Recent posts by Brutalized on Kongregate

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Topic: Mud and Blood 2 / What is a Fifty?

Its generally accepted as a number.

 
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Topic: Mud and Blood 2 / Are bazookas broken?

More than 2 actually. 4 I think it was?

Their damage to infantry has been nerfed as well.

 
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Topic: Mud and Blood 2 / Regarding the Skdfz222

Originally posted by ninjaace:

since his miss ratio is rather low at short to medium ranges.

Dafuq is this.

 
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Topic: Mud and Blood 2 / how to get to wave 50-120,with no ribbion.desined 4 newbees or people who rest thier account to get better ribbions

Originally posted by ninjaace:

This is one of the worst guides I >have< ever read. Sorry to say so because I always give people the benefit of a doubt.
That one guy with a BAR will in 90% of the time not hold back enough enemies since the solders with shotguns will either get overrun or simply killed fasr when placing them that far up on top.
CQC and Flamers ring a bell. ;~)
I am actually only reading this because someone else posted a link here that made me curious.
You do know the basics about Mud and blood but please visit the official wiki and the site to get a better picture of what goes and what not in the game.
AND use proper grammar for crying out loud.

/proper grammar

 
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Topic: Mud and Blood 2 / Changes may have people changing to a different game

Firstly, congratulations on one of the more intelligent rants I’ve seen here. Most consist of “wespe OP plz nerf”.

There’s been an ongoing discussion over on mnb.net about how mortars should be changed. I think the problem comes from the camnet being overhead, and the mortar has to shoot through the net, as opposed to the AT gun which shoots horizontally, more or less. We’ve been trying to bring it to urb’s attention, but he’s been busy with life and whatnot.

Another problem comes from the fact that things are hard to balance in this game. When zooks were useable under camnets, people (me included) would stack 10+ zooks and basically nothing would live past the first volley of explosives. Same thing would be possible with mortars if they were allowed to fire under nets, and stacking a bunch of them increases the total accuracy simply because you’re spamming more shells.

And I’m assuming by “Super bunker” you mean the double bunker? It’s been removed from the game as an exploit in the last patch because it was simply indestructible. Feel free to use regular bunkers though. They protect you from nearly all explosives, as long as the bunker doesn’t sustain a direct hit. Gunners are extremely effective inside bunkers, especially with a meatshield in front.

The 222 has been one of the most annoying things so far in the game. Urb says it will almost surely be changed in the next patch(es) to make it more balanced, hopefully reducing its accuracy. I like your suggestion about flankers though, I’ll send it over to the mnb.net forums.

 
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Topic: Mud and Blood 2 / When is mud and blood 3 is on kongregate ?

Originally posted by candylord:

Either way, this is a free game and he’s not getting paid a dime for it, so it’s not as though we have any right to be setting deadlines anyway

Well put.

 
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Topic: Mud and Blood 2 / ZOMBIES on MNB 2?

Originally posted by goreblood1:

No offense but that was informative therefore it’s a good post. You simply saying 13 years old I’m guessing contributes nothing. Come on, don’t be that guy. Same with the guy above you.

1) Copy pasted from wiki
2) No source, or credit given of any kind
3) Nothing constructive in the post
4) Double post

Come on, you call that a good post?

 
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Topic: Mud and Blood 2 / witch german unit you HATE most !!!!

Both are countered by bunkers.

 
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Topic: Mud and Blood 2 / Mud and Blood 3 Masterthread

Originally posted by Purechillos:

I hope we get it at least a few hours before the end of the world. . (pun intended)

What pun?

 
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Topic: Mud and Blood 2 / Regarding the Skdfz222

Both, though bullets will take longer to destroy it.

 
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Topic: Mud and Blood 2 / Official Bug Reports Thread

Originally posted by CallOfDuty213:

Yes, i know, but since its a bug report thread, i guessed even the little bugs are still BUGS

Yeah, urb has a thing against small bugs apparently.

For example, the price of TNT and Palisades are incorrect, and have been incorrect for quite a while now.

 
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Topic: Mud and Blood 2 / Official Bug Reports Thread

Known visual bug. Doesn’t impact gameplay so its pretty low priority.

 
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Topic: Mud and Blood 2 / A few questions

1) Yes, officer orders are disabled inside pillboxes.

2) Certain units will try to engage it. I wrote an article about it here: http://mudandblood.net/html/modules.php?name=Forums&amp;file=viewtopic&amp;t=2729

3) At close range, shotguns are good for infantry with high experience. At long range, not so much. Keep in mind that putting your troops in close range to enemy troops also puts your unit at high risk.

4) Fifties are best deployed when your defense is completely set up. They do indeed rank slowly, but steadily. Their job is really to pin units and kill vehicles such as 222s.

 
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Topic: Mud and Blood 2 / Are the germans better or the americans better and why

Obvious answer is obvious..

 
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Topic: Mud and Blood 2 / Official Bug Reports Thread

Originally posted by deadskinmask4:

for last month, whenever i click on the troops to move them, they move to same spot like i double clicked them. this game has been totally unplayable ever since. anything i can do? something i need to be installed? oh, cant use explorer, yea, explorer sucks anyways, ill try firefox

Yep, try it on firefox.

 
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Topic: Mud and Blood 2 / The Jeep is Glitched

Known bug.

 
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Topic: Mud and Blood 2 / Official Bug Reports Thread

They all break bunkers.

 
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Topic: Mud and Blood 2 / XP Glitch?

Start a new game, it’ll promote you right when you start it.

 
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Topic: Mud and Blood 2 / Wtf moments

Originally posted by CallOfDuty213:
Originally posted by Gobie7494:

I have 21 tactical points, stocked up, got a tank, 12 more, i get sarge. 12 more, half track
15 more, quad machine gun pod.. plane comes in, all 4 of them die… bullet spray, killed my tank. unfair event! bomb drops on sarge. Blitz wave! 9 tanks, artillery tank ,3 tiger tank, german half track, 4 small tanks. not to mention the bikes and numerous other little vehicles.. jeeps..
Half tack destroyed, all 3 bunkers blown up. both officers dead.engineer, both snipers, all 4 machine gunmen, and all 6 spec ops..

who the hell do i think i am to even try to withstand that..?

wave 173, 893 kills. Game Over.

Nice lie with the 21 TP.

Medals.

 
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Topic: Mud and Blood 2 / Is the game now to difficult?

The thing about Mud and Blood, is that it comes with an extremely steep learning curve. Although this can be a large pitfall, I’ve come to love it. Starting out, the game is always extremely difficult. I have never seen a person come along and immediately get to wave 50 on his first game. From what I see, most people begin losing at wave 10, 15.

If you do look stuff up on the wiki, however, you’ll begin to realize that the early disadvantage of not having medals and ribbons is not as great as the lack of knowledge. If you learn basic game mechanics: Firing patters, enemy specialties, 6 men rule (all of which shouldn’t take more than 10 minutes to read), the game becomes easier as long as you can pass the learning curve.

We had a person come along on the MnB.net forums a while back complaining the game was impossible to do well in as a new player.

A couple days later, I posted a picture of a 600 wave game I played that day, on a fresh new profile, with 0 ribbons, and with normal deploy.

You’re not alone. A lot of people come through this game having no clue what to do. We’re here to try to help you out as much as we can, but that can’t be done if you deem the game impossible.

The game is based on unfairness, you will lose no matter what you do. Bad things will happen no matter how prepared you are. You just need to learn how deal with it the best you can.

 
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Topic: Mud and Blood 2 / Is the game now to difficult?

So from what I can tell in the past conversation, your largest worry is TP management, and lack of Anti-Infantry firepower, which leads to getting overrun before any Anti-Tank can be built up.

For Anti Infantry, a gunner is essential. In my games, I usually run 2-3 gunners, and sometimes up to 6 gunners. The first thing you do when you start the game, is immediately buy a gunner or two. Try Surrendering until you get gunners that have a rifle stat of at least 25 (30+ is best). Any lower and they become fairly useless.

The important thing to remember is that gunners need to deploy, to fire most accurately. If they get pinned by enemy fire, the become undeployed, and will need to go through the deployment process again, which takes 5-10 second. Due to this, you’ll want to move one of your starting soldiers in front of your gunner to take enemy fire, so your gunner is free to shoot without interruption. (Also referred to as using a “meatshield”)

The next step is to get an engineer. Your engineer will be crucial to the game, as it is nearly impossible to get anywhere past wave 100 without one. Your engineer should build a bunker in the middle of the screen. At this point, move your gunners to the bunker as fast as possible.

The bunker protects against frag damage, which nullifies Flak-38s, and grenades. It also gives protection against mortars and Pak-38s, given that they don’t land a direct hit (Don’t worry, direct hits are fairly rare actually). All the while, you should be keeping a soldier in front of your gunners at all times so that he can fire uninterrupted.

Now to camnets: They hide the number of troops in your squad. As you know, if the number exceeds 6, then the Germans begin calling air support on you, which includes the flying bombs you mentioned. Camnets should always be built in one of the bottom corners in the screen, as statistically, those are the safest places on the map. All you should have on the screen are a couple of soldiers meatshielding for your two gunners, and maybe an engineer moving back and forth. This keeps you under the 6 man limit.

At this point, you need at least one sniper to counter infiltrators and enemy snipers. He goes in the camnet as well.

After that, your main focus should be on Anti-Tank. Your best choices include AT guns (M8, or Halftrack), or a Tank. I like AT guns over tanks because you can build 2.5 AT guns for each tank.

AT guns, however, have a limitation where if they are within 100 pixels of another AT gun, neither will be able to fire. However, with careful placement, you can fit two AT guns at opposite bottom corners of your camnet. You’re also free to build another camnet in the opposite corner of the map, and place two more AT guns there.

However, at wave 50, you need a defense for Wespes. Wespes will fire at the top half of the screen if there are 5 or more soldiers on the top half, or it will fire at the bottom half if there are less than 5. Which means you should ALWAYS keep 5 or more soldiers on the top half, inside your bunker. This is crucial in protecting your AT guns and camnets.

At 50, your gunners should be approaching 100 EXP. After they hit 100 exp, you really have no need to worry about Anti- Infantry, because your gunners will take care of everything. Your AT guns should be able to take care of tanks as well. If by some chance, anything gets close to your bunker, use your engineer to blow it up with a mine. If anything gets close to your bunker, your AT guns will have a chance to blow up your bunker if they miss the target.

To summarize, all you really need are: Engineers to build, Gunners or Anti Infantry, AT guns for Anti Tank, snipers to counter enemy snipers/infiltrators, camnets to hide your troops, and a bunker to protect your gunners. Those are the essentials of a defense, and if used together correctly, can easily get you to wave 300+.

 
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Topic: Mud and Blood 2 / Whats better halftrack or tank?

Actually, I think someone a while back mentioned that the passives on the HQ were broken. (Ex, V1s came w/o warning, and the antenna’s affect is minimal anyways.). And the sheer cost of the HQ on average should offset the benefits of the extra TP.

I find the Quad fifty to be a better investment due to the new 222, and the faster you kill those, the better off you are. And the extra fifty cal bullets aren’t bad for opels/sdkfzs/bikes either.

 
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Topic: Mud and Blood 2 / Official Bug Reports Thread

There are two wave counters in the game. The visible wave counter is the one you see during a game.
The other wave counter is called the Logical Wave counter, and you do not see it ingame.

The Stats page follows the Logical Wave counter. The Logical Wave counter however, is affected by Detailed Order crates. DO crate will set back the Logical Wave counter by 15. In that game, you likely got 3 or 4 DO crates, making your Stats less than what they should be.

Some more information can be found here: http://www.mudandblood.net/wiki/index.php?title=Logical_Wave_Counter

 
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Topic: Mud and Blood 2 / sdkfz 222 on first round

Originally posted by Hecter94:

You, Are, Bee

I will be stealing this quote from now on.

 
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Topic: Mud and Blood 2 / Is the game now to difficult?

Originally posted by Hecter94:

Well, as someone who has successfully gotten to wave 100, not once, but TWICE!

I can certainly speak from a position of inferiority.
So, with that said, as with all things, it will always seem to hard directly after a patch, but that’s just until you adjust to the new play-style required, soon enough, it will be, while not easy, but playable again, it just takes practice.

Well, as someone who has successfully gotten to wave 1,000, not once, but twice, all you really need to do as find ways to counter the stuff in the new patch.

Zooks nerfed? → Use AT guns
Sdkfz 222s? → Use more gunners to kill them quicker.
Goliath? → Gunners, bunkers.
Flak 38? → Rush an engineer+bunker.
Can’t build double bunkers? → Build multiple single bunkers.
Increased gunner recoil? → More gunners, ranger train them.