The relevance of mob in this game. Message for small players
Forums › General Discussion › The relevance of mob in this game. Message for small players-
With the not too far back change in the range system the basics of the game concerning mob have drastically changed mostly for the better. Now the best best frontliners are not the super mobs. Now the best front line fighters are a low mob low influence low level high stamina character. That isn't to say that mob doesn't have it's advantages as well but this is cool as it gives you a choice. You can enjoy the game and be a major player and fighter in wars without punching in thousands of codes. It still requires a basic knowledge of game strategies to really pull this off but it would be awesome to see some low mobbed "greats" take advantage if this system to it's fullest and really set themselves apart.
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I hope I didn't ramble too much (strong coffee today). The message is you no longer have to have the biggest mob. When my own alliance us finally ready (which is when I'm ready) I will have no mob minimums because mob is no longer the deciding factor always and because the smaller players deserve this chance the system has given them to really make an impact on this game.
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Belial wrote:
Nice speech but I agreeI hope I didn't ramble too much (strong coffee today). The message is you no longer have to have the biggest mob. When my own alliance us finally ready (which is when I'm ready) I will have no mob minimums because mob is no longer the deciding factor always and because the smaller players deserve this chance the system has given them to really make an impact on this game.
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And my message to big alliances and big players is give the little guy who probably will never mob up a chance. Itll benefit you. It'll benefit him and it'll benefit the whole game
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A low mob, low level, high stamina player will need a high turf count also, or after a few conflicts they will be resetting an account which they have spent real money on. You should disclose your system will cost easily $200 real cash. Interesting concept, may need some tweaking before it's viable.
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What do you guys think we can we do to raise TW awareness? There's a lot of small towns that have 0 players, and if there is a turf it's owned by one of the bigger players that have 700 turf. It would be cool to see turfwars in the top 100. Nick, bribe us. Free random loot upon completion of review.
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originalbones wrote:
Not really. Sure you'd have to spend that to be top of the heap but you should be able to get good gameplay using the system for $20 or less. Ill have a help post on what would be needed later this weekA low mob, low level, high stamina player will need a high turf count also, or after a few conflicts they will be resetting an account which they have spent real money on. You should disclose your system will cost easily $200 real cash. Interesting concept, may need some tweaking before it's viable.
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Make your mind up Bellend, a few weeks back you said the cap range made little difference and was 'easy' to strategise against. Go take some meds.
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mezvantan (add GOOGLE) wrote:
I don't need shit talking on this thread. This was posted to help people.Make your mind up Bellend, a few weeks back you said the cap range made little difference and was 'easy' to strategise against. Go take some meds.
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Using range like any tool this game gives us can be a good strategy. But every strategy has it's counters. There is no all win maneuver. Range can be a useful tool if used right. That's all I'm saying. I posted this to point out that there is relevant gameplay without mobbing. For those that want to take this route there is valuable gameplay there.
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"Bellend" lol! Love a bit of school boy humour...
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Belial wrote:
Agreed, but for long run it does not work!Using range like any tool this game gives us can be a good strategy. But every strategy has it's counters. There is no all win maneuver. Range can be a useful tool if used right. That's all I'm saying. I posted this to point out that there is relevant gameplay without mobbing. For those that want to take this route there is valuable gameplay there.
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iamcanadian 🔨🔥💀 wrote:
sure it does. Explain why you think it doesn't.Belial wrote:
Agreed, but for long run it does not work!Using range like any tool this game gives us can be a good strategy. But every strategy has it's counters. There is no all win maneuver. Range can be a useful tool if used right. That's all I'm saying. I posted this to point out that there is relevant gameplay without mobbing. For those that want to take this route there is valuable gameplay there.
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Belial wrote:
a player can easily sustain such a state indefinitely and still have rewarding game play. Will they lose turf? Of course. But that isn't a big deal if the right steps are taken.iamcanadian 🔨🔥💀 wrote:
sure it does. Explain why you think it doesn't.Belial wrote:
Agreed, but for long run it does not work!Using range like any tool this game gives us can be a good strategy. But every strategy has it's counters. There is no all win maneuver. Range can be a useful tool if used right. That's all I'm saying. I posted this to point out that there is relevant gameplay without mobbing. For those that want to take this route there is valuable gameplay there.
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Chasing people around can cost a lot of money and that player must always be in a V. Yes they can do damage but not in the long run.
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Havoc and I have a blast doing this. We even have turf war parties. Good times!
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iamcanadian 🔨🔥💀 wrote:
Sire they can. With a low inf and level turf placement will cost next to nothing. They need to get a set of turf upgrades for hopping. That helps a lot. Sure they will need resting periods but with a low turf placement cost they will quickly break even and start on way to profit. Plus the idea is more than one such player on a team to minimize chasing.Chasing people around can cost a lot of money and that player must always be in a V. Yes they can do damage but not in the long run.
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Belial wrote:
Can u hint at when this alliance will be ready.I hope I didn't ramble too much (strong coffee today). The message is you no longer have to have the biggest mob. When my own alliance us finally ready (which is when I'm ready) I will have no mob minimums because mob is no longer the deciding factor always and because the smaller players deserve this chance the system has given them to really make an impact on this game.
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I don't see how my and my tiny mob have any relevance at all in this game?
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Belial wrote:
As they attack they will level up too. Increasing their turf build cost etc. Over time they will be like the rest of us and will eventually have to mob up. They should mob up anyway even if it is a bit every now and then. Who wants to be beholden to a larger player forever? Only a gimp!!!iamcanadian 🔨🔥💀 wrote:
Sire they can. With a low inf and level turf placement will cost next to nothing. They need to get a set of turf upgrades for hopping. That helps a lot. Sure they will need resting periods but with a low turf placement cost they will quickly break even and start on way to profit. Plus the idea is more than one such player on a team to minimize chasing.Chasing people around can cost a lot of money and that player must always be in a V. Yes they can do damage but not in the long run.
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But yes. There is a place for a low mob player in this game. Provided they have friends that is. Belial is right. Mob isn't what it used to be.
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randombloke wrote:
Agreed!!!But yes. There is a place for a low mob player in this game. Provided they have friends that is. Belial is right. Mob isn't what it used to be.
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теsт⌖sтея⌖иe wrote:
I thought you were Havocs muleHavoc and I have a blast doing this. We even have turf war parties. Good times!
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