Recent posts by Ysayell1 on Kongregate

Flag Post

Topic: Bloons Monkey City / Need Suggestions for Tier 4 Priorities

As for t4s, i would say:
ninja 4/x(overrated, but some functionality. Plus it’s really cheap.),
tack 4/x(very much a niche tower. Sometimes glorious, often awful. Can help thin bloons out for ice towers),
engi 4/x(great if you get him up early, sell him later. Useless by round 30, but brings in a load of cash and defensive power early on), farm 4/x(obviously),
bucc 4/4(aircraft carrier is much the better and can demolish multiple zomgs with ease/clear the board and have infinite range. DDTs are a bit fast for them, that’s where pirates shine. Plus, you generally already have a cannon ship up. There is a reason water maps are the easiest by far),
ace 4/x(Spectres are godly powerful, even if their targeting is a little whack.),
sniper x/4 (you will need to run the supply drop/ice trap shenanigan sooner or later) are all very important.

Useful ones also include
mage 4/x (for volcano levels, since they’re cheaper and no ice),
spactory x/4 (it has fast enough recharge time to be relevant and steps up the attack speed of the original factory as best i can tell/can help against DDT rushes),
bombs 4/4(the first one is spectacular at helping crowd control on ice-forbidden levels, the second one can help against DDTs even if it is pretty “meh” for its price against anything else),
mortars 4/x (again with the volcano/jungle thing) and
spactory 4/x (I’ve heard good things, but not experienced them. Maybe in levels without ice).
Also have heard aces x/4 have some noteworthy value, but I’ve never been able to stray over to them from spectres (3 or so x/4s should be able to pretty much wipe an entire wave out)

I’ve yet to upgrade Dartlings to fourth tier, but seems reasonable you should want 4/x, and I’ve yet to upgrade supermonkeys to t4, but seems reasonable once again that you should want access to 4/4.

may eventually want a sniper 4/x too (DDT/zomg paralyzing should be functional at some point, even if they are over priced little buggers and an absolute waste against moab/bfbs).

The game basically requires you build a 2/3 village for your defenses. If you have an ice 3/2 and a village 2/3 you do not need to worry about non-moabs. Make that your threshold. Anything you’d build after that which isnt designed for killing moabs+ is largely wasted (in general, if it costs more than 6k for the last upgrade or more than 8k total, dont bother). Most abilities are largely superfluous and should be shunned in lieu of the 4/x counterpart. That being said, exp is king, so upgrade everything when you get the chance. Higher level means more money, and that’s always a good thing.

 
Flag Post

Topic: Bloons Monkey City / Need Suggestions for Tier 4 Priorities

The banks vs farms thing: you can only have a set number, as dictated by those owned and space. Farms produce 4.5k per round and constantly and yield it more smoothly as you produce without that awful hurdle of x/1 and x/2 which pay out negative for all reasonable purposes short of 4/2. 2/0 farms, then 3/0 farms pay off far more smoothly, and the lumpiness of banks does HEAVILY delay how quickly you get banks up. You end up getting farms up faster, and they payout smoother and more. (9700 to get your first x/3 bank up, 11400 if you want it to be 2/3 versus 5900 to get your 3/0 farm up. You get farms up twice as fast, basically.) And with the primary cap on how many farms you build being number available/space, every spot counts, so the final result of farms paying out higher favors them too. Even if they were far less efficient, at the end of the day, it’s raw income that carries the most weight as you are spamming t4s and whatnot, not simple efficiency of prolonged value. Farms win, hands down, in the immediate and the long term. Banks may be ideal if you had infinite space/builds available, but since you do not (and not even close) you end up with a basic model being 2/0→3/0→village→4/0→4/2→sell village. Potentially even selling 3/xs to make the jump up, since it helps bring in the total income faster.

 
Flag Post

Topic: Bloons Monkey City / FOR THE LOVE OF GOD

Just gonna throw out there that this game is absolutely awful on flash player. Crashes all the time. HUGE amounts of lag, even with it being the only thing running.

 
Flag Post

Topic: Bloons Monkey City / Contested Teritory event gone

Concur. Introduction of the event was one of the best improvements the game has seen since release.

 
Flag Post

Topic: Bloons Monkey City / Consecrated ground

You can do what savage says, or do a 3/2 sun god close to the center, bottom right quadrant, a 3/2 apprentice in the bottom right quadrant at each path, and then just flesh out the top left with 2/3 apprentices to kill and screen them all. It’s like wattle trees—very hard without the upgrade (3/x or x/3 supermonkey) very easy once you’ve got it

 
Flag Post

Topic: Bloons Monkey City / DDT in CT are invinsible

By level 34 you can have multiple sungods/multiple aircraft carriers with a 2/3 village overseeing them. Without any real issue, even. They can terrorize those DDTs.

 
Flag Post

Topic: Bloons Monkey City / DDT in CT are invinsible

They’re not “invinsible” nor invincible. Fixed.

 
Flag Post

Topic: Bloons Monkey City / Bloon traps

As for 4/2 vs 2/4, 4/2 is advised, I would submit. Unspendable money has less value than spendable money. 4500per(3k*1.5) round vs 2385(1500+20%+585) per round raw far favors the 4/2. If you seed the 2/4 and let it grow, you can grow significantly more per round than from the bank than the farm, but every time you withdraw, you slash your income down. I’d take the constant income of the 4/2 and the more affordable cost by far(Especially as steps 3/x and 4/x are both going to be acquired earlier than x/3 or x/4, so there will be a comparative profit deficit the banks must make up.). Also, money in general decreases in significance the more waves you go, not just in availability. 5k later on will only do so much. 5k starting would be ridiculously useful. 4/2 gets you money earlier and more consistently, and oftentimes better. 4/2 wins, imo.

 
Flag Post

Topic: Bloons Monkey City / Bloon traps

Bloon trap is exceptional. Not because it delivers well late on, but because it costs 3k and pays for itself in a few rounds while doing an excellent job at screening early waves, even early ceramic rushes. Get it up early on and you profit immensely/it pays for itself in just a couple rounds. It’s not for late game, it’s to give you an early/middle infusion that will help you prepare alternate income sources. By late game, engis 4/x arent all that powerful, but they are very useful for getting there. Getting a bloong trap up well before level 10 is easy, at which point it’ll be paying out more than a banana farm 2/0 while being very useful at keeping you alive. You use the profits to seed more farms/villages/long term upgrades.

 
Flag Post

Topic: Bloons Monkey City / Why dart monkeys aren't favored in any map?

Or, you know, people say they’re useless because they’re not all that cost effective for the damage output, and there are almost always better options. Camo leads are easily dealt with via engis, apprentices, spike and mortars, all of which have far more impact for their price. Are spike-o-pults terrible? Nope. On some maps, they’re viable, if not optimal. But I mean, the same can be said of any tower. Dart monkeys are pretty darn lousy. As for SMFC, the 10 second duration is pretty limiting imo. Lacking any favored maps, I just cant see the point.

 
Flag Post

Topic: Bloons Monkey City / Bloons: Monkey City Early Game Guide

Cant say I would agree with the guide’s advice. I personally favor ninjas by far over boomerang as an early unit. Camo killing and efficiency are huge. Boomerangs are extremely inefficient until you get the t3 upgrade, at which point they’re bordering on obsolete, since it takes 48 hours to complete—ninjas on the other hand are cutting edge at 2/2 and can clear any level until leads show. Spike factory and apprentices added in clear everything including most ceramic levels, at which point adding in mortar/ice becomes important as you wait for the t3s to come in. Things to buy early: Ninja (2/2), Spike Factory (1/1), Mortar (0/2), Apprentice (2/2). Progressing, add in Ice (2/2) and Buccaneer (2/2). Then, I’d start working on the t3s/filling out the others. Noteworthy early T3s are Ninja (3/x. Very cheap in-mission.), Bomb shooter (x/3. There’s a quest and it’s pretty mandatory for moab/bfb/zomg management.), Buccaneer (x/3. Cannon ships are a niche tower, but they fill it oh so well, and can demolish moabs and BFBs) and mortar (x/3. Yeah, it’s not necessary most of the time, but it can clear the way for certain missions very well.). By the time you manage that, you’re probably closing in on being level 15, getting the new city and engis, etc. Moving out of early to mid game, and planning out upgrades to address the nearby special missions. I’ve heard a lot about dartlings, they’re not my style, but they may be worth considering if you try them and find they work for you, as they can imitate a super monkey like attack for cheaper, hit camos, and have unlimited range. Many folks swear by them for low leveling contested territories, although i’ve had no issue holding CT with other strategies

 
Flag Post

Topic: Bloons Monkey City / how do level 6 cities score so high on contested?

Just chiming in, the CT thing is heavily map dependent. Scoring 30+ at around level 10-12 isnt all that difficult on some maps(managed it with 2 apprentices (2/2), 2 engis (2/0) and a handful of ninjas with a 1/1 spike factory to mop up). Other ones are FAR more difficult (struggled to get 27 on my level 17 city using a vaguely similar format but about twice as many towers with more upgrades.) If you dont clear special missions, and you pour more into upgrades, your levels dont rise that quickly

 
Flag Post

Topic: WarLight: Multi-Player / Insane challenge strategy

A lot of it comes down to AI distribution/behaviors as well. If you can fight the same AI from two locations, you’re in a good place. If you can fight two AIs in two locations, you’ve probably won, since it means the others are trapped inside. Early growth, abandon/control the chokepoints, defense gives you an advantage over attacking, and getting good rolls on the territory taking lead to a win. Get a couple bad rolls where your 4-5s fail to take 1s, and you are likely doomed. Really pretty fun, even if the map itself is pretty boring

 
Flag Post

Topic: WarLight: Multi-Player / Europe challenge strategy

Using the strat i listed, got it in 18 turns this time. Push a small force north, taking those red territories along the northern coast (and if tan breaks through, take everything else up north), airlift your powerhouses into the northern side to deal with their powerful armies up there, and just duke it out in the south with your reinforcements/your initial forces. Cut them in half (spain is isolated) and you’ve pretty much won. They only have one tough army down there, and you can let it break your lines, it doesnt much matter. Surround and kill while you pillage eastward up to red and down through italy (if red’s still alive. If not, no matter, you do NOT need your ally performing heroically to win this). Your ally is at best a meatshield, dont be afraid to kill him and steal his lands, especially if tan has already broken up his bonus. If you expand fast, you can quickly overwhelm tan. If you go slowly, you’re playing his game and he’ll start setting up defenses (send 2-3 units to every territory with 1 tan in it that you can reach, every turn, regardless of whether you think they’ll take it back. The rest you use to deal with the big armies/to surround and block out the smaller forces that will push inside you. The key to finishing the game quickly is using airlifts to bring in all powerful units around the 200 army (you can easily have a few 200 armies yourself, if you’re so inclined, and while red may suck, at least he sponges the 200 down to ~150, generally)

 
Flag Post

Topic: WarLight: Multi-Player / Europe challenge strategy

It’s not too tough. 21 moves one time, 24 times another, previous best was 19. Take an auxiliary force to buff the north and pull all your airdrops to fight germany up north. Dont be afraid to slap allies around if they’re in the way. Most of the movement spills south into Germany and soak up spain(there’s usually a hold out there that can take a couple turns of distraction. After that it’s just a drive eastward as fast as you can. Your troop income increases enough to move nearly every piece forward each turn. You can gather all your forces that fall behind together (ie those in spain, etc) and then airdrop them in for a nice surge if you come across someone mighty. You dont need to attack the 200 groups the moment you see them, you can fall back with a 150 and they’ll usually split their group up, weakening them substantially to counter attack.

 
Flag Post

Topic: Prime World: Defenders / Beating healers

Mortars generally do the trick, just focus on getting them to level 3 and max upgrade and set them so that their ranges all overlap at a single path point. They can usually isolate and nuke healers. Add in a curse spell to help boost them, if need be. Sure Ice towers and dragon towers are very helpful, but not at all required. Mortars are enough, at least until you have more towers available to you

 
Flag Post

Topic: Prime World: Defenders / Bad Luck or Loaded

I like the draws, personally. Rather than just saying “get another card for 200” I’d prefer to see the potential outcomes. Even if it is decided, i can still make a percentage call. I suspect confirmation bias weights heavily the perception of statistics in this game, and RNJesus may not be smiling on some. If i draw 3/5, i’d say i get what i want about half the time. That is not the same amount as chance would indicate, but it’s close enough to not be overbearing. I’ve not kept proper records, so standards of reasonable deviation allowed, but it’s hardly a real difficulty to harvest uniques if you spend the time. Stars, uniques, etc all are readily available from the draws.

 
Flag Post

Topic: Prime World: Defenders / rarities & probabilities?

It’s a grind, and it’s far from a difficult one to surpass. All cards are pretty readily available if you run a bunch of missions which you’ll be doing anyway to level your towers up/farm stars. And yes, uniques are not at all unique, but rather of a less common nature. May not be 1 in 5, but it’s not far off.

 
Flag Post

Topic: Prime World: Defenders / The Chests must be rigged

In response to variety available, i’ve seen all quite a few times, gained 1-5 of each except never seen Tower of the Sun. Fortunately, I dont have much interest in ToS, but that is the only one that i’ve not spotted.

 
Flag Post

Topic: Prime World: Defenders / The Chests must be rigged

I’ve had pretty solid luck with the unique towers. Do I seem to get silver most? Sure. No complaints there, better than a crap tower. But when a uni shows up, it seems to be a pretty solid chance of getting it. Even gotten 3 uniques from a single level. If it’s weighted, my experience indicates the weighting is not heavy. Furthermore, i like seeing 5 potentials, 3 draws. Even if it is preset in stone that 2nd draw=X on a certain hand, i dont mind. Not knowing that preset outcome makes it just the same to me. And if i get to see a unique tower and dont get it, that too is okay. There’ll be others. Not like you even really need unique towers until a little ways along, and burning through nightmare with mortar towers/air guard a few times almost always yields at least one

 
Flag Post

Topic: Clicker Heroes / WHY NERF SOLOMON?

It’s the obvious choice of ancient to nerf, and i think they nerfed it in a fair way with the new patch. Even at 1% it’d still be a very useful ancient long term, and now with the 5% and scaling down after 100%, they keep it useful short term/mid game. While I do not like this sudden twitching and shifting around (do your own beta testing before releasing something, especially when it costs your players who are investing) I do think it’s overall a fair nerf/patch to the game. The initial nerf was very prohibitive to us mid game players, but the new version isnt. That being said, I’m not sure I really understand their fascination with heavy nerfing so readily when they then relent later.

 
Flag Post

Topic: Clicker Heroes / Morgulis

Morgulis is not your friend. For one his initial cost makes it so that you are almost always better without him. Want to have 10 Ancients and have one be Morgulis? To have more than negative balance to your DPS from Morg, you’d need to invest 5k souls in him (otherwise you’d have more DPS from not having him at all and just letting the souls sit there. The 10th ancient costs 500 souls, so to make up that price difference and justify buying Morg, you’d have to make up that 500 soul DPS value via Morg bonus which is 10%.). Even then he’d yield even 0% net DPS boost. You’d have to put more and more, etc. Even then you get a crappy 10% additive bonus vs other ancients giving massive multiplicative bonuses. If I dumped all my souls into Morg right now, i’d have 10% more DPS. Wooo. If i bought one level of Siya, i’d have 25% more DPS. So Siya’s cost gets too high? There’s loads of other ancients that have better output than Morg. So while it is bad at low levels, it’s truly awful as you get more ancients. Something to consider: Energize + Dark Ritual gives your world x10% DPS. So basically… one E+DR is the equivalent of dumping all your souls into Morg. And DR also has no base soul cost. And DR also can be stacked repeatedly. And the souls you wasted on Morg could have been spent to boost DPS far more efficiently (on which DR would also stack). tl;dr : Morg is additive bonus, deceptively costly, and sucks.

 
Flag Post

Topic: Clicker Heroes / Does idle bonus work offline?

Idle gold/DPS is supposed to have some effect while offline/window closed. It is generally thought to be lesser effect than while window is open. The math is a little fuzzy atm, and with the devs patching, it may remain such for a bit.

 
Flag Post

Topic: Clicker Heroes / Morgulis not working

Originally posted by RayCoral:

yes but lvling those ancients increases the cost per lvl so what would be worth it more lvling up a Siyalatas who would cost 250 HS for 25% increase or put those 250 HS into Morgulis, tell me now who would be better end game huh.

Siya, most likely. Morgulis’s initial cost is staggering in order for him to be anything but a detriment. If you have 10 heroes, you need to invest 5k souls into Morg before your DPS with Morgulis is better than your DPS without having him at all. Then further, you have to consider your 250 souls invested… out of how many other souls? If you only have 250 souls, you shouldnt be investing them in either (and you certainly shouldnt have Morg at all). If you have a lot more souls, then Siya will win again, because the multiplicative v additive. Making 250 souls into the DPS value of 275 souls is really not that impressive, considering how little that changes your DPS. If you have, say… 2k souls, tossing 250 into Siya for a 25% boost(a benefit you will notice) is easily better than the 25 soul value bonus from wasting them on Morgulis (a benefit which you will not notice). Morg is balls. You’d have to have all other better multiplicative heroes be cost prohibitive despite increased soul income before you used him at all. Realistically, you’d have to figure it’d be millions of souls in before it was worth using him, and even then I’m really not particularly certain. If you’re playing for fun, use him as a collector’s piece. If you’re playing for optimization, he seems pretty irredeemably terribad for 99% of players.

 
Flag Post

Topic: Clicker Heroes / Morgulis not working

Marginal cost of ancients only applies if you’re only buying a few. They can cost up to 25 thousand souls. Your math is wonky anyways, you’re assuming dumping 100% of souls. 5 HS into Morg would give me no noticeable change in DPS because i have hundreds of souls. 5 HS into Siya would give me a massive change. Morgulis can beat Thusia, in that with a half million souls, Morgulis would stop sucking as much possibly and Thusia is always a negative, but Morgulis is straight up terribad. You need to invest a large amount to break even, and far more to gain any positive benefit. Even then, it’s additive. Other heroes take little to give a large amount of benefit and work in a multiplicative manner.