Outpost - Walker Management

In the beginning all I used crates for was walker advancement, spent many crates so my walkers are maxed (level 19 another joke) Why can't I retire them like survivors. I don't want them anymore! It makes no sense to give someone the charge ability to use against me. In retrospect I wish I never updated them there is no benefit. Either make it worthwhile to keep them or let me retire them for trade goods. I would be happy with 4 level 3 walkers it would make it easier for those who raid for trade goods and help a little on those who attack for stars.


  • HunterKillerHunterKiller Member Posts: 10
    I never upgraded mine because I saw it as a waste of tg and now I'm happy I did so, it jut would make my base more appealing to be raided
  • ZardoxZardox Member Posts: 123
    Well it's too late to change mine now wish I could
  • GrimGaelGrimGael Member Posts: 1,410
    You are all welcome in my outpost, where I have provided upgraded walkers for your amusement and xp gathering purposes. I'm a little sad I can't put out all of my specials to give you more, but I've chosen to use lakeside to relieve your monotony of always raiding quarry and (gack) rural fields. Also for the special people who don't raid with scouts.
    Although it works for some raiders, I personally will never pass you over just because you may be too poor to return the favor. That’s just mean and I don't think you should be shunned because you can't get enough trade goods. I'm sure you are trying your best.
    For those of you blocking the tradegoods and attempting to hide behind 4 sickly walkers, well, I'm quite happy to charge up on your defenders. One a week or every other week, someone gets some free bonus influence that way. People lose influence daily doing it. I'm quite fine with that math. Otherwise, I'm quite happy to share a drop of the pure with your defenders when I swing by your place.
  • TroublemakerTroublemaker Member Posts: 1,461
    This obviously need a fix and it will come eventually.

    I say it is better to do it as soon as possible if you are in the game for the long run, because it will be painful to do it later.
  • GovernatorGovernator Member Posts: 4,244
    I was one of the early spenders and built up my regular walkers to Level 19 because the respawn would go from there and the special walkers were just killed. Then the Outpost change came and I didn't see the need to bump up my special walkers. So, I have pushover fatties and armored walkers. If NG would make special walkers respawn, I would consider upping them. Until then, have fun killing them.
  • bigbeanobigbeano Member Posts: 602
    @ Governator,i guess we are in the same boat!My normal are currently at max.Then I look at the special ones,mediocre at best,wishing I could afford the ridiculous TG required to make them dangerous!We need that walker upgrade event 2 return,or better yet,give us players who actually upgraded them some extra walkers.
  • GrimGaelGrimGael Member Posts: 1,410
    The proper crew and cautious play will slice through the max of max walkers like warm butter. In my opinion they were rendered useless when they were (mostly, lol) moved away from spawn and we couldn't overtax the attackers first few rounds. Since they got most of that right, the walker pit has been more of a socialist thing, we do it for the benefit of others. I should put my crates where my mouth is and finish maxing my number of normal walkers. As pointed out, the motivation is low, and I should be in the 500 tg range for visitors anyway. Anyone raid ign "GrimWalker" recently that can confirm or deny? I'd be really ashamed of my hospitality if it's in the 400's...
  • GrimGaelGrimGael Member Posts: 1,410
    Also, for anyone undertaking the task, max your normal walker level first. It determines the level of the walker wave that spawns when the gate is opened. That’s the most useful to defenders. 2 5th level armored walkers and 3 6th level tanks have never bothered anyone of higher level in the history of raiding.
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