@Mario_Romero you're right about the event. Sorry brain not fully booted up yet today.
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I also posted in another of the (far too many) fast walker threads, but another issue is that it seems regular walkers move before fast walkers. This means the obvious spaces next to your bruisers will get occupied by the regular walkers, and the fast walkers end up doing those insane loops and end up next to your glass cannon.
By changing the order so that fast walkers move first it will be much easier to predict where they will move.
> @Burmeliinis said:
> I also posted in another of the (far too many) fast walker threads, but another issue is that it seems regular walkers move before fast walkers. This means the obvious spaces next to your bruisers will get occupied by the regular walkers, and the fast walkers end up doing those insane loops and end up next to your glass cannon.
>
> By changing the order so that fast walkers move first it will be much easier to predict where they will move.
I actually love this simple solution.
Also -1 diagonal movement minimum
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It's not just easier than last week; the entire top 100 US leaderboard is going to be 2000+ stars. I've only been paying attention to the leaderboards for 6 months or so, but I don't remember seeing that before (except for maybe during the whisperer challenge).
And this is with a crappy warrior boost. Imagine if there had been a bruiser or scout boost.
1. Remove the Dodge and Bullet Dodge
:: This makes no sense in TWD world, as walkers are stupid and would never react, and this is a bad choice for NML as a strategy game since it pressures players to burn resources because of the constantly need to gamble moves.
2. Fix bizarre movements
:: The extra movement is great as it demands more thinking and planning. Making they walk across herds and doing crazy turns is not as it ruins the strategy and again adds gambling.
NML is a strategy game, not a jackpot machine. I think it should focus on strategy.
If you NG can't monetize out of it and needs this disgusting gambling factor to milk our wallets, then all I can say is: improve.
I just had one move trough a huge wall of walkers, like 4 or 5 spaces trough them on dumpsite. That does seem off. Also their movement seems like more than 4 grids.
Agree 100% Had one start next to the pile
Then round the corner pass the metal thing and hit Rick at the gate
Thank you all for the feedback guys. They're specific to this challenge set for now, so no worries about them creeping up on you anytime soon 😆 We'll definitely look at this thread and consider tweaking them for sure. But as was mentioned earlier, remember that these are special walkers and should be compared to Tanks, Spiked, Armored and Metalheads (not justifying, just pointing it out - we'll still consider revising FWs)
With that said, I'm curious about something. Despite the troubles and frustrations, many players have hit their PBs during this challenge and it shows on the leaderboards as well - what's the reason? Were the FWs easy to overcome, or were the maps easy to strategize around? Enlighten me pls
Yes I believe history will show any time we have fast healing and 1 min gas scores go up. I personally scored about 200 stars more because of this, as I would not have fast healed with full price healing.
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A few players claimed that the FW were able to dodge charged attacks that are suppose to be guaranteed criticals (like scouts). I was under the impression that those attacks aren't suppose to miss. Personally I didn't experience any of that, but it would be great to get confirmation on how they work with FW.
Oh yes I should've addressed that. They should definitely not be able to dodge critical attacks (it's impossible in the game), but if it has happened to somebody, please submit a video. Perhaps it could be some form of visual bug that makes players think the shot should've been a critical, not sure!
@Fluxxx I would say that the lack of fatties in this mapset helped too. Those are the walkers which cause me the most issues due to their insane amount of health at high levels. Without the one on .2 for dumpshite I could have gone much further.
I think it was more important that there was no auto spawn body pile map. Normally that is the one that stops you.
I really enjoyed the variety of the set and the tactics needed, it's rare these days to use anything other than scouts and bruisers. There was a decent strategy to beat many of the maps at high level and it felt balanced to me.
Fast walkers weren't too troubling on the whole, it was just the unpredictable erratic behaviour and crazy movement which felt a little broken. It just felt to me they were there more to cause unexpected injuries you didnt deserve than to increase difficulty. Reduced healing helped a lot, scores will always be up on the whole with that event.
Took me rifling through seven pages before I realized this was a merge job...
...a little slow again today, dammit Ben.
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Oh yes I should've addressed that. They should definitely not be able to dodge critical attacks (it's impossible in the game), but if it has happened to somebody, please submit a video. Perhaps it could be some form of visual bug that makes players think the shot should've been a critical, not sure!
If you're saying FWs CAN NOT dodge either standard crits or charged crits, then I'm happy. There has to be consistency in the game with largely predictable and reproducible outcomes (i. e. normal walkers always sticking to 2 space movements on horizons and diagonals), otherwise you will have a load of consistently upset players.
Please disallow FWs from being able to travel thru stunned or rooted models. Make them have to go around... Or... Be able to attack and kill adjacent targets (including own allies) to get thru the barrier, they are feral beings after all.
Make grid lines a toggle option so we can correctly judge moves ala a game of chess.
And lastly.... LET US KNOW OUR EXACT HEALTH VALUES DURING PLAY please... we have played thru judgement for a long time now, allow us to know what we're properly dealing with, we see enemy info, let us see our own.
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With that said, I'm curious about something. Despite the troubles and frustrations, many players have hit their PBs during this challenge and it shows on the leaderboards as well - what's the reason? Were the FWs easy to overcome, or were the maps easy to strategize around? Enlighten me pls
For me..... I crushed my PB on all 3 accounts......... my 2 mains +200 and my lowest +259
It was several things...... and sorry guys gas and healing did not help me. I got off of center did some badge work, beefed up my melee team and used my head on the maps. Most challenges Gov / Stabby Rick / Abe Boom hit 1k stars and call it done.
So I wanted to do something out of the box, took advantage of charged warrior and Michonne's LT and WOW ! Still had maps i used ranged on with Super ABE this week.
Plus after doing the maps enough times.... ( but still had a little trouble with the 4+ step walkers ) I was able to keep my distance from them.
@Fluxxx I can pretty confidently say it was the combined gas and healing event for most players.
You got to Max difficulty quicker, which gave you more time to spend pushing through the higher levels.
You had to spend less gold to heal.
You never had to waiting on gas to play Missions costing +6 gas
That combined with a new mapset and new enemies to try out.
Master mission helped too.
My 2c
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> @Fluxxx said:
> Oh yes I should've addressed that. They should definitely not be able to dodge critical attacks (it's impossible in the game), but if it has happened to somebody, please submit a video. Perhaps it could be some form of visual bug that makes players think the shot should've been a critical, not sure!
As said, i'm sorry I didn't film it, but it arrived to me.
With bruisers and one time with Rick and a spear charge attack.
I tried to hit a Normal walker in the circle. It arrived. I tried to hit FW, it arrived. I must admit, it's not completely all the time, but it's a fact. Overall, FW is the only one who dodge of course. But it's frustrating to charge attack a group and see and Z passing by....
To answer to your question, yes I explode my PB too.... Thanks to the weekend event and 1700 gold too.......
@coolseb, like mentioned before, bruisers' charge attack is not guaranteed critical so they can be dodged. Stabby Rick's charge attack can't be dodged so I think you misremember that one.
I know a lot of people took videos due to the unexpected movement of the fast walkers, but there has not been a single video of a fast walker dodging something it shouldn't be able to dodge.
> @Burmeliinis said:
> @coolseb, like mentioned before, bruisers' charge attack is not guaranteed critical so they can be dodged. Stabby Rick's charge attack can't be dodged so I think you misremember that one.
>
> I know a lot of people took videos due to the unexpected movement of the fast walkers, but there has not been a single video of a fast walker dodging something it shouldn't be able to dodge.
As I said, I didn't make a vid but it arrived to me... But... Wait a minute... What? Bruiser's charged attack not garanteed a critical hit!?
😳 As every charged attack produce a critical hit (except for the second shot warrior/shooter) It seems to be unlogic that is not the case for this class 🤔 overall for a class that make less damages....
(as you tell me that, I'm doubtful about assault now 🙄 'cos the only thing I' m sure is that their charged attack do not result bodyshot 🤔)
This would also minimize some of the hate against our newest Walker friends;-)
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Yeah, especially as those classes already do the smallest amount of damage, so a guaranteed critical will not change that much. In the best of worlds it might even make the Zweihander useful.
I love it when the Rando noob shows up out of nowhere just to rage about something then **poof** gone
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Still not fully booted
Edit, need more coffee
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By changing the order so that fast walkers move first it will be much easier to predict where they will move.
> I also posted in another of the (far too many) fast walker threads, but another issue is that it seems regular walkers move before fast walkers. This means the obvious spaces next to your bruisers will get occupied by the regular walkers, and the fast walkers end up doing those insane loops and end up next to your glass cannon.
>
> By changing the order so that fast walkers move first it will be much easier to predict where they will move.
I actually love this simple solution.
Also -1 diagonal movement minimum
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And this is with a crappy warrior boost. Imagine if there had been a bruiser or scout boost.
1. Remove the Dodge and Bullet Dodge
:: This makes no sense in TWD world, as walkers are stupid and would never react, and this is a bad choice for NML as a strategy game since it pressures players to burn resources because of the constantly need to gamble moves.
2. Fix bizarre movements
:: The extra movement is great as it demands more thinking and planning. Making they walk across herds and doing crazy turns is not as it ruins the strategy and again adds gambling.
NML is a strategy game, not a jackpot machine. I think it should focus on strategy.
If you NG can't monetize out of it and needs this disgusting gambling factor to milk our wallets, then all I can say is: improve.
Agree 100%
Had one start next to the pile
Then round the corner pass the metal thing and hit Rick at the gate
That is still only 4 steps.
Just a horrible disregard for diagonal movement. We would need 6 steps for that...
Thank you all for the feedback guys. They're specific to this challenge set for now, so no worries about them creeping up on you anytime soon 😆 We'll definitely look at this thread and consider tweaking them for sure. But as was mentioned earlier, remember that these are special walkers and should be compared to Tanks, Spiked, Armored and Metalheads (not justifying, just pointing it out - we'll still consider revising FWs)
With that said, I'm curious about something. Despite the troubles and frustrations, many players have hit their PBs during this challenge and it shows on the leaderboards as well - what's the reason? Were the FWs easy to overcome, or were the maps easy to strategize around? Enlighten me pls
15 Guilds cover all skill levels & game motivations
Entry level Boot Camp & Badge System 101 Chat
Our top 3 Global Guilds form a team of 60 Top 20 in Elite Mid 20 in Recon and Bottom 20 in Hellcats
Private Message Billbam or Red111 to reserve your spot!
1 Min Gas
Reduced Healing
Master Missions at +5
@Fluxxx
A few players claimed that the FW were able to dodge charged attacks that are suppose to be guaranteed criticals (like scouts). I was under the impression that those attacks aren't suppose to miss. Personally I didn't experience any of that, but it would be great to get confirmation on how they work with FW.
I really enjoyed the variety of the set and the tactics needed, it's rare these days to use anything other than scouts and bruisers. There was a decent strategy to beat many of the maps at high level and it felt balanced to me.
Fast walkers weren't too troubling on the whole, it was just the unpredictable erratic behaviour and crazy movement which felt a little broken. It just felt to me they were there more to cause unexpected injuries you didnt deserve than to increase difficulty. Reduced healing helped a lot, scores will always be up on the whole with that event.
https://forums.nextgames.com/walkingdead/discussion/40263/wild-walking-is-actively-seeking-new-members"
...a little slow again today, dammit Ben.
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Please disallow FWs from being able to travel thru stunned or rooted models. Make them have to go around... Or... Be able to attack and kill adjacent targets (including own allies) to get thru the barrier, they are feral beings after all.
Make grid lines a toggle option so we can correctly judge moves ala a game of chess.
And lastly.... LET US KNOW OUR EXACT HEALTH VALUES DURING PLAY please... we have played thru judgement for a long time now, allow us to know what we're properly dealing with, we see enemy info, let us see our own.
Show and prove, otherwise humble thyself
Catch me on LINE app - Line ID: dbledgedep
For me..... I crushed my PB on all 3 accounts......... my 2 mains +200 and my lowest +259
It was several things...... and sorry guys gas and healing did not help me.
I got off of center did some badge work, beefed up my melee team and used my head on the maps. Most challenges Gov / Stabby Rick / Abe
Boom hit 1k stars and call it done.
So I wanted to do something out of the box, took advantage of charged warrior and Michonne's LT and WOW ! Still had maps i used ranged on with Super ABE this week.
Plus after doing the maps enough times.... ( but still had a little trouble with the 4+ step walkers ) I was able to keep my distance from them.
You got to Max difficulty quicker, which gave you more time to spend pushing through the higher levels.
You had to spend less gold to heal.
You never had to waiting on gas to play Missions costing +6 gas
That combined with a new mapset and new enemies to try out.
Master mission helped too.
My 2c
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Remember, search ZOMBREX SATISFIES. Check us out HERE
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> Oh yes I should've addressed that. They should definitely not be able to dodge critical attacks (it's impossible in the game), but if it has happened to somebody, please submit a video. Perhaps it could be some form of visual bug that makes players think the shot should've been a critical, not sure!
As said, i'm sorry I didn't film it, but it arrived to me.
With bruisers and one time with Rick and a spear charge attack.
I tried to hit a Normal walker in the circle. It arrived. I tried to hit FW, it arrived. I must admit, it's not completely all the time, but it's a fact. Overall, FW is the only one who dodge of course. But it's frustrating to charge attack a group and see and Z passing by....
To answer to your question, yes I explode my PB too.... Thanks to the weekend event and 1700 gold too.......
I know a lot of people took videos due to the unexpected movement of the fast walkers, but there has not been a single video of a fast walker dodging something it shouldn't be able to dodge.
> @coolseb, like mentioned before, bruisers' charge attack is not guaranteed critical so they can be dodged. Stabby Rick's charge attack can't be dodged so I think you misremember that one.
>
> I know a lot of people took videos due to the unexpected movement of the fast walkers, but there has not been a single video of a fast walker dodging something it shouldn't be able to dodge.
As I said, I didn't make a vid but it arrived to me... But... Wait a minute... What? Bruiser's charged attack not garanteed a critical hit!?
😳 As every charged attack produce a critical hit (except for the second shot warrior/shooter) It seems to be unlogic that is not the case for this class 🤔 overall for a class that make less damages....
(as you tell me that, I'm doubtful about assault now 🙄 'cos the only thing I' m sure is that their charged attack do not result bodyshot 🤔)
> @Coolseb yep assaults and bruiser are both Guaranteed non body shot on their charge attack. Not guaranteed critical hit.
It's all true, all true...
But really really silly.
I don't think any imbalance would come from allowing a guaranteed crit from these last two hold-out classes.
Honestly @Fluxxx ? Don't you agree?
Let's just make it standard across the board?
This would also minimize some of the hate against our newest Walker friends;-)
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