DCNats
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I had the same problem. Used up almost all of my gas. Didn’t get any victory points but I cleared lots of missions. Also, I didn’t get the promised gas refill. My screen still shows that I have all three keys.
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It is a wash if you always got to 5 passes each week but for those who got to 4 or less, it makes a big difference. I had one week where I only got 4 and the following week I had to get to 28.2 (I think although it could have been 28.3) to get 5 passes rather than the usual 27.1.
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I think the proper equation for the situation after round 10 is now (1 [Round 5]+1 [Round 10])=(0+2 [Round 10])
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Hmm. Photo isn't uploading.
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Here is the rifle if it matters
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It has always worked that way. if you don't want to open the gate, just keep one of your ranged survivors in overwatch and they will shoot the walker when he moves.
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Try using meelee survivors to avoid the spawns.
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No, they were introduced as a way to progress past legendary status. Level is irrelevant.
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@Mortimer I can confirm that upgrading the level of a survivor with at least one pink star doesn't affect that survivor's star. I have a pink star scout that was under lvl 20 that I upgraded and it had no impact. I am assuming leveling up pink star survivors to lvl 21 would work similarly.
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@JVC_TWD that is impressive. I don't know how they did it with max lvl 20 survivors and max lvl 23 weapons/armor. Would love to see the videos and have to assume they relied on the wrestler trait against the higher lvl tanks because I don' t know how else they could beat them.
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@Hekate94 I got to the same point as you although not perfect (869 stars). I believe the people who cleared lvl 25 and at least some of lvl 26 (did anyone make it to lvl 27?) used some next level strategy with their melee survivors. For example, someone used 3 scouts on The Last Bunker and basically outran all the walkers…
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I've had the same thing happen. If you complete all three objectives but have one survivor in a struggle and at least one other one who is fine (if all your remaining survivor(s) are in a struggle, you will lose the raid), the log will show the one in the struggle with an X even though they still had a few turns left. I…
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One other note. I believe the initial walkers start at lvl 23 so the bruiser stuns are fine. Once the next wave spawns at lvl 24, the stuns don't always take so keep that in mind.
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I just finished this one. I believe that I used lvl 20 warrior, bruiser and shooter to get through it. The warrior and bruiser help keep the spawning down and are better against the armored walkers. My bruiser has Morgan's staff so he could stun multiple walkers at a time and create some bottlenecks.
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My son knows when I am holding my phone in landscape mode that I am most likely playing NML and always asked to open the boxes. He also likes to name my team members. Before the update that removed the level cap, we went through a number of "Mommy" and "Will" (his name) characters. His mom didn't like it when she heard him…
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@TheLostOnes @Shteevie you are absolutely right. If it doesn't work every time as we expected, then it is useless because you can't rely on it. If and when it fails against a higher lvl walker, you are going straight to a struggle so what is the point.
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@Shteevie I also respect you for trying to explain the rationale behind nerfing interrupt but it just doesn't hold up. As @OneLessTitan said, it seems like you had a problem with some high level users exploiting poorly designed challenge maps and therefore you made a change that affected everyone else. Instead of asking us…
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So @Teeceezy can you help us understand your reasoning behind the interrupt change? I don't recall you guys bringing up this possibility in the forums before the update like you did with some of the other changes.