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07-10-2020, 12:10 AM | #401 |
Mobile, Agile, Hostile
Join Date: May 2013
Location: VA
Posts: 775
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Quote:
Kind of dumb to do "Featured Unit Challenge" for Lady Jaye when no one has her yet. Especially considering previous difficulties getting legendary cards during a challenge. I kid you not, I finally got Duke on the LAST three buyout boxes #40, #41, and #42 out of 42 boxes. Not long back, Snake Eyes came on boxes #35, #37 and #39 of 40 boxes. Those are shit odds.
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07-10-2020, 09:13 AM | #402 |
Resident Rottweiler
Join Date: Feb 2020
Location: Right here, baby
Posts: 626
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Odds for Lady Jaye look garbage. I know full well that these kind of models are intentional, but it's a bit irritating.
I know I've all-too-frequently decried this on here and in our Alliance, but playing as Joe absolutely sucks. Cobra's gameplay advantages are numerous and vastly outweigh anything Joe has. They gotta give us SOMETHING to tip the scales a bit...level out the playing field with an AP booster or deep strike water cards, or give us something totally new. I was thinking about if they changed Sparks and Covergirl to be like add-on cards instead of taking up whole roster spots of their own. Would boost the viability of the Joe ground vehicles and open up some options. |
07-10-2020, 11:09 AM | #403 |
Star Brigade Commander
Join Date: May 2018
Location: Up North
Posts: 4,275
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Quote:
Odds for Lady Jaye look garbage. I know full well that these kind of models are intentional, but it's a bit irritating.
I know I've all-too-frequently decried this on here and in our Alliance, but playing as Joe absolutely sucks. Cobra's gameplay advantages are numerous and vastly outweigh anything Joe has. They gotta give us SOMETHING to tip the scales a bit...level out the playing field with an AP booster or deep strike water cards, or give us something totally new. I was thinking about if they changed Sparks and Covergirl to be like add-on cards instead of taking up whole roster spots of their own. Would boost the viability of the Joe ground vehicles and open up some options.
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LNC |
07-10-2020, 01:15 PM | #404 |
Mobile, Agile, Hostile
Join Date: May 2013
Location: VA
Posts: 775
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I'm a recently reached level 20, and my Joes have no chance of a 3 stars victory against other level 20s. The odds against level 19 are about 1/2 and 1/2, depending on how well built their defenses are.
I don't know how much money you guys drop to buy silver coins, but I average around 27 boxes per event. Playing an event on both Cobra and Joe side takes more than an hour per day, I just don't have that much free time to earn more than 1 box per day. There's just no way I can get 40 boxes per event. I have no chance of 3 stars victory on Level 19 and 20 Sea Battles on Cobra side. Sometimes I can get 3 stars on Sea Battle on Joe side for Level 19, but no chance for level 20. Level 20 bases are just too tough. Last edited by cyclopswc; 07-10-2020 at 01:18 PM.. |
07-11-2020, 03:15 AM | #405 |
Hisstank.Com General
Join Date: Mar 2008
Location: Mississippi
Posts: 5,866
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Quote:
I don't know how much money you guys drop to buy silver coins, but I average around 27 boxes per event. Playing an event on both Cobra and Joe side takes more than an hour per day, I just don't have that much free time to earn more than 1 box per day. There's just no way I can get 40 boxes per event.
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07-12-2020, 12:47 AM | #406 |
Iron Grenadier
Join Date: Feb 2004
Location: Raleigh, NC
Posts: 756
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Quote:
Odds for Lady Jaye look garbage. I know full well that these kind of models are intentional, but it's a bit irritating.
I know I've all-too-frequently decried this on here and in our Alliance, but playing as Joe absolutely sucks. Cobra's gameplay advantages are numerous and vastly outweigh anything Joe has. They gotta give us SOMETHING to tip the scales a bit...level out the playing field with an AP booster or deep strike water cards, or give us something totally new. I was thinking about if they changed Sparks and Covergirl to be like add-on cards instead of taking up whole roster spots of their own. Would boost the viability of the Joe ground vehicles and open up some options.
__________________
"Yay, I caught it!" |
07-13-2020, 08:15 AM | #407 |
Mobile, Agile, Hostile
Join Date: May 2013
Location: VA
Posts: 775
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Maybe you should tell us what you have and what you use! Sounds like we want to copy you.
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07-13-2020, 09:09 AM | #408 |
Crimson Guard
Join Date: Nov 2017
Location: FL
Posts: 1,412
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Lady Jaye seems to have crazy good statistics really, she's a solid new character especially ranked up.
The cobra survival event challenges seem excessively difficult this event to me, I've had no issue with any of them so far but this one, holy hell it's super hard right from the start. There needs to be some more vehicles added to the game, especially to help with higher level sea and such challenges. |
07-13-2020, 02:00 PM | #409 |
Iron Grenadier
Join Date: Feb 2004
Location: Raleigh, NC
Posts: 756
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Wall of text incoming!!!
Quote:
Well, I have to say that I have accidentally stumbled upon what feels like a whole new way to play the game. I've been so reliant upon air support (Skystorm + Tomahawk) for so long that now that many Cobra players now putting all of their AAs out in the water where my Paratroopers can't get to them it's created a huge problem for my offense. The GI Joe boats are just too slow to be able to effectively mount a marine assault, and the helicopters can't be counted upon to even be deployed with 5 well-built AAs on a base.
Enter the Bulldog. I can't believe that this unit is as broken as it currently is. A whopping 65% damage reduction shield which doesn't time out or dissipate? Are you kidding me? My Bulldogs are currently only level 3, but they have become absolutely invaluable. With the Bulldogs acting as the anchor for my team, they have to be surrounded with versatile offense for straight up ground assault with no armor. I have experimented with several configurations, but nothing else comes close to what I'm running now. Leader - Scarlett. One of the very first things you need to do with this deck is deal with enemy helicopters. One good turret hack, and you've covered that base. Her decoy ability is also amazing for keeping turrets occupied while your ground forces close the distance and take them down while they're pointed the wrong direction. Long range multi-target attacks with chance to stun makes up for her lower HP. Just don't let her get too close to the front line without being near a Bulldog. Paratroopers - Arguably the MVP of the entire GI Joe team. Their whole job in the deck is to draw aggro away from the main force and to attack mineral harvesters and oil refineries in order to keep the meter as close to 12 points as is always possible. Don't deploy them in the main force unless you are certain that you've turned the tide. Also remember that you can call for a smoke bomb *before* you send in paratroopers. Steel Brigade - No, I won't call them Steel Battalion. One of the main reasons this deck works for me is because these guys just keep on coming for a super cheap 2 points. It's hard to beat them for the cost when they are level 10+ and have earned both ranks. Beach Head - I absolutely love Beach Head for the speed boost he gives everyone around him when he deploys. That he also deploys with 2 of his own Steel Brigade (at rank 2) is just an added benefit. Drop in your Steel Brigade first, and then drop Beach Head right beside them and then watch them all go triggerhappy like they've had 3-4 energy drinks. Bazooka - Now this guy is kind of a necessary evil, but he *can* be the lynch pin that prevents a wipe since he's got solo AA duty. He's got to be in here in order to deal with Shrikes. He's slow, but he hits like a truck and he's got good range for hitting things offshore. Deploy him last if you can possibly help it. Do NOT let him pick his own targets or he will consistently do something stupid. You have to manually select Shrikes or he will usually just ignore them. Bulldogs - This is what makes this whole deck work. So long as you keep your shields up, then you can wade into some truly unbelievably heavy fire and still come out on top. I can't believe how cheap these are to deploy for the benefit that you get. I swear that if the devs hit these with the Nerf bat, then I'm going to be PISSED. Their damage isn't great, so don't count on them for anything other than mobile cover. One thing to be mindful of is to be very liberal with smoke bombs and EMP. Air strikes aren't quite as useful as they once were, and so I try to prioritize taking out rocket turrets (not AA) first. I actually find myself also using them to take out whole swarms of Cobra troopers when I see them coming. Always keep your eye on the AP bar and try to never let it go below 5. You always want to have 3 points ready to go to drop some paratroopers near a high point-return target like a refinery. Since I accidentally wandered into this deck, I've gone back to consistently making 3-star victories. It takes some getting used to managing things, but this deck is just plain fun to play. I'm usually attacking bases 2-3 levels above my own (my HQ is still only 16), so I do have to be mindful to give enough time to take down the enemy HQ. I find that if I have about 40 seconds to park in front of it, then I can make it with a few seconds to spare. Scarlet - level 6 Paratroopers - level 11 Steel Brigade - level 11 Beach Head - level 8 Bazooka - level 8 Bulldogs - level 4 (I only need 1 more card to go to 5, so I'm hoping that someone in my alliance could share just 1...) Order of battle, in steps, as I execute it: 1. Prioritize taking out long-range ground-force-destroying emplacements. Use rocket barrage (airstrike) to take out Rocket Salvo launchers or Sea Laser Battery (whichever is in the spot least likely to be accessible to a ground assault, or whichever will cause the most trouble to a frontal assault). If possible, if your opponent has two of them grouped together, then take them both out and laugh at them. Do NOT deploy ANY other troops until after you have taken down at least one launcher. The time you lose waiting for the second airstrike is usually inconsequential. 2. Deploy Scarlet in the furthest southwest corner of the map. Know that she's going to be an early sacrifice. * Best case scenario is you're hoping to do a few things with her before she gets killed. Manually have her attack the nearest Mineral Extractor to the southwest perimeter of the base. She'll almost immediately draw the attention of the Mamba/Black Dragon, which is what you want. Immediately have her turret hack the AA launcher nearest the Mamba/Black Dragon. If it's at least level 15, you can one-shot the helicopter. (Beware hacking turrets near Stun Blasters, as this can screw up the whole anti-AA plan!) If she gets the helicopter, then hopefully she will also do some damage to the Mineral Extractor and earn back the AP spent on deploying her. If she continues to attack unmolested, then she might even be able to take down a few infantry who come running to stop her. If she survives to join the main assault force, then so much the better. * Middle case scenario is that she only does one job - taking down the helicopter. This is still a good pathway to victory, and clears the way to step 3. * Worst case scenario is that she doesn't get the helicopter. If that's the case, you're in for a very uphill battle. If you have the distance, you can try to drop Bazooka in to deal with the helicopter, but I strongly advise against this as both of them together cost too much AP and won't deal enough damage to earn back what you spent. Prepare to wipe unless you get VERY lucky. 3. If you have 12 AP, then go straight into a frontal assault. (See next step.) If not, then deploy Paratroopers nearest the most vulnerable Mineral Extractor or Oil Refinery. I find that more often than not, the Mineral Extractor in the northwest corner of the base is a good candidate, as it typically draws out the base's hero defender and multiple infantry. 4. For frontal assault, I always deploy in this order Bulldogs, Steel Brigade, and then Beach Head LAST. Beach Head gives everybody nearby a brief turbo charge in which your forces move absurdly fast and will hopefully go on a frenzied rampage to open the door. Be ready to cover this group with Smoke Bombardment and EMP to help disrupt troublesome defensive emplacements. You should have 3 of each, so spread 'em around. No matter what, do not ever NOT have your Bulldogs on the field. They are going to provide the damage reduction which makes this whole deck work. Beach Head is there to continuously provide the turbo boost, so in a weird way, you actually want for him to die frequently so that you can keep your forces in a frenzy for as much time as possible. Never deploy Beach Head off by himself somewhere - drop him in a cluster of your forces since they will all benefit. 5. If your frontal assault is going well, then redeploy Scarlet. Her primary job is going to be to constantly hack AA turrets to shoot down enemy Shrikes. Try to hack the turret closest to the Factory, and it'll make your life a lot easier. ALWAYS have her hacking something as soon as it cools down. Use her Distraction Tactics ability near turrets and infantry as often as possible to keep enemy attention drawn towards the decoy and not your assault force. 6. If the situation looks good and steady AP is being earned back, drop Bazooka in. He is going to be slow as dirt and will require the most attention to manage, but he's got to be there to take down the Shrikes. He also has the biggest punch and arguably the longest range, so keep and eye on him and don't let him do anything stupid. To manually have him target Shrikes, just click and hold on the ground space nearest an airborne one. If they are highlighted in blue, then he'll go after them. 7. If Bazooka is managing keeping the Shrikes away, have Scarlet focus on hacking something other than AA turrets. 8. Continue to apply Smoke Bombardment and EMP as often as you deem necessary. I get a good laugh out of Storm Shadow not knowing what to do when you get most of your guys covered in a Smoke Bombardment and they just tear him up. 9. Hopefully, by this time, you've managed to clear out a path to the enemy base. So long as you have about 40 seconds on the clock, then you should be OK to take it down. Level 19 and 20 bases may take a little more time, so plan ahead. If you want to super micromanage, then try to get Beach Head out in front of the base guns so that they are focused on him. When he goes down, drop him into a crowd near Bazooka and then let him draw the aggro again. Keeping that turbo boost going is what's going to provide the firepower to take down the highest level bases. So, yeah, that's about it. Currently the worst enemy of this deck is bad pathing and movement glitching. Every so often I will see someone get stuck behind a fence or just flat out can't move. I wish the devs would fix that. If your guys get stuck, try to manually set a rally point and see if they will cooperate. If 1/3 of your force gets stuck, then you might not be able to make 3 stars. I am glad that the devs buffed the Bulldogs back to being a pair after they recently reduced the number deployed. One last thing - do not be fixated on having to destroy every single enemy structure. There's going to be a few things out in the water which you can't hit, but I just don't care about those any more. So long as I can get to the minerals and the oil, then I'm happy. Hope this helps.
__________________
"Yay, I caught it!" |
07-13-2020, 02:43 PM | #410 |
Mobile, Agile, Hostile
Join Date: May 2013
Location: VA
Posts: 775
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