@Arcanmster: Coming from the developer's other game, fortunately I also knew wat to focus on (exactly the things you mentioned), but about 10 days in now I would still need much more crystals to get close to your levels. Also, I couldn't get the mage so far. The lack of archers and such in this one really stings. Fortunately, I think Iwill get a lot of crystals after this week's tourney.
@NyanWare: To be fair, there are differences between both games. E.g. Total War adds possibly the most important gameplay element of them all!!!1eleven
Traps...ok, never mind.
@Terastas: In the last step with Bearverly, you buy her a potion. That just turns her into a human. Before, she was an ordinary woman. If anything, her finale amps pu the craziness by having magic potions.
Yeah, that might have been your vision, bombsightgames, but it really adds nothing but frustration to the game. The game is thoroughly arcady, and then this stupid gameplay tweak makes it simply more random, instead of making it mor skill-based.
@Sakgeres: Thanks! That's pretty stupid game design, though. With the rate of fire being so low, it's always frustrating when a shot does not what I want it to. It should only be down to aiming skill, not potentially being off a few degrees in your angle.
STUG is more than an arcade shooter, this mechanic takes inspiration from real tank battles and other tank games like War Thunder and World of Tanks. Ricocheting shots are determined based on a few things: Shell caliber, angle of incidence, and the armor thickness for the side of the tank you hit. This actually promotes more skill based gameplay and rewards players for knowing their opponents tank. You can also use this to your advantage on your own tank by wiggling your tank or baiting your enemy to shoot at your side at an angle. You can trick them into bouncing their shot off of you and gain an advantage while they must wait to reload.
Is there any way (aside from testing) of knowing which kinds of walls will ricochet bullets and which will not? Far too often I try to go for a trick shot, only for my bullet to simply vanish in a wall.
Also, the game needs a clear indicator of which team you are in.
"You can jump 7 years into the future and return to the present. If you set you clock to something beyond 2029, the gane crasches."
7 years from now would be beyond 2029, though...
And you prefer both elf and archer over green arrow? I thought his special could potentially be the best ranged attack of the whole game, but maybe the damage level stays taht much below that of archer and elf?
BTW, why is the forum closed, where we could nicely discuss these topics?...stupid site.
@jascaicps1 Thanks! Healers had been the backbone of my squad so far (using the fairy and the green mage both together). Why would you consider them weaker than charmer or princess, and only level them up to 10? Also, what about supporters/buffers? I had been using the king for a while and just switched to konung. Is he not worth it?
So, what's the best heroes to fill out your squad? The "beginner's guide" in the forums isn't all that helpful here, as it basically amounts to 80% of all heroes being "trash"...so which ones are the least trash?
Oh, ok. Yeah, for dates, I think the uickest way is to go on a monlight stroll and just keep left-clicking. Fortunately, after some resets, the bar for this kind of date fills up so quickly that you can basically have a date with each click. It still takes a long time, though...
STUG is more than an arcade shooter, this mechanic takes inspiration from real tank battles and other tank games like War Thunder and World of Tanks. Ricocheting shots are determined based on a few things: Shell caliber, angle of incidence, and the armor thickness for the side of the tank you hit. This actually promotes more skill based gameplay and rewards players for knowing their opponents tank. You can also use this to your advantage on your own tank by wiggling your tank or baiting your enemy to shoot at your side at an angle. You can trick them into bouncing their shot off of you and gain an advantage while they must wait to reload.