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.
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.
+1
-1
This would be disastrous for loot spot sales.
When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's
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.
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.
Yes it does, no they aren't, you are mistaken.
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/adve.../tikki-island/) and see where one is being used.
Sorry, but I've slept since then...
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.
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!