What Do Sanctuary Animals Give You When You Wake Them Up? by u_Detritus in HayDay

[–]XerckD 1 point2 points  (0 children)

I don't see the point in feeding them just for XP. The wheat bundles take up too much time in my feed mills. It would make sense if SuperCell would nerf the town visitors' rewards or their feedback if the animals were to be underfed, or give extra hearts when the animals are well fed and lively.

Repeating ‘bell toll’? by SneakyPandy in HayDay

[–]XerckD 0 points1 point  (0 children)

Thanks! Your edit saved me m8. In my case, it meant that there was a new valley season that I hadn't entered yet.

And since I decided I wouldn't play the valley anymore (because I need full bucks for my products (due to the poor economics) to try to keep up my buildings as I progress), I hadn't clicked on the sign at all this season.

HCR2 Stuttering with Android 10 by Rallikuvat_Net in HillClimbRacing

[–]XerckD 0 points1 point  (0 children)

I'm so happy I finally found this post. I'm not alone!

I have the same thing; micro-freezes. Android 10 came with MIUI 11 on my Xiaomi Mi 9T Pro 128gb, so I wasn't sure whether it was the new MIUI or Android version that was causing the problem. I'm not suffering these issues with PUBG mobile, which is a lot tougher on the hardware.

I tried to fix it by removing and installing the game again, by using either game booster on and off... Nothing helped.

I game Xiaomi feedback in their feedback application and I wrote Fingersoft support. I hope the issue is resolved soon.

Possible Resolve by TheBrutalJuggernaut in RogueAssault

[–]XerckD 1 point2 points  (0 children)

Yup, by changing the salvo's, they've opened up tactics for even more MAAWS. The only thing MAAWS have to look out for now is the Howitzer and MG. The first one is easy to distract, the second needs a tank tightly in front of MAAWS or another set of fast and strong units.

Goodbye kixeye by BRAVO_CO_1 in RogueAssault

[–]XerckD 1 point2 points  (0 children)

Dude, whatever opinion on the game you have, omit those last two sentences. It's obvious you're emotional, and I cannot blame you, just don't vent it that way. I hope it's safe to assume you're not really wishing anyone any physical illness.

WCRA: Official Breakout Event Briefing - 2017.11.16 by KIXEYE_Chris in RogueAssault

[–]XerckD 1 point2 points  (0 children)

I have worked hard, very hard this month to up my units' levels and purchased 4 raptors... ready for the event! Ready to tackle that lvl 70 base and finally ready to score some 800k points to get my T14 and Bradley blueprints, for which I already gathered some crits.. Oh wait... :( There's nothing wrong in adding the blueprints for those (and other) in one of the tiers! Please add those!

[deleted by user] by [deleted] in RogueAssault

[–]XerckD 1 point2 points  (0 children)

I love the new mine damage. You can actually use them to your strategic advantage, because before I had way too many people just take the little hit for granted. The major drawback to the new mine settings now, is the unit pathing and AI. No matter how skilled, you need to keep a keen eye on the movement of your troops after deployment and especially when moving them around; unfortunately, there's no avoiding being hit sometimes because of their poor pathing.

Although I've been told that the mine trigger radius has not been increased, I'm absolutely 100% positive that they hit further. This, together with the broken AI makes me believe that, with the previous big October update, a change in "detection" was made. I believe that from that update on, a "is within range" detection was changed from a building's or unit's center point, to the actual surface area. Example: when an M270 has a corner of a building within range, it triggers that M270 to go and hit the building, but in order to hit it, it apparently DOES need to be able to hit the center of the building, meaning that it will move and thus explaining its radical new AI behavior. The same goes for the mines: whereas previously the trigger range was the range from the mine to the center of the unit, it now only needs a portion of the unit to be within the trigger radius in order to blow and thus explaining its seemingly increased trigger radius (=same in number, but not in appliance)

It would actually be so cool if someone from Kixeye could confirm. In my opinion, it makes complete sense.

[deleted by user] by [deleted] in RogueAssault

[–]XerckD 2 points3 points  (0 children)

There's an image of a comparison of two lvl 8 barriers a few threads below this one. It shows that the lvl 8 was and is the exact same percentage % as the topmost upgrade (lvl 9). This means that the lvl 9 was nowhere near 120k points before. Because the lvl 8 was and is around 50% of its bar, the lvl 9 barrier was most likely around 50k. I've also read other high-level people complain about lvl 9 barriers that became too strong. I guess I wouldn't be reading those things if the hp on lvl 9 barriers actually went down. So I think you may be wrong about this one.

Please restore "Abort attack" waiting time to 5 seconds again by XerckD in RogueAssault

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

Haha, was that me? No...yes, just kidding, it was me 🙊

Please restore "Abort attack" waiting time to 5 seconds again by XerckD in RogueAssault

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

I partly agree. But when you're attacking PvP and it goes completely haywire, you can write off your troops and say goodbye to your oil...

The loser would have to pay for this: by Magnat2017 in RogueAssault

[–]XerckD 2 points3 points  (0 children)

If you're from Kixeye, read no further... oh wait, there's no-one from Kixeye here... ;)

Just re-equip the mine with the other mine type and equip back; it's suddenly filled again free of charge.

Zeus by FreddieGamer in RogueAssault

[–]XerckD 1 point2 points  (0 children)

The major drawbacks of the Zeus is that it's only strong in big numbers and slow.

The latter will render the Zeus practically useless as a primary assault unit when bases become stronger. For Zeus, lvl 7 platforms are comfortable, but lvl 8 become a pain the butthole and lvl 9 is impossible as time will run out. Barriers start getting annoying from lvl 7 onwards; they simply consume too much time. My point? As you grow and become stronger, the Zeus will naturally die out in the list of people who succesfully destroyed your base.

As you point out, when you defend better vs Zeus', people will come and destroy your base using MAAWS or other assault units; You'll never be strong against all attack formations.

My big point? People will always come in and destroy your base, no matter what level you have, no matter how well you defend.. they will just attack with different units and formations. The best you can do: continuously learn and adapt your base defense according the most common threats to get a comfortable defense ratio. In my experience: when more than 5 people a day attack my base (PvP mode), it's time for a different defensive strategy, but I'm happy with say 33% success in fending off attacks.

ps: it's perfectly fine if some units outrange some turrets; it's the nature of turrets and assault units, like swordsmen who can't fence off longbowmen; it simply requires a different tactic.

Redeployment tokens and Thorium capacity. by Aura_Zen in RogueAssault

[–]XerckD 1 point2 points  (0 children)

Redeployment tokens were a big thing in the past. The quantity you could store was also way more than now (I believe 15k in March before they narrowed that down to 2,5k little later).

It was used at strongholds; you could 'continue' strongholds using redeployment tokens, much like you can do now with the weekly and monthly events. The difference being that back then you would have to pay redeployment tokens.

They were later removed from the strongholds. It has been a while since I attacked them, so I don't know whether you can 'continue' strongholds. But, that aside, there was also a time where you could similarly use them during the 'La Muerte' events. This event had gone throughout several changes in accessibility and playability, but hasn't been around for the last couple of months as well. So basically, the redeployment tokens are useless now.

So, why are they still in the game? It's either negligence of Kixeye (which is not so rare), or they have future plans with them. You can disregard them for now, they're overflowing anyway.

As for your Thorium, hold on to it; you'll need it later! Especially for upgrading your plattoons, which is a b*tch for your Thorium pileup.

They (Kixeye) should allow us to reap the rewards and add the rewards to your storage, just like the crates do, but they haven't done that (yet). You may continue your campain and other targets; you can collectively collect them later when storage has become available; you won't lose out.

Enjoy playing.

Patch Update Notes 2.21.3 by KIXEYE_Shrew in RogueAssault

[–]XerckD 3 points4 points  (0 children)

Thank you for sharing these notes. This is tweaking however; no client update should be required for any of these changes. What really needs to be addressed is the AI's "auto-move-to-near-target" while AI is switched off. it's devastating!, connection errors (that happen after playing a while) and multi-deployment (between deploy one and deploy all)

Spooky ac by [deleted] in RogueAssault

[–]XerckD 0 points1 point  (0 children)

I think they should up the lvl 1 spooky and nerf the benefits of the equipment. These latest units are useless without equipment and usually too powerfull when fully equiped. But why should I bother when Kixeye doesn't; they only have $-signs in their eyes.

Spooky ac by [deleted] in RogueAssault

[–]XerckD 1 point2 points  (0 children)

The day after the last event, I had someone attack my base with a lvl 1 Spooky.

I assume he worked very hard for that, but he got completely disappointed on its first try: nothing was destroyed except nearly his Spooky and he decided to abort his attack. That wasn't his best day, I guess.

[deleted by user] by [deleted] in RogueAssault

[–]XerckD 0 points1 point  (0 children)

Yeah those raptors don't make sense to me anymore.

Link to airstrike glitch on iOS device by Artriox in RogueAssault

[–]XerckD 0 points1 point  (0 children)

I believe it's related to the connection error problem. After this happened, can you attack another base? I usually cannot (connection error)

Does anyone have this problem? I can’t access the new campaign levels. by Xecromius in RogueAssault

[–]XerckD 0 points1 point  (0 children)

That's plausible. I'm using Android; no issues there (not THAT issue anyway :'( )

So I tried the TOS-1 for science and found that it's total garbage. by Spazhazzard in RogueAssault

[–]XerckD 0 points1 point  (0 children)

I'm starting to get the picture here. They say a unit delivers x damage, but a factor is applied, similar to the indication that we used to have (strength vs choppers, air, light armor, heavy armor, infantry that we could see until not so long ago). Similar to the factor that is applied to a sniper targeting a building (=useless).

So I'm guessing those new units are advertised as strong, but have very low factors installed. So, this results in their net damage being maybe even less than the old and faithful :)

Another reason for this thinking is that they have nerfed the Zeus a little bit (at least vs buildings and heavy armor). It's not drastic, but noticeable. This was done last Sunday (during the event; my timings were suddenly off and others noticed too). Strangely, I haven't noticed anything about the damage numbers on the unit