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Mud and Blood 2

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Oct. 21, 2009

Rating: 0

@ falar: to pause, hit space. to hide the menu, hit shift. all units fire less often in bunkers, which is why machinegunners are recommended for them (with high xp, they hit multiple targets each time they fire). the surprising thing is that all units also fire less often in trenches, which is a bug that has carried over from at least 2.0

Mud and Blood 2

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Oct. 21, 2009

Rating: 0

new bug. bazooka men will not fire from craters! they get into the ''about to fire animation'' and then suddenly are back to standing around, even if no one is firing on them!

Mud and Blood 2

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Oct. 21, 2009

Rating: 0

here's an old bug that still hasn't been fixed: if something intercepts a plane other than your aaa, the aaa will stop firing entirely until the next plane appears. i sure hope this gets fixed in the next version :/

Mud and Blood 2

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Oct. 21, 2009

Rating: 0

one thing i've noticed with this version is that the difficulty doesn't seem to build up as gradually as before; it seems like i'm getting waves and waves of volkstrum and then around wave 40, suddenly a flak panzer or stubnosed tank appears and all of a sudden, the enemy is simultaneously super accurate and doing more than 100 damage per shot. a smoother build up in difficulty would make this game feel a lot friendlier -and either the shots that do more than 200 damage, that occur at around wave 70, have got to go or damage has to scale up with higher xp for allied units as well; at around wave 90, i find my snipers often having to shoot -and hit- a guy 4 times to put him in the ground! ridiculous.

Mud and Blood 2

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Oct. 21, 2009

Rating: 0

anyone know how high frenchie xp needs to be for sabotage operations? i just had a guy with 25xp fail after being successfully implanted :/

Mud and Blood 2

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Oct. 18, 2009

Rating: 0

i really wish targetting were something that could be fixed; i've lost plenty of games because my best riflemen keep firing on tanks or empty cabs :/ of course, doing that would suddenly make this game winnable -but that's not a bad thing; imho there should be an ending for this game; maybe it's getting to wave 200 or something, and then a really impossible wave comes and wipes everything out. just spitting ideas here :p

Mud and Blood 2

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Oct. 18, 2009

Rating: 0

holy crap, randomization rules. just now, while my troops were situated near the top of the screen, my officer fired two shots and headshotted both officers riding in on a pak38 at cannon a mere 2 seconds after it appeared. sometimes there are moments of pure brilliance and this is one of them. H Griffin; the h must stand for HOLY BALLS!

Mud and Blood 2

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Oct. 18, 2009

Rating: 0

regarding cover; does it block line of sight or not? more importantly, do tanks block line of sight for your men? (they seemed to in 2.0.0) it certainly seems to slow target acquisition. regarding the m3, i have two complaints. one is its inaccuracy. with 5 m3s, all with xp above 20, it took about 5 minutes of repeated inaccurate firing before one of their shots finally hit the armored truck it was supposed to. i wish these vehicles could gain accuracy with xp so that when they actually become necessary, because rockets get stuck on dead bodies, they will actually their mark. my other complaint is that the vehicle loses all its xp when the gunner dies. of course this is realistic, but it is a mite bit frustrating :/

Mud and Blood 2

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Oct. 17, 2009

Rating: 0

with nebelwefers being as lethal as they are, i really wish having more officers would allow for more fire commands. if one doesn't take those out quickly, it's game over :/

Mud and Blood 2

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Oct. 17, 2009

Rating: 0

huh. after moving up 7 screens, and getting his morale to 32, the mg started working again. strange, but at least i can finally enjoy having an mg with 107 rifle :D

Mud and Blood 2

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Oct. 17, 2009

Rating: 0

UGH. a new bug. mgs that are become pinned while set up simply refuse to fire anymore; they never recover. the worst part of this is, i just got an mg with 107 rifle -and he's eternally pinned down! even morale boost won't make him fire :(

Mud and Blood 2

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Oct. 15, 2009

Rating: 0

the hq in its current state is unusable. not only is it is WAY too weak -and the death penalty way too strong (it ought to take 50-75% of its bonus tps, not 100%!), it is the first thing that gets targetted by artillery, even if it is behind a palisade. on that note, another gripe is that the new anti-artillery function cannot be called until one shell has hit somewhere on the map -and then it just turns into smoke artillery, which destroys palisades and the hq! anti artillery ought to cancel all artillery PERIOD, not turn it into smoke artillery. i don't care if doing that will cost 1 tp more, i just want an anti-artillery and hq that works.

Mud and Blood 2

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Sep. 27, 2009

Rating: 0

sniper damage needs to be amped up, or they need to fire faster; imho damage should be relative to rifle skill so it doesn't take five hits (!!! from a sniper with 85 skill!) to kill a basic soldier.

Mud and Blood 2

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Sep. 24, 2009

Rating: 0

one more bug: soldiers in trenches fire very infrequently, as if they were in a bunker. i had a spec ops with 100xp that simply would not fire unless i removed him from the trench :(

Mud and Blood 2

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Sep. 24, 2009

Rating: 0

OMFG, i just noticed that when you replace a dead man on an at cannon, it resets its xp! i had an at cannon with 25 xp and now it's back to zero! GODDAMNIT!

Mud and Blood 2

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Sep. 23, 2009

Rating: 0

ergggg... goddamn artillery strikes. i wish there were a way to prevent instant death from these -like bunkers with hp, for instance :/

Mud and Blood 2

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Sep. 19, 2009

Rating: 0

goddamnit... anti aircraft guns are glitched; they become frozen about 2 minutes after you get them, and getting a replacement gunner does nothing. lame.

Mud and Blood 2

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Jul. 27, 2009

Rating: 0

ugh, 4 times in a row, i've had a sniper disobey my concentrate fire order, which is totally new! also got a machinegunner with 2 rifle. not surprisingly, he couldn't hit a thing. amazingly, his aim was so bad he couldn't even pin enemy troops.

Towering Forever

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Jul. 11, 2009

Rating: 0

well i'm a retard... i was upgrading individual towers instead of buying the upgrades that make all towers stronger. if you buy those upgrades, that makes the game a LOT easier. @ cander: you pause by hitting escape.

Towering Forever

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Jul. 09, 2009

Rating: 0

gah, hard mode is friggin impossible! i'm about to give up so if anyone has a build that can beat hard mode, please post it here!

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