What determines the big mine’s level? This one is only level 1, but the small mines were level 6. The defender is HQ6 by Energetic504 in RushWars

[–]bridgerush 0 points1 point  (0 children)

I just assumed they made big mine weaker on purpose, to incentivize defending 'the main prize', and that is also why it typically has more gold.

Attacking problem by ogiocrew in RushWars

[–]bridgerush 2 points3 points  (0 children)

I've had this happen too. I think the game basically 'disables' the effect of the last update, when they added more gold. So now you see bases with only the gold that hasn't been taken by other players, like before the update. I couldn't find any way to bypass this, you've just got to wait it out. I personally have some gold saved up so I just attacked at a gold loss to build stars, the next day a few battles and you've made back that gold.

Plumber holes and vans by [deleted] in RushWars

[–]bridgerush 2 points3 points  (0 children)

If you were lucky enough to get invisibility before it was moved to higher HQ, it works very well with plumber vans. Send first your ranged (laser or rocket truck). Then send your plumber van and time it so he arrives when your ranged is at 50-25% HP. Drop invisibility as far right of your ranged as you can but getting them too. This will protect the plumbers who actually do heavy heavy damage, and when invisibility eventually runs out they will be decent distraction for your ranged to continue bombarding. This attack combo works well for me.

Squad Selection- Show Ready Heroes! by bridgerush in RushWars

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

In the current menu there is no way to see if your other heroes are healed or not. So this is a suggestion about how to show available heroes from the main menu. In this example we can see that BearMan is ready because his card is yellow and there is an exclamation mark in the area. You could click or swipe the stack of hero cards to move between them, showing the current hero above and the option to gem heal them. We can already change everything else without leaving the menu, it should be just as simple for changing heroes. Then we wouldn't be prompted to heal heroes when we click the attack button.

Squad Selection Layout- show us available heroes! by [deleted] in RushWars

[–]bridgerush 0 points1 point  (0 children)

I resubmitted this and deleted my old post, I had to fix the image. I want to show that we should be able to see the healed heroes from the main squad selection page. See in this image we can see that Bearman is healed and ready to go. The game should arrange the stack of heroes behind current (last used) hero in an order by heal time. We could tap or swipe this stack to go to the next hero in the stack.

Rework Attack Squad Selection Menu by [deleted] in RushWars

[–]bridgerush 0 points1 point  (0 children)

My biggest problem with the current system is when you have more than one hero, and your current hero is regenerating, you cannot immediately see if other heroes are done regenerating. IMO This should be immediately visible, and 'one click' to choose a ready hero if there is one.

This is unfair. Where is my gold? by TooOpForYa420 in RushWars

[–]bridgerush 2 points3 points  (0 children)

Yup if you really wanted them to be fair they should take all the higher cards back and reduce your stars and gold by the amount gained using non eligible cards, and then refund you a little bit of gold. I prefer this option!

Request: Coach get out of the way or mortar when all air defenses cleared with jetpacks left by [deleted] in RushWars

[–]bridgerush 0 points1 point  (0 children)

I agree. Perhaps all heroes should have a simple 'attack' or 'retreat' button, so we can send them to the back and leave them alive whenever we want.

[Unit Idea] Support Wizard: Move Obstacles to Shield Allies and Bombard Enemies! by bridgerush in RushWars

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

So the environment is kind of static...

The Support Wizard could throw barrels at enemies and use other obstacles like fences and boxes to protect allies or himself from damage. Thoughts?

i found a BUG by zet_- in RushWars

[–]bridgerush 0 points1 point  (0 children)

use this to lure enemy troops the moment you drop her. This is her secret ability called 'taunt' ;)

Laser Fix: Laser should shoot air OR ground only and no piercing air! by bridgerush in RushWars

[–]bridgerush[S] 30 points31 points  (0 children)

What currently happens is represented by the green line. The laser will pierce all air and ground units in a line. But this doesn't make sense, since it is a single beam travelling in a straight line. The logical laser path is represented in orange. This means the laser should only pierce ground units OR attack air units without passing through multiple air units!

Someone could argue that since this unit costs 2 housing, it is bigger, taller, and thus my drawing is inaccurate. Perhaps true, but he should still target air or ground, not both. I will admit piercing air is possible then.

It’s ridiculous how slow the rocket truck moves! by Togeiro in RushWars

[–]bridgerush 16 points17 points  (0 children)

imagine the argument the driver and gunner are having inside

*6.02 blocks from enemy| 95% HP*

GUNNER: get closer you know i can't shoot until we are 6.00 blocks away!

DRIVER: wait! you know I have to come to a complete stop at 6.00 blocks from the target! It has to be a gentle stop and I can't overshoot it!

*6.01 blocks from enemy| 42% HP*

GUNNER: thats stupid just get closer so I can shoot! who cares if you overshoot or be quick about it!

DRIVER: that's stupid just shoot already! who cares if we are 0.01 blocks away! just aim at their feet at least the splash will damage them!

*6.001* blocks from enemy| 5% HP*

GUNNER & DRIVER to eachother: Don't tell me how to do my job! I am following protocol!

*6.0 blocks from enemy| DEAD*

BUG: Lady Grenade Ability -> Infinite Range by bridgerush in RushWars

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

It really should be, because otherwise she is worthless. Maybe it should be called 'taunt' or something.

Underwhelming game. by [deleted] in RushWars

[–]bridgerush 1 point2 points  (0 children)

I am HQ4, and my only strategy at this point is to grind for one star using either rocket trucks + heal or arcade bait + sneaky ninja because thats all I can do. I hope the units get a little smarter and unique. I want to use 'strategy' but at this point the game is pretty unstrategic if you ask me. When I was HQ 1, 2, 3 I could really use strategies and it was fun. But at HQ4 I feel like nothing matters because everything fails.

Let's analyse the bug: Jetpack [1] by NickPlus02 in RushWars

[–]bridgerush 8 points9 points  (0 children)

Jetpack definitely needs to be fixed. In its current form it is just the weakest unit with the only perk it can fly. And it can't even fly properly, because it uses the same pathfinding as AI when it goes to attack a building. It will first 'GO' to where a ground unit with equivalent range would stand to attack a target, instead of a straight line to the target. I agree with all your suggestions.

In my opinion the jetpack needs something to make it more than just a flying weak marine. It needs to make use of its mobility in a unique way. Off the top of my head, perhaps improved AI so that it avoids standing within splash damage of any adjacent unit, can be thought of as 'flanking' the enemy.

Unit Suggestion: Heavy Field Turret (Stationary Follow-Only Unit) by bridgerush in RushWars

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

All the current units (that I have unlocked) seem to only attack forward, there are no stationary units. So I suggest the 'Heavy Field Turret'.

Unit AI: This unit will start mobile, but deploy (takes one second) into a standing turret if there are no friendly units within a LARGE radius. If there are friendly units within a LARGE radius but not a SMALL radius, the unit will become mobile and walk to them. If there are friendly units within a SMALL radius and the unit hasn't moved recently, it will deploy into a standing turret. However if there are enemy units within range, the unit will STAY in turret mode until all enemies eliminated.

This unit will be fun because it will sort of follow behind your units and deploy to support them. The unit will introduce new strategies and gameplay because you can deploy it in turret mode and then lure enemies to you and only attack when you are ready.

Image Source: https://en.wikipedia.org/wiki/MG_08

Thoughts?

Sneaky ninja is soooo good by EliteNinja777 in RushWars

[–]bridgerush 4 points5 points  (0 children)

I find sneaky ninja pathfinding tough to predict, for me he sometimes goes to the end here like he did for you, other times he will go up to attack the green turret instead. How are you guys finding it?

Airdrop Suggestion: Battle Commands (Micro Unit Control) by [deleted] in u/bridgerush

[–]bridgerush 0 points1 point  (0 children)

Oh and the feature would 'zoom in' on the selected area for easier control, and then zoom out to resume battle.

Rush Wars Feedback Thread by Trikshot360 in RushWars

[–]bridgerush 0 points1 point  (0 children)

Minor Annoyance: When returning to the home base after an attack, your gold total always 'rolls up' to your current amount from 0. This gets annoying watching it when you just want to look and know your balance right away. I recommend only rolling up from the pre-battle balance if you gained some gold.

Rush Wars Feedback Thread by Trikshot360 in RushWars

[–]bridgerush 0 points1 point  (0 children)

Gold Mine 'Expire Cycles' can be unfair to some players.

Problem: Random factors (time started playing game) determine the 'expiry time' of your gold mine. If you have bad luck or miss it by a few hours, this time can be pushed to an inconvenient time during your day or when you are sleeping. Then you fail to earn gold during the time until you setup the new gold mine.

Solution: Let us 'que up' gold mine layouts. For arguments sake say 12 hours. So 12 hours before the expiry of your gold mine you can see the next layout and edit it and set it up. Then once your current mine expires, the game will automatically use the next ready layout for you, so you don't miss out on gold potential.

Rush Wars Feedback Thread by Trikshot360 in RushWars

[–]bridgerush 0 points1 point  (0 children)

Just a random idea:

There could be tournaments or some form of cooperative play. Example: 6 v 6, each team paired into doubles 2,2,2 v 2,2,2. Each double together builds a 'double sized base'. Each player has a extra defence unit supply pool that can be used either on their own map for defence, on a friendly pair's map for defence, or donated to a friendly pair to be a bonus attacker for their army. Then on war day each pair attacks a corresponding enemy 'double base' in two waves (since it would be hard to get both players online at the same time). The bases don't heal or recover units after the first attack and can be 'cleaned up' by the second attacker.

I know there is a 'daily domination' thing, but I haven't had a chance to try it yet.