View Full Version : Loot spot general
I think it would be really useful if we could get an event general that is really fast like 2 min to and from adventures can attack, but it can carry only a small amount of troops like max 50. It would be very useful in loot spot situations.
dodos_manus
29.07.16, 14:20
+1
-1
This would be disastrous for loot spot sales.
Not only that, BB wouldn't make such a gen as they don't support lootspots, they are one of those at your own risk thingymabobs.
They don't support blocking either but made MOD, lets be honest loot spot buying is a reality of the game have been since day one. They don't have to officially endorse loot spots; I just said I would welcome a general with the mentioned attributes.
They don't support blocking either but made MOD
MOD does not support blocking, they might think it does but theyre wrong, so I dont think that one counts ;)
the real deal are the following:
- lootspot trade is borderline exploitation of a poorly designed multiplayer mode, so while it might be accepted dont expect it to be endorsed in any way
- BB follows very primitive design principles where any kind of premium stuff is made so it is "better" than non-premium within the metrics they create (ie. premium specialists are faster). There is absolutely no reason they would introduce a general that is worse than any other in everything but exploiting a broken loot system. A couple more of useless 210/ 220/ 230 pop generals they can throw in, but 50 ? I dont think so.
Ozzymandeus
01.08.16, 00:57
MOD does not support blocking, they might think it does but theyre wrong, so I dont think that one counts ;)
Yes it does, no they aren't, you are mistaken. :cool:
BB's description of the MoD states that it is "appropriate for locking and blocking", a statement that is backed up by the number of adventures that can be completed using blocks without tavern generals being required at all. I have personally completed Bandit Nest, Black Knights, Horseback, Outlaws, Traitors and Victor the Vicious using MoDs to perform just as many blocks as I previously did with Tavern generals. Additionally, there are guides on this forum for several other adventures using MoDs to block that I haven't gotten round to trying.
Yes it does, no they aren't, you are mistaken. :cool:
BB's description of the MoD states that it is "appropriate for locking and blocking", a statement that is backed up by the number of adventures that can be completed using blocks without tavern generals being required at all. I have personally completed Bandit Nest, Black Knights, Horseback, Outlaws, Traitors and Victor the Vicious using MoDs to perform just as many blocks as I previously did with Tavern generals. Additionally, there are guides on this forum for several other adventures using MoDs to block that I haven't gotten round to trying.
I concur. I don't use it as often as you do but there is no doubt that on many blocks the MoD works nicely. You have to experiment a bit because while he does fight faster he can also extend the number of rounds in certain situations.
I think BB's position on "not supporting" blocks is simply that blocks are very much controlled by timing and how do you screen shot exactly how many fractions of a second you delayed between sending generals? It would be impossible to document the pause between sends therefore impossible to make any claim that it's a bug in the program that the block failed but I'm sure people will still open support tickets claiming "it wasn't my fault". Therefore the overall blanket disclaimer that blocks are at your own risk (e.g. not supported) but it's clear that BB knows the technique is very popular thus the introduction of the MoD.
sparkz have a play with the calculator in a few of the adventures Ozzymandeus mentioned and I think you'll see. Or have a look at Tikki Island (http://settlersonlinewiki.eu/en/adventures/for-one-player/tikki-island/) and see where one is being used.
I concur. I don't use it as often as you do but there is no doubt that on many blocks the MoD works nicely. You have to experiment a bit because while he does fight faster he can also extend the number of rounds in certain situations.
My point was not that you cannot block with MOD, it was that the general by itself is a failure from the start and its inadequate to say it is a form of supporting blocking, where it offers no real advantage over the most basic ones.
It is true that you can block some camps with MOD, but only if the enemy composition allows you to drag the fight long enough that even if you cut the time in half (MOD being a specialist) it will still be enough. This is an exception rather than the rule.
Ozzymandeus
01.08.16, 12:19
My point was not that you cannot block with MOD, it was that the general by itself is a failure from the start and its inadequate to say it is a form of supporting blocking, where it offers no real advantage over the most basic ones.What?... you mean other than the fact you can start blocking 15 minutes earlier than you would be able to otherwise. Considering how many events we have now where trade turns into a BK festival of people trying to cram as many of those adventures into as short a time as possible makes even one MoD worth having.
The fact remains that the principle way in which a MoD is useful is as a fast travelling blocker for, admittedly, a limited pool of adventures. Also, considering that one is available for gems from the merchant and the description states it is useful in that regard, means that not only are BB supporting the practice of blocking to some degree, but they are trying to cash in on it as well!
What?... you mean other than the fact you can start blocking 15 minutes earlier than you would be able to otherwise. Considering how many events we have now where trade turns into a BK festival of people trying to cram as many of those adventures into as short a time as possible makes even one MoD worth having.
The fact remains that the principle way in which a MoD is useful is as a fast travelling blocker for, admittedly, a limited pool of adventures. Also, considering that one is available for gems from the merchant and the description states it is useful in that regard, means that not only are BB supporting the practice of blocking to some degree, but they are trying to cash in on it as well!
That they say "appropriate for locking and blocking" is miles away from being "designed for locking and blocking".
The MoD is the Marmite of TSO. The two camps simply have to agree to disagree.
Fanfeartastik
01.08.16, 18:42
+1 getting to loot spot in 2 minutes sign me up!
Don't forget when the science system came out they promised skill trees for generals and the island itself as well. It never got implemented and probably never will.
They started creating these event generals with special skills. Lets be honest and get real if generals had skill trees I'm sure we all had one dedicated just for loot spots aka a very fast one .
And I agree MoD was created with blocking in mind, even if it's somewhat flawed.
Thejollyone
01.08.16, 18:46
+1 getting to loot spot in 2 minutes sign me up!
Don't forget when the science system came out they promised skill trees for generals and the island itself as well. It never got implemented and probably never will.
They started creating these event generals with special skills. Lets be honest and get real if generals had skill trees I'm sure we all had one dedicated just for loot spots aka a very fast one .
And I agree MoD was created with blocking in mind, even if it's somewhat flawed.
I have hoped that BB would work towards a general that would enable us to the fast lootspot - theyre not silly,I think it will happen eventually, but with conditions, like the QMG.
+1, balance problem? No problem, return 1? 2? hour
sparks is right, norm gens are better at blocking than MOD. a 2 min gen sounds gr8 but I doubt bb would give him any fighting skills so personally I'd rather wait an extra 13 mins, yes 13 mins make a cuppa or summat its really not that long and send mma with 1r...
ofc there is already a faster kill in place, buy a buff :)
sparks is right, norm gens are better at blocking than MOD. a 2 min gen sounds gr8 but I doubt bb would give him any fighting skills so personally I'd rather wait an extra 13 mins, yes 13 mins make a cuppa or summat its really not that long and send mma with 1r...
ofc there is already a faster kill in place, buy a buff :)
Spoken like a player who has been high level for too long. You forget lower levels don't have access to buff kills.
TheVictorious
07.08.16, 17:11
it will be nice if its 2 min general to arrive , 30 min to return and single general for each player.
otherwise no pls :)
Sometimes it would be nice to have a hero you can send in the blink of an eye to make a kill for an LS.
So something with a 2 min travel time (like Santa) and a recall time that's long.
Should have space only for one unit. FS might be nice and enough dmg to make a single kill (so 250 dmg min/max).
Only 1 hp and no other skills (like the skill tree)
Oh and like the champions: limit one never any more possible
Merged
Given BB's view in the AMA thread of not liking the LS culture/mechanic I doubt they would even consider this. You can already make a gen. fast travel in just over eight minutes using the skill tree without a slow return, so not worth it IMV. There was another thread on more Champions, I believe there is more available if BB wanted to develop some creative new attributes to apply to them, which would be nice. But again the AMA thread seems to point the development is not going in that direction :(
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