Does Hydrazine have a larger explosion size than a full small Hydrogen canister? If not, then try some full small Hydrogen canisters in place of some hydrazine on the medium storage silos.
Yep. The original bomber is actually pretty safe, the explosion looks dangerously close but most of the time you’re actually fine. I just got an unlucky drop that pushed me down. Still, the winch bomber(as I’ve taken to calling it) is much safer.
Jumping ground punch is one of the worst cards in my opinion You have to put an enemy on the ground AND be 2 tiles away. You can only use a move card (that depletes combo, what this card needs for damage), because you can't shove a grounded enemy or put an enemy two tiles away to the ground And the damage isn't even high, just use stomp, it's better in every way
@@Dragon-dz4dfI am finishing the full railroad and covering it first. Shortly after I will make the tutorial. Expect it some time in the next few weeks.
Pocket Sand is easy Destruction: stuns even through Dodge, 0 Cost Stun would be incredible even without the Block-piercing, there’s no real condition attached to it-unlike the range requirements of Jumping Punch, the “needs the gun out” note for Near Miss or Warning Shot, or the 2-Momentum bit for Headbutt or again, Warning Shot-and is affected by Damage Modfier so can gain (Block-piercing!) benefits as a 2ndary chip dmg dealer like with purchased Jabs from Flurry or Three-Punch Combo. One of the very few cards I have no problem having two copies of on deck, and even more useful now given how the majority of enemies introduced in the DLC behave
I see your point. I really like pocket sand, but the main reason I didn’t put it in destruction is because it does t really do damage. I certainly has its advantages over cards like jumping punch, but jumping punch is also free if you have 5 combo, which is not hard to get, and it’s damage is enough to get through almost any block you will ever encounter. One think I didn’t think about is the dodge ignore, it basically negates dodge with the stun, but I had my reasons for putting it in A tier. Anyway, thats a big enough paragraph, thanks for watching enough to notice this!
Step claims another victim. :( There's a lot of non-movement cards in this deck (Get Over Here, Throw, Tackle, Front Kick, etc.) that all would have helped a lot more than Step, so it might have been worth removing that at some point, even with the risk of only having three movement cards. EDIT: Actually I'm wrong, this is Special Agent mode (note the Trash icon on the Step, that's a temporary card). It might be Quick Strike that needs to go instead.
I just got the worst possible first hand for that situation. Upgraded quick strike, taunt, grapple, throat punch, tackle, throw, pocket sand, intimidate, uncontrolled power, punch kick combo. If I had gotten any one of those, I would have been able to escape. Maybe I should have upgraded/removed the other quick strike to ensure I would have enough damage in the first hand if I didnt get stuns, but how could I have known that I would get the worst possible spawn position? Thinking about it now, even if I was able to escape, I would have been fighting on 2 health, which isnt good anyway, although I would have intimidate for emergencies. I didn't have any push cards, so I literally wouldn't be able to attack the boss without dying. The only way I could see being able to win there is spamming rush of blood until I get enough damage to 1-shot, but thats a lot of time and chances are I would eventually get uncontrolled power and not be able to play it, resulting in me dying anyway. But still, that was the worst possible spawn position and the worst possible hand. Edit: I usually don't bother with movement cards except for basic essentials(slip and shift) on special agent because chanes are I won't even get them when I need them, so I use step and then spam all the attacks to kill whatever is attacking me. I also have shimmy so I can stack up and store dodge in case I can't escape. And I never take step, ever. It's too dangerous, every other movement card is better(except dynamic move in some situations).
Alright. This sounds like something that can be expanded from the existing built. Would it be in the sky firing down? That would make the most sense to me, but if you want something a bit different, I can do that too. (Note: I may not answer you reply right away, as it is pretty late where I am, but I will get back to you the next morning).
One time I saw a player that wasn’t a shape in was like tv static and there was a black rectangle in the corner and in all it was shaped like a rectangular shape
I don’t know, I don’t play dreadnaughts very much. But I would assume it might be someone who started as a stalker/manager becoming a dreadnaught. I really don’t know though.
I’m not aware of any other video on RU-vid about this glitch. I know I’m not the first one to find this glitch, but no one taught me how to do it, I figured it out by myself.
another skinwalkers glitch i've seen; if 2 people max 1, 2 and 9 (don't upgrade 0) and ram into eachother (works best in a corner) they'll both stay alive, now if any shape (square, pentagon, crasher...) hits them it'll become the shape of one of their tanks, like a purple booster as an example (will still act as a shape)
@@NestAdmiralhey dont have to be the same tank. I discovered this interaction accidentally when I(as a basic) was rammed by an architect trying to give people bad tanks.