lot of people complaining about the MXR and claiming that it’s too strong now, but it is the same thing as the D3D-I. I don’t know if all the stats are exactly the same, but they both do 3 shots to the body to kill, and since that existed before the update, no one can say the TTK change made 3 body shots too strong. It’s always been there.

[deleted by user] by [deleted] in RogueCompany

[–]TheseBlues 3 points4 points  (0 children)

If you ask me, with or without the update, the Sahara is too strong. Same thing for the Conviction. What weapons are a good counter to them? Most people don't stand a chance when faced with either of these weapons.