Various potential Freeblade improvements So, after a few weeks of free play, some points that come to mind: If you use a blessing or watch the pre-mission ads to get free blessings, then get dropped during the mission, it'd be nice if you could immediately reattempt the mission from opstart (obviously with the same loadout and repair level) instead of having to watch what'll probably be the same two ads again. It'd also help, of course, to be able to save blessings for other missions than the first one you encounter. Also, Boost XP is useless at maximum level -- can we get it replaced with Boost Knight Power or simply omitted if we're at the level cap? Given that identical-looking Blasta Tanks can 1) lumber almost to melee range then fire a blockable cannon round, 2) lumber almost to melee range then fire a destructible artillery round, or 3) instantly fire two dozen invincible rockets that take out 30 percent of a health bar through nearly 600 toughness, maybe the missile tanks could be painted red as a tell? If Blitza-Bommers can hit me with bombs from directly overhead after they're dead and fly out of solid walls to attack me, it'd be cool if they would do some crash damage like Deffkoptas when I blow them out of the sky and they crash into the Ork front lines... Some of the ramps in the temple tileset seem to have holes at their bases into which infantry can fall, then continue to fire -- splashy weapons like battle and thermal cannons can take them out, but they can be an effective mission kill if you're using a gatling cannon. It's not a concern for every melee opponent, but it'd be nice for jump-scare targets that immediately display melee circles to have a "grace period" second or so during the initial meet when QTE taps don't register. It's annoying when the game trains you to unload heavy weapons on sight against distant Squiggoths or Lords of Skulls, only for your first double-tap to become a critical melee failure because you couldn't see the circle. Triple-tapping to fire carapace weapons would be quite useful, but it'd be even more useful to have an Alpha Strike (or Exterminatus?) option...say, triple-tapping then holding hard on a specific enemy to unload the full payload on that target alone. It's frustrating to save a rocket launcher for the final few heavy opponents, only to watch it sand them with half its capacity. Speaking of carapace weapons, it'd be helpful if they would prioritize targets within actual lines of sight, so they'd do some actual damage rather than waste themselves on the occasional building corner. Scrap Worst Items is a useful clearance option when wargear reaches capacity, but is there any way to make it ignore rare, epic and legendary weapons regardless of level? I lost two of my three legendaries, level-90 weapons with half a million ore in improvements that were tactically obsolete but still had forging value, to a Scrap Worst Items that didn't consider any value save their level. A random question: what happened to the video-driven "Rescan Now" button for patrols? It only seemed to be available twice a day, but it was a godsend for quickly replacing overly difficult patrols or binging through a few more on a good night. Sometimes the button appears grayed out now, or I only see the option to rescan for 20 gold. I've done reasonably well with forging (the first two "parent" items slated for a process seem to have greater influence than the others), although the item-assessment system definitely has its favorites. This leads to wargear-improvement situations you can't even forge your way out of, like the one in the attached images (with all chapters completed, I can craft 250s using the right inputs so the 240 cap shown isn't the forge tier) that basically made me grind patrols until I found something better to use or forge. I completely forgot this in my initial post, but...as stupid as it sounds, it would help if the Forge had a confirmation dialog box for any attempt to make an item of the same type as one currently being forged. Having already made two simultaneous meltaguns and two simultaneous chestplates, I can testify firsthand how easy it is to get focused on combining parts over selecting the right process type... Daily events would be a lot more useful to free players if, when you made Legend, you actually got the legendary weapon in question on the spot. I couldn't care less about the rest, the leaderboard and the gold and the emblems or liveries, but I've made Legend three times only to be pushed out by people expending gold until they make some kind of perfect unicorn run...which is frustrating when you only get two shots at the mission. On the topic of perfect runs, even after being tweaked the Chapter 9 three-medal thresholds feel unattainably high for certain missions...not by much, perhaps 10 percent, but just enough to be formally maddening. Any other mission in prior chapters can be three-starred with a merely excellent performance (kill 80 percent of enemies, keep half your health bar), but I've been through Chapter 9 missions with gear that one-shots almost everything at basically a constant 8x multiplier, killing stuff so fast the camera never stopped and emerging with 75 to 80 percent health -- only to be told I need 25,000 more points. The livery store could really, really use a tactical set of Knight skins (i.e., new skins incorporating all of the extant special abilities) available for purchase. Right now, the store mainly serves as an archive of cool added abilities you'll never have because you didn't Legend in the one daily event where they were available...I don't specifically need a Regal skin, for instance, but if something else with a 12-percent bonus for finding crates was on sale, there's money to be made. Last but not least, I think Freeblade would feel much more collaborative and friendly as a game if there were some kind of platform through which players could trade wargear. Maybe it'd need a nominal per-transaction gold cost to prevent potential abuse and make it worthwhile to the devs, but loot trades were arguably more vital to the success of Borderlands as a franchise than teams. On balance, I find Freeblade strict but fair with a few sharp corners. While the argument can be made that they shouldn't be smoothed down, I think even a few tweaks would go a long way toward easing some of the game's rare aggravations.
When you say c5 bonus level do you mean the Storm one? I had a look at Campaign and Storm but didn't get stuck. Do seem to remember there was a level I couldn't end at some point and eventually, after a lot of try's and a lot of shooting managed it.
I managed to get through the mission. What was happening was that, as the mission starts, there are enemies to your right and after you kill them, it pans to the left, but for me it immediately panned to the left, leaving all the original enemies alive and out of sight. Tried again and it worked properly
I'm sure this has been answered, but 57 pages is a lot. So when I'm looking at wargear, does the rating make any difference or should I only focus on the toughness, strength etc. bonuses?
Hope Friday is treating you folks well! I've got a little time set aside from working on 1.3 to answer some of these queries: Sorry to hear you feel this way - the medal requirements should by and large reasonably scale up with your need to get better wargear. Which chapter gate are you on that made you feel this way? Based on future posts you've made, it sounds like this has been fixed, but I'd still like to investigate this bug further. If you have some time, could you please PM me and let me know exactly what mission you were trying, what device you were playing this on and what version of iOS you're running? I think this has been mentioned a few times in this thread, but we are looking to do a big balancing pass on patrol mission difficulty for the next update to the game. Wow!! There's a lot of salient points here. A lot of these are things we are hoping to do with future updates to the game. There are some great suggestions there that I'll put on our task list to try and look at as well (without giving too much away, some of these are already on the list... ) In general, higher wargear rating = better. There's a few cases that people are reporting to us and in this thread where this isn't quite lining up (damage dropping off more sharply than expected etc.) - we're aware of these and hope to make this less jarring in coming updates.
Johnny, I'm glad my suggestions are helpful; I've seen larger games with far, far less responsive devs on their official forums, let alone this one we've appropriated as a semi-official community for Freeblade. I didn't mention it in my initial post, but I'm not opposed in principle to buying stuff in Freeblade...I just thought I'd save up for the stuff I figured I'd need in the endgame, only to discover that I don't really need what's on sale. That said, I think there's some room to intelligently expand Value Packs, by 1) making the wargear they contain level-adaptive like patrols and 2) outfitting them for the objectives we're all trying to attain. Think a Rogue Trader Pack containing three random items in a stated rarity tier (blue or purple, most likely) that all include crate-finding bonuses, a Prospector Pack with three which boost recovered ore, Chaos Bane and Ork-Krusha Packs with three bearing the appropriate racial damage bonuses, similar packs focused on Strength, Toughness and critical chance/damage increases. I'd make them cheap, like $3, because if they're random and not level-locked like the current Value Packs people can and will re-buy them until they have a set of stuff they like. For the higher-end set, throw in one with three random named items (Spineslicer, Blitzer, Tower of Prayer, etc.) at like $5 or so. I'd keep it cheap, though, since it's hard to justify $39.99 for that last Value Pack when you can pick up Fallout 4 for about the same price... Anecdotally, I really am seeing purples come in well behind blues in terms of statistics...purples are much more likely to have special abilities, but they're equally likely to be outclassed on basic numbers by well-forged blues beneath their level. The attached shot of my best forged meltagun versus a purple that recently came from a patrol crate is a common example...as much as I like the epic weapon, it's outdamaged by the rare one even against Orks.
For what it's worth, I'm increasingly finding that Toughness is the only stat that really matters when you need it (read: when a patrol abruptly gets hard). Sure, it's fun to make a meltagun setup that one-shots tanks, but that won't save you when two pairs of Blitza-Bommers make simultaneous attack runs on two separate axes...or when you expend all ammo on a streetful of enemies, and your Knight does an about-face onto another streetful of enemies...or when you have six guys throwing grenades at you, and you're too busy killing a tank column before it fires to immediately shoot them. The problem is that beyond the occasional carapace-weapon discharge, you can generally only tap/kill one thing (or group of things within splash radius) at a time...no matter how fast that target dies, there's always seek time as you move your finger to another target. By the time you're even midlevel, Freeblade throws far too many enemies at you to reliably kill everyone before they fire, and since the game's all about surviving to fire the final shot Toughness is the only true answer. Strength is a close second, which I'd focus on over critical chance/damage simply because I prefer sure things to random chance. As for wargear levels, you'll encounter missions that are level-gated, but I'd generally focus on the stats you want. I'm running with a thermal cannon that's 25 levels beneath what I can forge, because it has a +73 Toughness bonus and none of the seven(!) level-250 cannons I've forged has had any boost for the stat. Meltaguns are giving me similar problems, but I've got one with +100 Strength that both boosts the thermal cannon's firepower and makes short work of near-dead tanks after a cannon hit.
Chapter 8. Now I need 40 campaign and 38 patrol medals. So I must complete the same patrols 38 times. That's too monotoneus. Also I can buy pass for 1540 gold, so issue with getting better gear will not be achievable. So this is direct grind of pay enforcement.
I'm at level 39, waiting to unlock Chapter 9. Good to hear that patrol difficulty will be getting an overhaul, because I need 47(!!) more patrol medals. Right now, in each patrol I have to try to unload everything on a melee target before they get within range, because the hit box on the melee minigame is incredibly tiny and the cursors move very fast. I'm having some success at making blue chainswords instead of using purples though (the damage is higher for blues, as noted previously in this thread). Grinding in this game is really, REALLY fun - but grinding with victory hanging too much on luck is not. Just two things:- Legendary salvage. I've gotten 4 legendary items from salvage...of which 3 were missile launchers. In the long run I guess everything averages out, but most of us playing will not ever get a good sample size (I do IAP, but not THAT much). Perhaps a rule that you won't get the same legendary type twice in a row? If you're really unlucky, you might alternate pants and shoulders forever, but it might be better for most of the players. Forging quests...forge 5 rare items. That'll take a while...
I'd really love some clarifications on forging limits and mechanics. As for the rare item forging quests, I used to have a lot of success just grinding the first 2 chapters for green items under 10wgr to forge together instantly, but lately they've completely dried up. Hopefully I'm just at the mercy of the RNG gods and it's not an inbuilt loot limiter. I'm currently at lvl45 and toiling away on my last 5 medals. My daily challenge, however, is asking me to get another 6 medals. I understand it's improbable that a player has less than 6 remaining, but this should still be an expected and avoidable eventuality. Awesome game tho, and was happy to drop a few quid to the devs on IAP for the pleasure of playing it.
Try to use a sword with higher wg ratings and/or better quality(epic or legendary). I got this problem solved by switching my old rare 225 sword with a epic 270 one. FYI
Patrol medals count for that. So you can do a round of patrols, wait for the timers to reset, and then do em again. It's not normally much of an obstacle.
Therein lies the rub... my inventory:- Blue Rare Chainsword - Wargear Rating 180 (2124 damage, 43 Str 41 Toughness) Purple Epic Chainsword - Wargear Rating 192 (1963 damage, 30 str, +7.8% critical chance) (a) unless the epic weapon's rating is MUCH higher, like in your example, the blue option is better. That's because the hit box is based on the damage number. (b) I won't be able to get a epic/legendary 270 unless I do salvage, and I don't have enough IAP to do it again and again, naturally. So I have to wait for drops. The best blue I can forge is 200 and the best epic is 198. Not a big improvement. So I'm hoping that the next update will tone down the patrol difficulty because I'm stuck.
Hi! Firstly, this game is awesome. Secondly I have come to a point where I need help. Is there a forging formula? And has anyone experiment properly the sequence? I have generally started two forging formula. Cannon: all green armor and weapon rated 128 to yield blue cannon rate 175 Metal Gun: all green armor and weapon rated 130 to yield blue gun rated 175 also Chainsaw: same way as gun. I tried green 140 to see if I could yield better than 175 but not successful. Still at 175... Is my forging rate capped by my level? I'm at level 35. I dont have enough blue same rated armor and weapons to test getting a higher epic stuff.
My understanding is that the current setup is capped by progress through the chapters. So it's the number of campaign medals that determine max level of forged items.
Perhaps what you need to do now is to unlock a new chapter(chapter 8?), and that will rise the forge limit to 225. In my case I found that my rare 225 sword and epic 270 sword have exactly the same damage at 3683, and same strength at 105. The differences are the epic sword gives 30 more toughness and 45 more wg rating. But when dealing with lv45 patrols, the epic sword gives me significant bigger hit box.
This forum is really useful but at 58 pages is a bit unwieldy. In reality it is more of an extended comments section. Does anyone know of any other forums discussing Freeblade that are easier to navigate?
I just managed to clear the max 399 medals for all levels, and expected something to happen.not sure what, but at least something. Anything really. Plus, it still says I've only done 133/136 missions. Anyone any clue what 3 I'm missing?
Not sure. Where are you finding that mission count? I'm curious what mine will show. Nevermind, found it. I'm at the same 133/136 number.