The save game feature is unique to the version from their site. It is not kongregate cotent. Monkey storm does not effect zeplin bloons (neither M.O.A.B.'s nor B.F.B.'s get destroyed.)
For the record, you can hide the options on the side by pressing shift, likewise pressing shift to unhide it. Similarly all units selection boxes are a hair larger than the options and tactical points indicator to avoid this.
Uber, I myself am well aware of how each gun works, I wrote the book on the game. Still, i thank you for elaborating for others. To help you guys, here are the accurate ranges on each gun (measuring top to bottom of the screen as 600 units, and left to right as 400.) 100 For pistol, 150 for shotgun, 200 for Tommy, 250 for Springfield, Grase Gun, and Carbine, 300 for BAR, 350 for Garand, 1200 for Sniper Rifle. If you are firing within your effective range, your accuracy is your rifle skill, outside, you suffer from a 50-80% penalty depending on the weapon (ranged rifles such as the springfield and garand suffering the least, automatic weapons being the middle, with the shotgun and machine gunner being penalized the heaviest.) As for single nades scaring men off, your men suffer a moral penalty based on the rank of the unit that dies, officers prividing much higher penalties since they start as a higher rank than other troops at 100 exp.
Something often overlooked in this game is the usefulness of the M1 Garand. It has the best range, accuracy, and power of all the weapons, at the trade off of firing rate and reload time. However, a well developed team can compensate for this, as they lay down cover fire while the M1 user sets up his shots. Ranger training puts this gun in its owners hands, and it makes a fine choice for spec ops, who gain a 20% damage bonus on all weapons, as well as troops who will generally be hanging out near the rear, such as sigs.
While I feel giant enemies are indeed a welcome and actually good addition to the game, a few gripes.
Some giant enemies, perticularly the tank, have severely pixalated sprites (the look blurry and ugly.)
The rate is a slight too high, perticularly for armor mods. Its worth arguing that these enemies should be slightly more bosslike rather than a common threat.
Medals could easily be incorperated to encourage people to try their best to defeat giant mobs, rather than just reloading if they see one they think is going to ruin their perfect game streak. Medals could include "finding 10 types of giant mobs", "finding every type of giant mob", "slaying a giant dragon", "slaying a giant flying dragon", "slaying a giant tank", "slaying a giant little sister", and lastly, "killing a giant without a single critical hit against them".
Tiny suggestion to draw more people, give a small number of points for losing. As it is, you have to win to improve, but a small losing bonus allows people who don't give up on the game a chance to play. However, limit the losing bonus to X number of games, otherwise you get people who simply play the game a lot winning vs people who spend a lot of time stratagizing.
Tiny thing for everyone to know, explosive damage is random. Yes, the concussion blast does damage, but its the strapnal from the explosive that does much of the real damage, and that flies randomly.
Mute button is being added, it is not a priority, but rest assured, it is being worked on. Another note, cover bonuses, including bunkers, do not stack.
Troop exp is gained either by that troop killing, or if it uses an ability. Outside of calling airstrikes, air support, and arty, their is no manual way to get a troop to declare a special ability, they just will. Medics gain exp by healing, for example. For commander EXP, which is required to rank up, it is the culmination of your scores across ALL games, so the more you play, the stronger your abilities in this game get.
Currently, no 2 players is planned for M&B 2, however, future projects are being planned. The progress bar takes a lot of exp to level up once you hit LT Colonal and beyond, so bare with it, it doesn't get stuck.
Trenches do NOT provide cover from arty. In war, if arty landed that close to your trench, it was probabally blowing the whole thing down on top of you, crushing you alive.
20332 points with a blank profile, survived to wave 200. 16 units used. I officialy declare this game "Fair". On the topic of engineers repairing tanks, its already been discussed, you can't fix a vehicle without replacement parts, which cannot be found in the battlefield. This is why it is not allowed.
Hawk, I can name 6 ribbons right now I know you DON'T have if you are a sargent major, but thats moot.
Recently Urbs has revealed how the game calculates a hit or miss, and I'm going to share that with you. When a soldier shoots, the game determines a number of 1-100. If that result is LOWER than your soldier's rifle, you hit the target.
Each weapon has a max range, if you shoot from beyond that, you get a penalty for your number. For example, you shoot springfield (1.2x penalty) past its max range, and your soldier has 60 rifle. You have a 50% chance of making that shot, while a 60% chance if he was inside your range.
For those who are wondering about the disappearing troops, the game cleans itself every so often to remove lag. Sometimes the game mistakes a live enemy for an irrelevent target. You should be happy, their is no award based on kills after you get the 200 kills ribbon.
The reason it gets stuck is because wave 101 is a single, giant continuous wave with multiple spawns. There is normally nothing past it except more of it. This is why taunting will still add more waves in.