Recent posts by rjdjdaw on Kongregate

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Topic: Kongregate Multiplayer Games / [OFFWORLD] Suggestions on Class!

i am thinking that it isn’t necessary to implement classes. it is already interesting how each striker is unique without having to identify to such things as classes. each one is already varied in health, defense, and speed. as for energy, they may all have the same starting amount but each one has different skills with different energy requirements so in a way it is as if they have different measures of energy already as far as their output is concerned. differences in skill types already answer for different combat strategies and status effects.

overall, there is nothing to be fixed as there is nothing broken and there is no need to implement classes as each striker is already practically its own class and has its own strategies and doesn’t need to have additional generic grouping identities. not to mention you are basically speaking of an entirely new gamplay and so it is better off attempted as a separate game altogether than making such drastic changes to an already balanced game.

 
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Topic: Technical Support / Games can't even get to ad

it’s more likely a specific ad rather than specific games. i reloaded several times the same couple of games and sometimes they worked and sometimes they didn’t. so if you want to play a game try reloading several times and hope you get lucky as it still has a chance to work.

 
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Topic: Technical Support / Games can't even get to ad

as of now, started working for me. dunno if you did something or i just got lucky (like if it happens to a specific ad)

edit: hmm, may indeed be specific ad. stopped working again. sometimes it works, sometimes it doesn’t.

 
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Topic: Technical Support / Games can't even get to ad

same with me. definitely turning out to be a non-isolated issue at this rate

 
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Topic: Sands of the Coliseum / Beating Contenders in Rome- Recommended Builds?

well, i’m going to guess with needing some grinding and leveling for more speed. i also always level speed, dex, strength. at least that’s what i’m going for. having less speed really sucks because of ai’s high armor. attacking first is one of the primary ways of whittling down that armor fast enough, disabling them before they one-hit you, and getting some hits before they block or net you.

also, it seems to me that dex alone might not be the sole criteria in determining hit chance. i’m thinking relative level factors in as well but that’s just my opinion for now. it just looked like sometimes i’ve been having all this difficulty hitting them then as soon as i get to equal level i improve hit chance significantly and i can’t feel it was all suddenly due to the single point of dex that i put in for that level-up.

 
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Topic: Sands of the Coliseum / blood effects

child-friendly?

educational?

um…

hahahahaha

but yes, agree on the processor part. you would’ve been fine if you had stopped at just that :)

 
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Topic: General / Post your Raid URLs here

http://www.kongregate.com/games/5thPlanetGames/dawn-of-the-dragons?kv_action_type=raidhelp&kv_raid_id=554444&kv_difficulty=4&kv_raid_boss=drag&kv_hash=fUzKE413fR
erebus nm

 
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Topic: General / Bugs

giving out colloseum tickets this week huh. too bad it’s still broken and army-less for me so yeah, no thanks. maybe next time hold off on featuring a broken part of the game which simply further puts off those affected

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Yeah, it’s a common mistake for many to prefer strictly keeping all turrets within range of chargors. So they end up clumping all chargors in the center. And since the same mindset is given to neg voiders, they usually end up having chargors and neg voiders together in the center. What they don’t know is that you are better off missing a turret or two if it means you can position your chargor better to touch turrets and charge them. And charging neg voiders is pretty useless.

I haven’t actually looked closely but for now I am operating under the assumption that charging a fellow chargor isn’t actually altogether useless. I’m thinking a charged chargor means it in turn throws out charges faster as well. So my preference is having a line of chargors then surrounding that line on either side with turrets. This way I can still more or less keep my chargors on a chain near the center but still touching multiple other turrets to charge.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by JumpFrog:

h ttp :// prntscr .c om/b9jh0

Could someone please follow the link (remove the spaces) and tell me how I could possible improve my base, without the obvious suggestion of trying for an Aries or Lightbringer?

I’m thinking of adding another Neg Voider, but it’s never been that much of a problem for me. Sorry for the newb question, but could someone tell me what ‘negative effects’ do? I’ve never really got what negative effects do to your base….

I’m also thinking of replacing my Galaxy Turrets with Nyon Exists, but it’d take a really long time for them to level up to the point of doing more damage than the Galaxies. Also, should I replace the Korazons as well? I divided the damage by the delay, and the results I got were that the Korazons do 303.75 DPS (Damage Per Second), while the Nyons (With the amplifier) are almost 50 below that with 256.2 DPS.

Were my calculations off, or is this true? Because then I’d rather replace my Nyons with Korozons instead of vice versa.

you need to use the address leading directly to the image, not just the link to the webpage containing the image. in your case, i took your link, right-clicked and selected view image (in firefox) to take me directly to the image itself, and enclosed that address in exclamation points as indicated in the formatting instructions. this is the actual address you should have used: http://img593.imageshack.us/img593/7641/90c59354540f4832bd50511.png

i’d also suggest reading the first several pages in this thread as they really already cover several basic pointers already that should answer many of your basic questions. because imo there are really all too many things that need improving in this base and i think it is a little too early to try and seek improvement suggestions when really you just still need to keep working on almost everything in general still to improve it.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by Almighty_Jado:
Originally posted by Seizan_7:
Originally posted by W51W52:

As you can see, the Chargors do not increase the super-rares damage by 13.0%. In actuality, Chargors only increase super-rares damage by about 4.13%

Not this crap again. Please, learn basic math before you post your wonderful “findings”. As I stated in one of my earlier posts, 13% damage bonus from Chargor is additive with bonus from Ultra Amplifier, not multiplicative.
Tesla VII: base dmg 235, UA bonus 215%, final dmg = 235*3.15 = 740.2
Tesla VII + Chargor: base dmg 235, UA 215% + Chargor 13% = 228%, final dmg = 235*3.28 = 770.8 and NOT (235*3.15)*1.13 = 836.48 that you expected.
So once again, Chargor does increase damage by 13% for all turrets. Base damage. Since Nyon has no innate dmg boosting ability and high base damage, Chargor seems to give it bigger boost.

Thank goodness for our smart math people!

Originally posted by Wicky3d:

Thanks Seizan_7, so that’s why Nyons have the biggest damage? All turrets have some kind of amp, only Core Blasters (the 2nd unit) and Nyons don’t. I wonder if Core Blasters would make a good base. They can regenerate 10 hp per sec, too :)

Yeah. In fact, I used core blasters to fill in the spaces between my barriers before I got defensive walls. Also, it’s good to get a few NE’s because they can use their ghost phasor, their lasers aren’t deflected,and theycan crush shields.

BTW, I wanna post a pic of my base and I don’t know how. Plz help me cuz I’m no NOOB.

Originally posted by Dinomite07:

I can tell becuz I just posted the instructions in the post behind yours <.<

yep, we got our smart people but we also got our noobs balancing them out eh. heck, noobs shouldn’t even be asking if they just LOOK TO THE RIGHT of the post box and you can see the answer to your question right under your noses.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by UrbanTurbans:
Originally posted by Noobin8er:
Originally posted by UrbanTurbans:

I have 2 problems, 1 of which is a glitch(?). The first (glitch) is that one of my infinite fortresses is affected by darkness when it shouldn’t be. I have 5 maxed neg voiders which give it 115% neg effect resistance. The only difference between this particular infinite fortress and the other 2 i have (which ARE NOT affected by this) is that it is also upgraded to give its own neg effect resistance.

The second problem is that one of my tech centers was somehow destroyed while farming, even though its completely surrounded by walls. I don’t know if that is supposed to happen, but if so, whats the point of walls in the first place?

1st “glitch”. Is the Infinite Fortress in range of 4 or more of your Neg Voiders? Probably not. This is most likely the reason.
2nd problem: Some enemies can shoot through or over walls. Arias Devastators can cause quite a bit of damage to your inside buildings.

I’m not an idiot, i have checked and it is within range of all my neg voiders. It even says on the purple thing in the top left corner of the unit upgrade screen that it has +115% negative effect resistance.

As for the second problem, all of my units are within range of all my neg voiders so none of them were dark (apart from the glitched infinite fortress), however this particular tech center wasn’t next to the glitched fortress.

Maybe it’s another case of a unit’s inherent bonus overriding a buff? But then if that were the case then it should be consistent with all fortresses. Maybe that single fortress really is just bugged somehow then. And please don’t be like that other guy recently who thinks that people giving basic suggestions to be sure to cover all bases are doing so because they think you are an idiot. Nobody is saying that. We can’t presume anything because we have limited data such as not knowing how your base is arranged. It’s basic troubleshooting, like how tech support first says to check if all connections are properly in place.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

you’re one neg voider short. your korazons and scorpion are better off traded with zacs

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by Immortalits:
Originally posted by Tomikxx:
Originally posted by fugmo0fuganduc:

OMG. Defensive Walls and Infinite Fortresses have healing amplifiers (+550% healing) while the Dark Barrier and Aegis Barrier don’t have it. The Dark Barrier have lot of health and have some chances of killing enemies instantly. It doesn’t have healing amplifier but it have drain ability that could be useful if Dark Barriers have lot of health at rank 7. Aegis Barrier or Titan Barrier seems to be totally useless because they don’t have a healing amplifier but only a shield that reduces some damage and reflect fire.

OMG. I really like poeple saying aegis barrier is useless :D, but in fact, darkness barrier is useles, I got 3 of them fully upgraded, drain absorbing all damage for 11 sec, and i got it destroyed in lvl 11 insane like nothing, in fact aegis barrier havent some damage reduce but it’s 40% and it also reflect enemy fire, so it stay alive more than your $#! darkness barrier, and it can be also upgraded to titan barrier = more health, and I got some rank X barriers and with few health boost I got them with health over 800, and to your super ultra defensive Walls and infinite fortress u have to have alot healers, so u lacking fire power and thas why u are so weak in this game, I got 3 Vira Ultima rares which can completely heal target and dont need your super uber 550

Darkness barrier becomes superior at the moment you get your first Vira Ultima… yeah, would oyu dare to imagine that the ultra rares should be combined? my darkness barriers have now 947 hp, each one of them, they get 292 hp from buffs, and yeah, I have 3 vira ultima too, they give 105 hp for my whole base, so the darkness barries are immun to damage for 11 sec, then they have to survive for 14 sec, and guess what? my walls die faster in the side of my base than the barriers in the front of my base (I also use bacons to get constant heal, cause YES, I know that the vira ultima has high delay), in true endgame only the pure HP matters for the defensive units, so don’t tell me that they’re useless just cause they dont have heal amp, yeah, I’ll be happier if they have that instead of the 1% kill, but its just balance, they’re still the best def units, probably they could be too powerfull with heal amp…

ohhh bacon that heals. i want some of that healthy bacon too so nothing stops me from eating tons of ’em! :p

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Well, I checked on normal/hard Tesire and taunt seems to have the same effect whether it is used while paused or unpaused. So that really should technically mean you can get more taunts per round in because the cooldown doesn’t stop while paused. Nor did I observe a particular difference in pace of unit entry. So I suppose the taunt effect is merely to signal the start of a new wave and units simply enter normally just as a new wave does rather than direct unit generation. And since a new wave can be cut short because of the total unit limit on-screen, getting a few extra kills during stop time should technically be helping increase kill count.

I guess I’ll try comparing rounds where I use purely taunt+attack bonus vs taunt+attack/stop time bonus so there are no variable factors caused by using skills. If stop time increases kill count, then perhaps tapkcir5’s discrepancy is caused by stop time’s effects in conjunction with other skill use. As of the few times I’ve already tried it though, I get about 5 kills during each stop time and so far that has indeed been helping contribute to raise total kills.

 
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Topic: General / Post your Raid URLs here

http://www.kongregate.com/games/5thPlanetGames/dawn-of-the-dragons?kv_action_type=raidhelp&kv_raid_id=492332&kv_difficulty=4&kv_raid_boss=bmane&kv_hash=iBDT9Gg3l7
bloodmane nm

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

wait until you have legends. those at least are not ultra-rares

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by Dinomite07:

What can I do to improve my base for pvp? Pretend every unit is VII.
Has 3 Telsa, 3 Lightbringers, and 2 Aries.

Well, you could find some other arrangement so that your chargors are in contact with more offensive towers rather than clumped up together thereby potentially wasting charges. And unless the opponent is particularly designed to take it into account, I don’t see the point of not keeping the base right at the very bottom so switch it with the ZAC.

On a side-note, I just find myself wondering why you don’t simply use the print screen button right there on your keyboard.

Originally posted by Tapkcir5:
Originally posted by rjdjdaw:
Originally posted by Tapkcir5:

Tapkcir’s tips on farming

4) Pick-ups you should focus on Gold x2 when available and Attack x2 if there are NO GOLDx2 available. Gold x2 overall will give you more gold when you have many gold generator skills upgraded vs kill count with attack x2. STAY AWAY from stop time pick-ups. These not only stop time/units they stop unit production which will drop your kills which, in turn, will drop your gold totals. EMPs are always good as they just stop enemy units from firing and do nothing to stop production.

5) TAUNT EVERY TIME IT IS AVAILABLE!!!!!! <—- !!!most imortant!!!

farming rares coming soon

Actually, the part regarding time stop is incorrect. Time stop also pauses the progress bar. This means while the bar is paused you can kill off enemies. So when the bar starts moving again, you have more enemies to replace with the next wave/taunt. So overall, you actually have more enemies in total not less. Since it is also a very short duration compared to the other bonuses, it is good for activating first and you will likely still have time before that gold or attack bonus disappears.

If this is true (and I am extremely skeptical) please explain why over the course of 30rounds, at world 10 only, judged in half (15 with stop-time pick-ups as well as x2 and 15 without any stop time) my unit kill count was an average of 90 (rounded down cause you can’t have .7 of a unit) units less than when picking up attack x2. This is an average so some times I had 700+ without but with I NEVER broke 640. If you can prove otherwise (which I’m not quite sure how you could get anything different) then I will gladly change that. As for now though I put that because of the figures I came up with.

I won’t nitpick much about it yet because realistically I probably can’t trace whatever it is that might be causing your results until I experiment myself. I can only point out that you simply have to look at the bar, observe how it pauses with stop time, consider that you killed and damaged enemies in that instantaneous moment of progress bar, and so follow that to its logical conclusion.

Maybe there are actually other technicalities like with how new enemies are produced, for example, that countered that supposedly logical conclusion. Or maybe there are matters of implementation that have to be considered. For example, stop time is not better than attack or gold so don’t replace those with time stop. It always takes second fiddle so if an attack or gold bonus is about to disappear while stop time is still active, you are better off getting the bonus and replacing stop time. Personally, I also avoid implementing stop time in conjunction with skills such as nano acid, distraction, and emp. This is because skill durations are not paused by stop time so to have the benefit of those skills you should not waste their active time while the enemies are paused. I also have not yet checked if there is a difference between taunting in and out of stop time. To be safe, you can just opt to always taunt out of stop time. You have no game time lost while waiting for stop time to end anyway since the progress bar is paused.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by Tapkcir5:

Tapkcir’s tips on farming

4) Pick-ups you should focus on Gold x2 when available and Attack x2 if there are NO GOLDx2 available. Gold x2 overall will give you more gold when you have many gold generator skills upgraded vs kill count with attack x2. STAY AWAY from stop time pick-ups. These not only stop time/units they stop unit production which will drop your kills which, in turn, will drop your gold totals. EMPs are always good as they just stop enemy units from firing and do nothing to stop production.

5) TAUNT EVERY TIME IT IS AVAILABLE!!!!!! <—- !!!most imortant!!!

farming rares coming soon

Actually, the part regarding time stop is incorrect. Time stop also pauses the progress bar. This means while the bar is paused you can kill off enemies. So when the bar starts moving again, you have more enemies to replace with the next wave/taunt. So overall, you actually have more enemies in total not less. Since it is also a very short duration compared to the other bonuses, it is good for activating first and you will likely still have time before that gold or attack bonus disappears.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by Tomikxx:
Originally posted by bobby71983:

If you have the maximum amount of a rare unit, does that increase your odds of getting a specific other rare unit?

Answer is no, its completely random.

Depends how you interpret that question. Drop rate won’t be affected. However, if we assume that a unit can drop any rare, for example, either a gold gen or an aries then having full gold gens at least means that all remaining possibilities is for that unit to drop an aries.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by Immortalits:

btw, I’m sure it’s somewhere in this forum… but I’m lazy, to search, so I ask it again, how to paste the screenshot of your base here?

Sure, technically it is in this forum, as it is in any forum really because it appears over to the right side >> when you make a post under Formatting Help. Anyway, in short, upload on another site then embed image as indicated there on the right.

Originally posted by Tapkcir5:

The whole game is a random generator with limits. The drop rate for gold would be a range say 300-400 gold when the unit is killed, it runs through a random count and a random gold amount is dropped between those numbers. Random means that SOMETIMES this number is very low and sometimes VERY high. doesnt mean you’ve hit a “WINDOW” or whatever cok-an-bull crap you want to come up with, you just had luck. Random is RANDOM meaning there is no prediction. Now there are in game ways to INCREASE chances but all this does is increases the limit from say 1-3% to say 5-7% for getting better items/gold/pick-ups (for example). I really fail to see how “it’s random” doesn;t cover everything you have described happening to you.

That very nature of potentially being influenced to increase chances is exactly what we are getting at when we are saying not exactly random. And actually no, it actually does have some predictability in that it is not really purely random either since it has drop rates which you refer to as random with limits, otherwise known as probability. Taunting on insane to increase enemies is also already being done to increase encounter opportunities. And that is just plain statistics really that after x number of enemies with y% drop rate you will eventually be assured of at least one occurrence. Decreasing chances of other rares from dropping is already achievable. Heck, if gold drops also compete with rare drops then maybe that should be reduced as well. Range values of gold drops are also varied depending on unit so why not rare drops as well? The sacrificed units for the upgrades are also supposedly random yet it turns out they have very definite and semi-controllable determining factors. And what you mentioned for Enigmata 2 doesn’t really have an exact equivalent here in that other rares do not drop at earlier levels.

Overall, I’d say there is enough to justify benefit of the doubt to have people being open-minded and experimenting rather than having an immediate dismissal. I think too many people have been confusing random as to mean unpredictable when probably all they really mean is that the number given by the RNG follows a uniform distribution. But then they do not consider that the possibility that this RNG is simply factored into an equation thereby making the end result partially predictable through the other non-RNG factors.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by fugmo0fuganduc:

I won the Platinum Medal for destroyed Fion Drones with that setup. Most units have all upgrades. I used Stun Drone, Oblivion, Nano Acid, EMP and Taunt.

Have you any suggestions for improving my base?

Edit: Did you knew that Devas Nero can encase by accident your own units? Happened to me once, Devas Nero shot at an enemy near my Zac Fighters and my Zac Fighters got trapped with it.

Well, to what purpose are you aiming for? Drones, missions, or pvp? In general, you need to compact more, you have too many walls because of the waste in space, i don’t think your bottom chargors cover all your units (again because of spacing), and you have no neg voiders. I can’t comment on your unit choices since I don’t know the end goal as I stated above.

I’m thinking possibly the case you’re saying regarding Devas Nero might have been because of a reflected shot from an enemy shield though I’m not sure.

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by zivert:
Originally posted by woohoo92:
Originally posted by Questiondog:
Originally posted by zivert:

Ok ok this is starting to piss me off!
i saw it with my own Eyes!!

I Have my 2 lightbringers next to my neg voiders and the 2 negvoiders shot at the lightbringers and
killed them both in ONE! O_O while at the same time 1 Aries had dropped onto the Field!

This is starting to realy annoy me and its gotta get sorted! upto know my Neg voiders have
Killed 4 Of my Nyon exists, which im not the bothered about, but when they killed the 2 lightbringers
with a aries on the field that just pissed me off:/ so i had to load, save, backagain,

what you saw was the enemy taking control of your lightbringer, and your neg voider trying to cure it a fraction of a second before your other turrets killed it.

You mean confusion right? Because I don’t think that any enemy can “convert” units to their control like the nexxon phasers and nyon exists.
Anyway, you could very easily avoid that by using wall units to protect others, or simply not having the super-valuable lightbringer at the edge of your base.

Absoulete Bullshit. you think id actualy not put wall units around my Lightbringers-_- comeon im not retarded like somepeople.

I don’t think you have to be too defensive. So far those who have been commenting have been trying to cover as many potential factors as they can. This is because we have no idea what the conditions of your base are plus the fact that your description of the case just doesn’t make any sense whatsoever. If I were petty, I’d call that claim retarded. Neg voiders don’t kill units, especially not your own. So we have to resort to guessing whatever we can to try to pinpoint the actual scenario and not what you are saying happened.

So to summarize, get 5 neg voiders to get 100% resist vs confusion, use walls, make sure they are all within neg voiders’ range, and say thank you for all those trying to help you despite your erroneous observation.

 
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Topic: General / Post your Raid URLs here

http://www.kongregate.com/games/5thPlanetGames/dawn-of-the-dragons?kv_action_type=raidhelp&kv_raid_id=451714&kv_difficulty=3&kv_raid_boss=scorp&kv_hash=kWqAL8J095
mazalu l

 
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Topic: General Gaming / Official Enigmata Stellar War Thread

Originally posted by CaiusJuliusC:

I currently have maxed every rare, excepted the gold generator (I needed space). And yet, there are still runs where nothing gets dropped at all – not even a single gold generator. Time windows theory cannot explain that alone – they’re not contradicting this, but they won’t explain it.

At any case, if there are time windows, they don’t seem smaller for rarer units – it’s more likely that frequent “rares” do get a better chance to be assigned to two and more “windows” (in which case, I’ve been hugely lucky to get “Legend” assigned to two windows on the same run – which is still possible). Would be useful to test it further, with no rare maxed at all so observations are more complete – maybe I’ll do it if I’m motivated enough.

As for the “around 25%” marks or so, this can become pretty large if I consider I’ve sometimes had 3 gold gens drop 10-15 seconds after each other. At the end, it’s more likely to me that not all enemy units have the same chance of dropping a rare, and not all units get called at the same time… this would explain why drops occur more often during some parts of a run in general.

Well, one can also have no drops when a time window occurs; it does not necessarily mean that a drop is assured at every time window. The time window theory simply tries to explain timing. The drop rate of course still applies.

Still, interesting insight. It may well be that the apparent time windows and their variances are indeed simply because of wave timing and eventual unit kill timing rather than progress bar timing. Thus the consistency I have been observing is simply because of the consistency with wave starts and my kill speed while I farm Tesire. So those 25% marks might just be personal to me based on my own timing. So perhaps if I farm on another zone, it might have somewhat different wave starts because my kill speed should get relatively slower. And if I find consistency again but at different marks then it would mean that there are indeed no fixed time windows and it is simply again just my personal pace that makes it consistent.

Maybe the rares (and drops) are instead simply assigned to units before each wave. So simultaneous drops occur simply because you got lucky that wave and more than one unit was assigned the rare at that time. Then of course you killed the units of that wave and they simultaneously dropped. So if that were the case, the final conclusion is actually that there are no time windows at all, everything really is just completely random, and you really just have to keep killing and hope you get lucky. Which of course would suck since then that means we have no way of manipulating drops with the time factor.

We might have hope though if you happen to be right that certain rares might only be assigned to certain units. This could be why the uncommon rares only start appearing at later levels. The logical guess then would be that the rarer enemies like the base then would probably be assigned those ultra-rares. This can easily be negated then if someone observes that an ultra-rare dropped from a common enemy rather than a rare enemy.