View Full Version : Strategy for buying Equipment
BigAussieAL
10-01-2009, 02:40 AM
A friend asked me "how should I balance my equipment?"
It's an excellent question.
Mobsters 2 is, in part, an "aquisition efficiency race" kind of strategy game:
you gain an advantage by buying wisely.
Because different cities allow different maximum mob sizes, it makes buying equipment a very interesting challenge: you have options. When you have options, you have to make choices, and not all choices are equal.
In some cases, the equipment you have will determine how you play; in other cases, the way you play will determine the equipment you are looking for.
The key element of buying strategy is working out your priorities. First priority should be buying whatever is needed for missions. Sometimes this is very expensive, but normally it is fairly managable.
But, when you have enough equipment to do missions, what extra equipment do you buy?
I'd like to be able to say you can be a Melee, Gun or Explosives specialist, whatever you want, and that any option is as good as any other. But that is simply not the case. Actually, everyone needs to work on all areas, and each area has different considerations.
For example, Melee items can give a little increase to every member of a large mob very quickly. A large mob without equipment is operating sub-par, silly when it is so cheap to equip it with something.
On the other hand, Vehicles, and even more so, Henchmen, are very expensive to buy in bulk, and don't provide lots of points either.
When we think about buying equipment, we actually need to realise that we have 14 mobs not just one! We have different sized mobs in each city, and we have an attack mob and a defense mob in each of those cities. That's a lot of different mobs to think about when we are buying equipment. Working out the best value item needs us to compare the costs of options, with the increase they give over the worst item currently being used by any of those 14 mobs.
Example: I have 25 Inside Men, but few other Henchmen. I have 25 Jackhammers and 180 Brass Knuckles. Do I buy another Inside Man, or another Jackhammer?
I found this fried my brain trying to keep track of it all, so I wrote a computer program to give me the key information. I've uploaded a copy in case anyone else wants to try it out. It's called, simply, Item Manager for Mobsters 2 (http://drop.io/Mob2Item). (Password: mobsters)
I'll make one final general strategy point, then give some examples for people who find all the abstract ideas interesting but not completely clear. The final strategy point is that your mobster will (or should) live in a city based on your maximum mob size. If you have less than 150 mob, don't live in Miami. If you have less than 200, don't live in Chinatown.
But if you have a large mob, you may still want to live in the smaller cities. One reason to do that is because you want to buy the very best equipment, and you can afford to do it for a small mob, but not for a huge one.
Once you've worked out where you are going to live (and I would recommend you go for the largest city your mob can fill), then you know where you will be defending when you are offline. As far as buying for defense is concerned, you will know exactly what you're aiming for: maximising your defense stats in that city, and that city only. It is generally too expensive to maximise your stats in every city (but thankfully it is not necessary).
With attack, however, I like to be free to attack as widely as possible. I lurk in hospital, then heal and hit when a juicy target pops up on screen. After collecting my ill-gotten gain, I zip back to where my defense is strongest, while I make hits to put myself back in hospital.
Vegas is a great place to find people with lots of cash, but it is also the most expensive of the smaller cities in which to maximise your attack.
But, back to basics. The first priority in equipping your mob is giving them all something to fight with. Each mobster has 6 slots: Melee, Guns, Explosives, Armor, Vehicles and Henchmen. You want to fill all these slots, taking them from 0-0 to the stats the cheapest items in each class provide. You choose the cheapest items because this gives stat points faster to your whole mob. Melee weapons are a bit of an exception, because there is so much variety, I go for giving everyone Brass Knuckles rather than Broken Bottles, but I'll come back to this question later.
The cheapest way to fill each of the non-Melee and non-Henchmen slots is:
Guns: .38 Special (7-1)
Explosives: Gas Can (3-0)
Armor: Dark Suit and Black Facepaint (0-4)
Vehicles: El Camino (1-3)
This gives every mobster at least 11-8 stats from equipment (plus Melee) in my largest city (which is where I live).
Henchmen are so expensive for so few stat points I fill those slots with Foreign Muscle (from Missions) and Inside Men (from Gifts). They fill up very slowly, but it seems to be true of other players also.
The next priorities depend on comparing equipment upgrade options.
Upgrading Explosives is cheapest, so I do it first.
Upgrading Armor is next best.
There are missions that will upgrade Guns very substantially, Vehicles somewhat and even tweak your Melee stats helpfully.
After upgrading Explosives to Nitroglycerin, I upgrade Armor to Steel-Toed Boots. If you follow the things I've described above, you'll be able to work out additional steps easily enough, though I'll try to make another post explaining Night Vision Goggles over Stab-Proof Vests, cautioning about SAP Gloves and Hand Grenades and answering any other questions.
Remember: when you upgrade equipment, you are only buying the stat point improvement over the currently worst stat point equipment.
Example: It was nice to win a Boot Knife 24-12 for my Full House of Aces over Kings, but in most cities, this only improved my stat points over Jackhammer 21-10 by 3 Attack and 2 Defence points--less than an Inside Man! less than a Gas Can and Dark Suit raise a new mobster's stats who doesn't have anything yet!
I'd also appreciate any feedback about my calculator program, Item Manager for Mobsters 2 (http://drop.io/Mob2Item)
Cheers
vrrmmmm
10-01-2009, 10:54 AM
omg!! This program is like AWESOME!! Thank you so much!
Don of Montepulciano
10-01-2009, 11:13 AM
I figured this stuff out on my own, but its nice to see that someone else has come up with pretty much the same conclusions. The addition of an easy access program is even better for helping out people.
Unfortunately, I fear it will take all the originality out of the game. People already seem to be carbon coppies of the attack/defense/energy builds. But, I suppose that was inevitable.
I'll have to try your program out and see what it can do.
BigAussieAL
10-01-2009, 01:23 PM
Thanks for the feedback guys, especially when it's so kind.
Regarding Attack/Defense/Energy builds, I do think that's an excellent way of thinking and building, however, although I'm probably an Energy build, I've built my mobster differently to the three recommended options.
Actually, I think the game lends itself to people trying out all sorts of things on their ways to Level 100 (and beyond).
If I get a chance, I'll try to explain an idea I'm working on, where Energy is ideal early on (to build up equipment), then enough Attack and Defence to open classes, and only finally do you decide to commit to whatever you found most suited to your real life interaction with the game.
My kind of mobster will never beat any of the three typical classes in their areas of strength, but will have the drop on all in various ways. The Mobsters 2 character class flexibility really opens up more flexible play for everyone, in my opinion.
Anyway, I'll drop another post in soon regarding concrete details of buying equipment.
Very best to everyone, and hit this thread (or my PM) if you want some help with the program.
Shampound
10-01-2009, 01:25 PM
I'm having trouble figuring out how to use this program. D: I'm refreshing, then going to the two tabs, then selecting all and copying, then when I return to the program, it still gives me the same message.
Zekaonar
10-01-2009, 01:42 PM
Not working for me in Windows 7. The clipboard does have the text from the equipment screen when I copy paste it into notepad. Could you create a manual way of giving the program this data?
Bassfayce
10-01-2009, 02:09 PM
Haven't checked out your program yet, but props to you just for writing one. You've definitely gone above and beyond for yourself and the Mobsters community.
A lot of people see the limited edition items with bigger stats than the normal stuff and think, "Whoa I'll be bad ass if I have that," only to realize later that they're still losing fights and now short many favor points. I made this mistake on my first M2 character (remember, FP are for Hired Guns onry). As Al said, it's a matter of priorities. Make sure everyone has equipment for every category. THEN start improvements based on possible stat increases and price per piece.
As for the different types of builds, I checked them out but don't follow them very closely. My first char I loaded up with energy and attack, not much defense til later when I wanted to unlock Defender for Chinatown. He's done fairly well, advanced levels quickly, and has a ton of achievements and unique loot. However, he's not good at taking hits and he can't break through a meaty defense. I'm hoping that will change in the higher levels.
Now for my newer character, still L19, he's got almost all defense, a few energy, and very little attack. Still, he does very well as an attacker and has way more bounties than my L67 currently does. He hasn't lost a single fight as a defender, either. I'd say if you want to get into high levels fast, go energy. If you want to make it on the streets, go for defense. Load up on attack if you want to show the tanks some humility, and if you just want to enjoy the game I'd say go %45-DEF, %35-Energy, %15-ATK, and %5-Health.
BigAussieAL
10-01-2009, 02:33 PM
if you just want to enjoy the game I'd say go %45-DEF, %35-Energy, %15-ATK, and %5-Health.
Ah! Some magic numbers. Good for you. In my guestimate, I think you're pretty well spot on. :)
BigAussieAL
10-01-2009, 02:37 PM
I'm having trouble figuring out how to use this program. D: I'm refreshing, then going to the two tabs, then selecting all and copying, then when I return to the program, it still gives me the same message.
Drat! I'm trying to think how I could reproduce this.
Do you use Internet Explorer, or Firefox, or ...
I know the different browsers store text game data in slightly different formats.
I'll stay on this Shampound, I really want you to have the program.
BigAussieAL
10-01-2009, 02:45 PM
Not working for me in Windows 7. The clipboard does have the text from the equipment screen when I copy paste it into notepad. Could you create a manual way of giving the program this data?
Smart thinking Zek, checking the clipboard with notepad.
It'll take me a bit of work to write a manual user interface, but I think I'm up for it.
The program produces a log file (mob2-log.txt) in the directory where it runs.
Part of the point of logging was to assist in debugging.
You could PM me the log file at this forum.
Also, the program needs ALL the data on the page, not just the equipment display ('cause not all of it is displayed). If you outsmarted things by just highlighting and copying rather than Ctrl+A and copying it will have missed the text used to test the data is in the right format.
Finally, here's an ugly work-around that might work for you while we sort things out.
The relevant part of the program is this:
let test$="Blog | Forums | Help | PoliciesRefresh"
if not(instr(text$,test$)) then
notice "Please try again."+chr$(13)_
If you ensure the string "Blog | Forums | Help | PoliciesRefresh" is in the text, the program will assume the data is correctly formatted. You could do that in notepad. Awfully ugly, but it should get results.
Shampound
10-01-2009, 03:05 PM
Drat! I'm trying to think how I could reproduce this.
Do you use Internet Explorer, or Firefox, or ...
I know the different browsers store text game data in slightly different formats.
I'll stay on this Shampound, I really want you to have the program.
I'm usin' Firefox. It's the latest version though. I resisted updating because the newest version doesn't have "Clear Private Data". D:
vrrmmmm
10-01-2009, 03:30 PM
hi I wonder if this program works with Mac?
pahana
10-01-2009, 09:45 PM
Works fine in Internet Explorer, not in Firefox.
It doesn't recognize the Mack Titan.
BigAussieAL
10-02-2009, 12:55 AM
OK, thanks for more info re browsers, and re items.
My "to do" list:
* tweak the program so it handles all browsers
* add items not currently recognised
* add manual entry option
From experience writing calculators for other online games, if I make things work for Firefox, they'll work for all other browsers too.
My mobster is Level 50 something, so I've not seen all items.
All I need to add items is:
*name, spelled exactly as it is in-game
*attack stat and
*defense stat
I'll check to see if these are covered in existing guides.
I know I need to add the Police Cruiser, details are in the mission guide.
But any one here can help too by giving me a list of items above Level 50.
Thanks for the accurate helpful criticism and other general encouragement. I'll make this work for you guys.
If anyone is up to it, I'm happy to send source code to a volunteer willing to work something up for Mac users.
Cheers
Trihang
10-02-2009, 01:21 AM
All I'm doing is buying 158 lazer rifles, 158 exos, and 158 napalms. I'm at 73 rifles and have $4,000,000 stocked for when I become a merchent of death when I level up. I need around $55,000,000 more to reach my goal.
BigAussieAL
10-02-2009, 03:00 AM
You are simply amazing Trihang! :)
I take it you're not in Chinatown too often? ;)
Shampound
10-02-2009, 03:17 AM
All I'm doing is buying 158 lazer rifles, 158 exos, and 158 napalms. I'm at 73 rifles and have $4,000,000 stocked for when I become a merchent of death when I level up. I need around $55,000,000 more to reach my goal.
you are officially nuts. that'll take you forever!
peterlin
10-02-2009, 05:52 AM
BigAussieAL - thank you very much for this post. It was very helpful and answered questions I have. Your program makes it much easier to use compared to either a spreadsheet or calculator. :-)
BigAussieAL
10-02-2009, 06:36 AM
Peter Lin, thank you.
I'm rather impressed at how nice people are at this Forum.
You, and everyone, are very welcome.
Everyone,
NEW VERSION OF Item Manager for Mobsters UPLOADED!
WORKS IN Firefox FOR ME.
Please pass on stats of any items you have that it doesn't recognize.
crashnsmash
10-02-2009, 10:19 AM
for anyone wary..it looks safe
Antivirus Version Last Update Result
a-squared 4.5.0.24 2009.10.02 -
AhnLab-V3 5.0.0.2 2009.10.02 -
AntiVir 7.9.1.27 2009.10.02 -
Antiy-AVL 2.0.3.7 2009.10.02 -
Authentium 5.1.2.4 2009.10.02 -
Avast 4.8.1351.0 2009.10.02 -
AVG 8.5.0.412 2009.10.02 -
BitDefender 7.2 2009.10.02 -
CAT-QuickHeal 10.00 2009.10.01 -
ClamAV 0.94.1 2009.10.02 -
Comodo 2492 2009.10.02 -
DrWeb 5.0.0.12182 2009.10.02 -
eSafe 7.0.17.0 2009.10.01 -
eTrust-Vet 31.6.6773 2009.10.02 -
F-Prot 4.5.1.85 2009.10.02 -
F-Secure 8.0.14470.0 2009.10.02 -
Fortinet 3.120.0.0 2009.10.02 -
GData 19 2009.10.02 -
Ikarus T3.1.1.72.0 2009.10.02 -
Jiangmin 11.0.800 2009.09.27 -
K7AntiVirus 7.10.858 2009.10.01 -
Kaspersky 7.0.0.125 2009.10.02 -
McAfee 5759 2009.10.02 -
McAfee+Artemis 5759 2009.10.02 -
McAfee-GW-Edition 6.8.5 2009.10.02 -
Microsoft 1.5101 2009.10.02 -
NOD32 4476 2009.10.02 -
Norman 6.01.09 2009.10.02 -
nProtect 2009.1.8.0 2009.10.02 -
Panda 10.0.2.2 2009.10.01 -
PCTools 4.4.2.0 2009.10.02 -
Prevx 3.0 2009.10.02 -
Rising 21.49.22.00 2009.09.30 -
Sophos 4.45.0 2009.10.02 -
Sunbelt 3.2.1858.2 2009.10.01 -
Symantec 1.4.4.12 2009.10.02 -
TheHacker 6.5.0.2.026 2009.10.02 -
TrendMicro 8.950.0.1094 2009.10.02 -
VBA32 3.12.10.11 2009.09.30 -
ViRobot 2009.10.2.1968 2009.10.02 -
VirusBuster 4.6.5.0 2009.10.02 -
BigAussieAL
10-02-2009, 11:13 AM
Thanks heaps for doing that Crashnsmash. :)
I'm still thinking about posting the source code.
But if people are really interested to check, the ZIP file contains only one executable file.
That file is called Mob2Item.exe, but it is actually a run-time version of Liberty Basic's free program Just Basic. It should be identical to any copy of that program.
The code that makes my program do what it does is in the file called Mob2Item.tkn.
Liberty Basic has very limited functionality (it is free after all).
But, the best security you all have is that I've used my real email address on the front window of the program, and my email address is actually the same as my real name. You could track me down real easy if the program did anything malicious. But no, the program will only help you be malicious against your enemies in Mobsters 2! ;)
Thanks again, mate, cheers.
Mista Al Capwn
10-02-2009, 02:32 PM
Can't download...I get this message:
This Facebook account is not linked to this drop.
Shampound
10-02-2009, 05:57 PM
Can't download...I get this message:
This Facebook account is not linked to this drop.
likewise. > >
hakamur
10-02-2009, 08:31 PM
wont work for neither i get to somewhere that says enter guest or admin password??
ABCoLD
10-02-2009, 09:43 PM
Likewise. I'm not even going to try to link in using my facebook account as giving my password or even login name for facebook on a third party site would be pretty dang stupid, wouldn't it?
crashnsmash
10-03-2009, 03:08 AM
Thanks heaps for doing that Crashnsmash. :)
np... i just virus scan anything i download from forums, nothing against you. :D
BigAussieAL
10-03-2009, 03:32 AM
This is the first time I've used drop.io (http://drop.io).
The specific file, Mob2Item.zip (http://drop.io/Mob2Item), should be able to be downloaded without having to log in.
I tweaked some settings and it seems drop.io provided a guest password automatically.
I've now removed that guest password.
I think that should mean people can now access the page.
Please let me know if there are still issues.
To my understanding, drop.io, like Playdom, have a relationship with Facebook, their APIs talk to one another because they trust one another.
donaldworrell
10-03-2009, 07:09 PM
I'd say go %45-DEF, %35-Energy, %15-ATK, and %5-Health.[/QUOTE]
If you have that low of health you are dead meat.
I would work toward 40 points for defense and 20 points for attack to unlock the defender and enforcer class. split the rest between energy and health.
crashnsmash
10-05-2009, 07:42 PM
What level are you able to buy jackhammers?
The google spreadsheet that was posted says 1, but I do not see it there.
BigAussieAL
10-06-2009, 02:16 AM
What level are you able to buy jackhammers?
Good question.
I believe you that Jackhammers are not available at Level 1.
They are available very early though.
However, I'd be pretty sure there are better buys.
I'd still rather spend ~$14,000 on
11 Brass Knuckles (14-6) = 154 Attack 66 Defense, rather than
1 Jackhammer (21-10) = 21 Attack 10 Defense.
That is, assuming you're in Downtown or Miami with at least 10 mobsters and a Hired Gun at early levels.
If Vendetta Skill Points work like Mobsters, all your mobsters having Brass Knuckles is the same as allocating 20 Skill Points: 14 into Attack and 6 into Defense.
Skill Points rule!
ewcjoro
10-06-2009, 02:01 PM
can't access it...bummed.
ewcjoro
10-06-2009, 02:02 PM
I am a retard...guest pw has been located.
Dooog
10-06-2009, 04:20 PM
I must be retarded too.....I get the drop.io login page......can't access. I have Firefox....latest version.
I really want to try this program!! :confused:
Dooog
10-06-2009, 05:10 PM
Found the password.......what a great program!! Thanks for investing the time to do this!! :D
BigAussieAL
10-06-2009, 10:39 PM
Found the password.......what a great program!! Thanks for investing the time to do this!! :D
You are very welcome Dooog, mate!
Feedback like yours really makes it worthwhile too!
I get a nice warm glow as I think how I'm helping people beat up on other people, lol. ;)
A reminder about the drop.io password, it is: mobsters
crashnsmash
10-07-2009, 02:53 PM
Good question.
I believe you that Jackhammers are not available at Level 1.
They are available very early though.
However, I'd be pretty sure there are better buys.
I'd still rather spend ~$14,000 on
11 Brass Knuckles (14-6) = 154 Attack 66 Defense, rather than
1 Jackhammer (21-10) = 21 Attack 10 Defense.
That is, assuming you're in Downtown or Miami with at least 10 mobsters and a Hired Gun at early levels.
If Vendetta Skill Points work like Mobsters, all your mobsters having Brass Knuckles is the same as allocating 20 Skill Points: 14 into Attack and 6 into Defense.
Skill Points rule!
I have a lvl 1 with:
5 balisong
14 m3p shotguns (9x15,000 = plenty to spend if they were available at 1)
5 hand grenades
5 anti stab vests
5 cigar boats
5 inside man
BigAussieAL
10-07-2009, 11:53 PM
I have a lvl 1 with:
5 balisong
14 m3p shotguns (9x15,000 = plenty to spend if they were available at 1)
5 hand grenades
5 anti stab vests
5 cigar boats
5 inside man
Ah, you smart, sneaky dude, you! :D
You do miss out on the Lightspeed achievement for getting to Level 15 on day one, though.
But very best of luck to you in your clevel plan to mob it to the top!
Reinrix
10-08-2009, 02:10 AM
so basically... According to the thread starter, the later and more improved item stats override the stats of the lower and lesser expensive items?
example: i have only 10 broken bottles and 5 jackhammers in my melee items. the +10 stat from the bottles ISN'T included with the total stat boost given by the 5 jackhammers?
I'm still finding this a lil hard to understand... any help would be greatly appreciated
crashnsmash
10-08-2009, 06:36 AM
so basically... According to the thread starter, the later and more improved item stats override the stats of the lower and lesser expensive items?
example: i have only 10 broken bottles and 5 jackhammers in my melee items. the +10 stat from the bottles ISN'T included with the total stat boost given by the 5 jackhammers?
I'm still finding this a lil hard to understand... any help would be greatly appreciated
In the Bronx, you are allowed 5 mob members (you + facebook four friends) + 5 hired guns (gf points)
If you only have 5 mob members and no hired guns, your 10 broken bottles are as if they do not exist.
If you get hired guns or go to the next territory where you are allowed to have more facebook friends be part of your mob, they will be useful again.
:edit:
JUST GOT BOOT KNIFE ON MY LVL 1. gg?
BigAussieAL
10-08-2009, 10:12 PM
so basically... According to the thread starter, the later and more improved item stats override the stats of the lower and lesser expensive items?
example: i have only 10 broken bottles and 5 jackhammers in my melee items. the +10 stat from the bottles ISN'T included with the total stat boost given by the 5 jackhammers?
I'm still finding this a lil hard to understand... any help would be greatly appreciated
Yes Reinrix, you're getting the idea.
Crashnsmash has pointed out the most important point: your mobsize.
Each Mobster and each Hired Gun can carry 6 and only 6 items of equipment,
one from each class: Melee, Guns, Explosives, Armor, Vehicles, Henchmen.
Example
Mobsters
#1 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#2 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#3 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#4 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#5 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
=====
Hired Guns
#1 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#2 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
The game will make sure your mob = Mobsters + Hired Guns take as much of the best available equipment as possible to each fight,
for Attack or Defense, whichever is appropriate.
But having 10,000 Broken Bottles will not give you 10,000 points of Attack (or people would never buy the expensive equipment).
You've only got just so much space: 6 slots per mobsize.
That's why mobsize is important.
The best items make the remainder redundant, because the worst equipment gets left out, there's no space for it.
When buying equipment, you are not buying the points of the item,
you are buying the improvement of the new item's points
over the worst stat points of currently held items.
Example
Your worst Melee item is Brass Knuckles 14-6.
You buy a Jackhammer 21-10.
This improves your stats by 7-4.
11 stat point improvement for about $11,000 (best price Miami, Merchant of Death class discount).
If a mobster is currently carrying nothing at all in a given class (say Henchmen),
then and only then are the full stat points of an item going to carry through to being the improvement to your total fight stats.
Reinrix
10-10-2009, 02:10 PM
Yes Reinrix, you're getting the idea.
Crashnsmash has pointed out the most important point: your mobsize.
Each Mobster and each Hired Gun can carry 6 and only 6 items of equipment,
one from each class: Melee, Guns, Explosives, Armor, Vehicles, Henchmen.
Example
Mobsters
#1 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#2 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#3 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#4 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#5 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
=====
Hired Guns
#1 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
#2 1 Melee, 1 Gun, 1 Explosive, 1 Armor, 1 Vehicle, 1 Henchman
The game will make sure your mob = Mobsters + Hired Guns take as much of the best available equipment as possible to each fight,
for Attack or Defense, whichever is appropriate.
But having 10,000 Broken Bottles will not give you 10,000 points of Attack (or people would never buy the expensive equipment).
You've only got just so much space: 6 slots per mobsize.
That's why mobsize is important.
The best items make the remainder redundant, because the worst equipment gets left out, there's no space for it.
When buying equipment, you are not buying the points of the item,
you are buying the improvement of the new item's points
over the worst stat points of currently held items.
Example
Your worst Melee item is Brass Knuckles 14-6.
You buy a Jackhammer 21-10.
This improves your stats by 7-4.
11 stat point improvement for about $11,000 (best price Miami, Merchant of Death class discount).
If a mobster is currently carrying nothing at all in a given class (say Henchmen),
then and only then are the full stat points of an item going to carry through to being the improvement to your total fight stats.
Thanks.. I think i got it m8! So in Miami, I am allowed 150 Human Players in my Mob + any number of Hired Guns. The Equipment i bring into play when battling are the weapons with the best possible stats.
Now another question: Hired Guns.. how do their stat points work? as in, do they also have the same items i do, but count as a bonus mob member?
Final question: When attacking, my items with the highest attack values are bought into play right? and When defending, my items with the highest defense are bought into play?
pellerito
10-10-2009, 04:07 PM
Hey, im having trouble getting into the site that has the program. When i click on the link, it comes up w/ a page that says connect with facebook. so i click it and then it says "This Facebook account is not linked to this drop." I would really like to use this program, any help would be appreciated.
Thanks
Jbinator
10-10-2009, 04:48 PM
Drat! I'm trying to think how I could reproduce this.
Do you use Internet Explorer, or Firefox, or ...
I know the different browsers store text game data in slightly different formats.
I'll stay on this Shampound, I really want you to have the program.
Seriously how do you even get into it it comes up with a login screen and i cant do anything to get in
BigAussieAL
10-10-2009, 07:26 PM
Seriously how do you even get into it it comes up with a login screen and i cant do anything to get in
try again at: https://drop.io/mob2item/login
click: use a Guest or Admin Password
password: mobsters
Detailed instructions are in the Installation Guide section of the User Guide (http://forum.mobstersapp.com/showthread.php?t=155717) at this Forum. :D
BigAussieAL
10-10-2009, 08:01 PM
So in Miami, I am allowed 150 Human Players in my Mob + any number of Hired Guns.
Well, actually you're only allowed 150 Hired Guns, but that many Hired Guns costs more real money than most of us would pay.
Now another question: Hired Guns.. how do their stat points work? as in, do they also have the same items i do, but count as a bonus mob member?
Yes, Hired Guns are just like human players in every way, except that they're not. ;)
They're special because they are so expensive in Favor Points that not everyone will get the same amount.
People who get more of 'em, get slightly bigger mobs in big cities, sometimes significantly bigger mobs in smaller cities.
Example:
Player A has 0 Hired Guns
Player B has 5 Hired Guns
Player C has 6 Hired Guns
Player D has 10 Hired Guns
Payer E has 20 Hired Guns (and a Credit Card)
All players have 500 human mob members.
B against A in the Bronx: 5 mob + 5 HGs v 5 mob + 0 HGs = 10 v 5 (2:1) :D
C against B in Coney Island: 5 mob + 6 HGs v 5 mob + 5 HGs = 11 v 10
D against B in Downtown: 10 mob + 10 HGs v 10 mob + 5 HGs = 20 v 15 (4:3)
E against D in Jersey: 20 mob + 20 HGs v 20 mob + 10 HGs = 40 v 30 (4:3)
Final question: When attacking, my items with the highest attack values are bought into play right? and When defending, my items with the highest defense are bought into play?
Absolutely! No worries there at all.
Hired Guns are great because they are extra mobsters that bring extra equipment,
and for every 3 Skill Points you have in Attack each mob member and Hired Gun gets 2 Attack points (on top of equipment)--
same for Defense--
that's all there is to it.
Strategy Tip
Generally, Equipment < Limited Edition < Hired Gun < Skill Points (there are exceptions).
Small mob example (Bronx)
Attacker: Don Corleone -- 60 Skill Points in Attack
each mob member and Hired Gun gets a bonus of 2 * 60 / 3 = 40
Human #1: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Human #2: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Human #3: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Human #4: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Human #5: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
===
Hired Gun #1: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest)+ 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Total = 552 Attack Points
Defender: MeDeeLee7est -- 60 Skill Points in Defense
Human #1: 40 (Skill Point bonus) + 10 (Limoncello) + 13 (Laser Rifle) + 7 (Napalm) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 3 (Inside Man) = 87
Human #2: 40 (Skill Point bonus) + 10 (Jackhammer) + 1 (.38 Special) + 4 (Hand Grenade) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 3 (Inside Man) = 72
Human #3: 40 (Skill Point bonus) + 10 (Jackhammer) + 1 (.38 Special) + 4 (Hand Grenade) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 3 (Forger) = 72
Human #4: 40 (Skill Point bonus) + 10 (Jackhammer) + 1 (.38 Special) + 4 (Hand Grenade) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 2 (Teamster) = 71
Human #5: 40 (Skill Point bonus) + 10 (Jackhammer) + 1 (.38 Special) + 4 (Hand Grenade) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 2 (Teamster) = 71
===
No Hired Guns
Total = 373 Defense Points
There's some random variation in fights, but Don Corleone will teach MeDeeLee7est some humility here.
Between you and me, if Playdom changed the stat calc formula so fight Skill Points multiplied equipment points, instead of adding to them, they'd sell more LE items.
For example: (1 + Skill Points/100) * (Equipment Points). But shhh! ;)
Meaty
10-11-2009, 05:55 AM
Much appreciated BigAussieAL, kinda makes the whole thing a little more easier for a newbie like me to understand.:rolleyes:
BigAussieAL
10-11-2009, 07:55 AM
Much appreciated BigAussieAL, kinda makes the whole thing a little more easier for a newbie like me to understand.:rolleyes:
You are very welcome.
But you are also even welcomer ...
... to make it even easier ...
by testing out Item Manager: it shows you exactly what your mob are carrying for attack and defense in each city! :eek:
The User Guide is right here in this forum. :D
Meaty
10-11-2009, 11:06 AM
So would i be correct in thinking that if i bought 30 of every item of high defence then i would be best protected in every city. ie 30 jack hammers would give me 300 defence in chinatown, but only 50 in the bronx
Jazzical
10-11-2009, 11:55 AM
(you can skip this post if you are a mixed class mobster) ;)
Maybe some people don't know this (I wasn't sure, so I tested it). When you attack, it's ONLY the attack points being used against the other mob's defense points. Crazy example: if a Fish Hook (10/1) attacks an Uzi (17/9) then the Fish Hook will win.
So if you are a defense mobster who never (or rarely) attack others, then you can completly ignore the attack stats and buy the cheaper Meat Hooks (4/6) instead of Brass Knuckles (14/6) ..Chest Protector (1/10) instead of Anti-Stab Vest (3/9) etc..
BigAussieAL
10-11-2009, 12:10 PM
So would i be correct in thinking that if i bought 30 of every item of high defence then i would be best protected in every city. ie 30 jack hammers would give me 300 defence in chinatown, but only 50 in the bronx
I'll tell you a secret.
BigAussieAL has 300+ mob including 6 Hired Guns.
Chinatown holds 200 of the human mob members + the 6 Hired Guns.
Guess how many Jackhammers I have? Yes, 206.
I don't need any more than that.
And yes, they contribute 2,060 to my Defense strength.
I like 'em 'cause they ice people with mobs under 50 who stray into Chinatown while not in hospital.
But yes, they're the best currently available defense in-game dollars will buy per mobsize in the melee class.
They're available from an early level, they're excellent value, and they don't become redundant. I love Jackhammers.
But, I didn't get 206 of them anywhere near as quickly as I found 206 people to join my mob. And I didn't leave my 206 buddies empty-handed in fights while waiting for Jackhammer technology to become available. I gave 'em Brass Knuckles to keep 'em going. It slowed down my buying of Jackhammers to spend a lot on BKs first, but not much, and I won fights both defending and attacking with BKs while waiting, and when I did start buying Jackhammers, I cashed in a BK each time, making the Jackhammers a little faster to buy than buying them from scratch.
So I "rented" BKs at their cost price (which varied, but always bought in Miami) minus their resale price. Actually, they are so cheap, most of them were bought with cash I stole from other people. Why bank that cash when I could put it to work straight away?
Anyway, enough of my long answer. I promised I'd say a bit about BKs and Jackhammers. So now I have. But the answer to your question is yes, yes, YES! :)
Though something tells me you might find it valuable to increase your mobsize and consider buying some BKs.
But if you mainly live in the Bronx, you'll only need a maximum of 10 Jackhammers (once you have 5 Hired Guns--and missions alone will give you that).
But make sure you're in hospital if you visit Chinatown, because 30 mobbies with Jackhammers will lose to 206 mobbies with Gas Cans! Yes I know they're explosives, but I'm sure you get the point:
30 x 10 = 300 but 206 x 3 = 618
Mobsize (and Stat Points) rule! ;)
Mob up! Free firepower!
BigAussieAL
10-11-2009, 12:25 PM
(you can skip this post if you are a mixed class mobster) ;)
Maybe some people don't know this (I wasn't sure, so I tested it). When you attack, it's ONLY the attack points being used against the other mob's defense points. Crazy example: if a Fish Hook (10/1) attacks an Uzi (17/9) then the Fish Hook will win.
So if you are a defense mobster who never (or rarely) attack others, then you can completly ignore the attack stats and buy the cheaper Meat Hooks (4/6) instead of Brass Knuckles (14/6) ..Chest Protector (1/10) instead of Anti-Stab Vest (3/9) etc..
No one should skip your post Jazzical: it's short, sweet and brilliant.
I really love that you've tested your theory.
I love that about this game, there's a lot of guess-and-check strategy in it.
I've tested my theory that the Attack and Defense score formula is:
{ 2/3 * Skill Points + Sum( equipment per mobster ) } * (100% + Class mod + Territory mod)
and it worked! Skill Points are a little less valuable in Vendetta than the original Mobsters.
I have another guess that Critical Hits are either +10% or +20% to Attack score. Spirited Defense is something similar, modifying Defense score.
But back to your brilliant post, Jazzical.
Yes, all-out defenders or all-out attackers will have different equipment upgrade chains to the one I specify in "Equipment: the FULL story".
The calculations are the same, but they only look at Attack or Defense score, not the sum of the two.
Example: an all-out defender will never buy Gas Cans. Sure they're cheap, but they give absolutely zero defense, they're useless to a defender, however cheap.
Alternatively though, it's a cheap way of buying 3 Attack stat points that a defender would never waste Skill Points getting.
Now that I'm confident about the formula above, Jazzical, I'm more inclined to build it into Item Manager, like you cleverly suggested.
Real life will mean that's a few weeks away though. :(
crashnsmash
10-11-2009, 12:58 PM
Any way to calculate how much damage you are able to do?
for example, on my lvl 1 I have like ~530 attack power (still need a few more gift items), what dmg can i do to someone without any armor?
Or does attack power not even matter in damage, just attack level?
Meaty
10-11-2009, 01:16 PM
Thanks BigAussieAL, just one thing confussing me, why would having a mob bigger than 30 have any effect on the game, isnt there a mob limit of 30 per city like vegas or miami, does this not mean that only the top 30 in your mob will be in the fight and any other mob members will sit back and watch sorta thing. Thanks for taking the time to answer btw, very much appreciated.
crashnsmash
10-11-2009, 01:23 PM
Thanks BigAussieAL, just one thing confussing me, why would having a mob bigger than 30 have any effect on the game, isnt there a mob limit of 30 per city like vegas or miami, does this not mean that only the top 30 in your mob will be in the fight and any other mob members will sit back and watch sorta thing. Thanks for taking the time to answer btw, very much appreciated.
In Miami you can have 150 facebook mob members and 150 hired guns, vegas is 40/40 I think
Meaty
10-11-2009, 01:41 PM
So basically until i get a good sized mob, i better keep out of there, just stick to bronx downtown and perhaps jersey.
BigAussieAL
10-11-2009, 02:08 PM
So basically until i get a good sized mob, i better keep out of there, just stick to bronx downtown and perhaps jersey.
When you go offline, definitely.
Also, whenever you have plenty of health.
But you've just got to take advantage of discounts and missions in other cities.
To do that:
When you first go online, attack the strongest players you can beat (this takes skill, experience and luck to pick) and reduce your health until your health loss even from winning puts you in hospital. Spread your attacks around if you can, but don't be afraid to hammer someone, if you've little choice of weaker targets.
If you have 3 Stam and 100 Health, you'll be able to reduce your health by about 30 by three attacks straight away. Another 5 attacks (on average) will need 2 minutes each of Stamina regeneration to take you down to hospital level health.
If you're just under 20 (hospital exit with 100 health) wait until your health rises enough to put you out of hospital again, and attack just once more: that should take another 10 health off you giving you 20 minutes of absolute safety to collect from your territories, cash from missions and make purchases in big cities. Plenty of time, nice and laid back, saving 10% not having to bank.
By the time you've finished, you should still be in hospital, but your Stam should be back to full. Try your luck stealing cash or icing someone (often not much XP 'cause they'll be weak) or simply do what you did at the start which maximises XP for the Stam you're using. Those XP add up over time, and your win count helps protect you when you're offline.
I'm always in hospital when I'm online, either cashing and spending, or lurking for a juicy target: when it comes, I buy health, hit and keep hitting here and there until I'm back in hospital, taking a coffe break, and letting my Stam build up again for another round of kneecapping. :)
The rule is: no Stam, no Health.
You should be in control: when you got Stam, step on the gas, buy Health; when you got Health, slam on the breaks, use the Stam to lose the Health.
So, small mobs in big cities? Yes, absolutely, but only while in hospital.
Sorry, I guess you do this already, but it's worth posting these tactics for someone, I hope.
BigAussieAL
10-11-2009, 02:36 PM
Any way to calculate how much damage you are able to do?
for example, on my lvl 1 I have like ~530 attack power (still need a few more gift items), what dmg can i do to someone without any armor?
Or does attack power not even matter in damage, just attack level?
I don't think Armor makes a difference just because it's armor: all that matters are Attack and Defense points--only Attack points for the attacker and only Defense points for the Defender.
I reported all the results from attacks in a different thread at this Forum. It got buried in the Getting Started posts.
I want to win fights and grow quickly: how? (http://forum.mobstersapp.com/showthread.php?t=153537)
As far as I can tell, the server compares the Attack score of the attacker with the Defense score of the defender.
If the difference is very much in the attacker's favour, a lot of damage is done to the defender (and vice versa).
For my mobster the range was a minimum damage to me of 0 points as attacker, maximum 29 to the defender.
The damage to me and the damage to the defender nearly always added up to 29 total.
The closest fights were 15 to 14 damage points either way.
The more your attack score beats the defense score the less you get damaged and the more your opponent does.
The XP you gain for a fight is directly related to the damage you suffer: the more damage you take, the more XP you get.
If you want to make this "realistic" (and it doesn't have to be really) it's actually quite believable:
the harder you have to work for a win, the more you "learn" by it. ;)
Alternatively, and probably more likely, it rewards players who "pick on people their own size", or those who are willing to "take a risk".
The reality is that you get best XP return for Stamina by going for harder targets (but if you get it wrong you're getting no return).
but the best return for money and for Health is picking on the weak.
Meaty
10-11-2009, 03:49 PM
One more stupid question guys, thanks for the patience :) When i attack someone in the Bronx, why does the equipment details read.
Equipment details:
9 explosive 10
9 Melee 10
9 Guns 10
9 Armour 10
9 Vehicle 10
9 Henchmen 10
if i have obviously more than 9 mob members. Shouldnt the count be 10 for both sides ?
crashnsmash
10-11-2009, 04:24 PM
I don't think Armor makes a difference just because it's armor: all that matters are Attack and Defense points--only Attack points for the attacker and only Defense points for the Defender.
The more your attack score beats the defense score the less you get damaged and the more your opponent does.
The reality is that you get best XP return for Stamina by going for harder targets (but if you get it wrong you're getting no return).
but the best return for money and for Health is picking on the weak.
well, by "armor" i was referring to items (which give them the defense points.)
For my mobster the range was a minimum damage to me of 0 points as attacker, maximum 29 to the defender.
this is what I was wanting to know on my level one (without testing it manually) except I wanted to know the damage I can deal on people that have 0 defense (hence no items (or armor as I said).)
I have no interest in growing quickly on this character,the opposite in fact. I will be attacking against the weak for low exp and collecting low lvl bounties.
thanks for the help.
One more stupid question guys, thanks for the patience :) When i attack someone in the Bronx, why does the equipment details read.
if i have obviously more than 9 mob members. Shouldnt the count be 10 for both sides ?
you probably do not have 5 hired guns. you get 5 facebook friends and 5 hired guns.
Meaty
10-12-2009, 11:17 AM
Thanks for clearing that up crashnsmash :)
Reinrix
10-17-2009, 05:02 PM
Well, actually you're only allowed 150 Hired Guns, but that many Hired Guns costs more real money than most of us would pay.
Yes, Hired Guns are just like human players in every way, except that they're not. ;)
They're special because they are so expensive in Favor Points that not everyone will get the same amount.
People who get more of 'em, get slightly bigger mobs in big cities, sometimes significantly bigger mobs in smaller cities.
Example:
Player A has 0 Hired Guns
Player B has 5 Hired Guns
Player C has 6 Hired Guns
Player D has 10 Hired Guns
Payer E has 20 Hired Guns (and a Credit Card)
All players have 500 human mob members.
B against A in the Bronx: 5 mob + 5 HGs v 5 mob + 0 HGs = 10 v 5 (2:1) :D
C against B in Coney Island: 5 mob + 6 HGs v 5 mob + 5 HGs = 11 v 10
D against B in Downtown: 10 mob + 10 HGs v 10 mob + 5 HGs = 20 v 15 (4:3)
E against D in Jersey: 20 mob + 20 HGs v 20 mob + 10 HGs = 40 v 30 (4:3)
Absolutely! No worries there at all.
Hired Guns are great because they are extra mobsters that bring extra equipment,
and for every 3 Skill Points you have in Attack each mob member and Hired Gun gets 2 Attack points (on top of equipment)--
same for Defense--
that's all there is to it.
Strategy Tip
Generally, Equipment < Limited Edition < Hired Gun < Skill Points (there are exceptions).
Small mob example (Bronx)
Attacker: Don Corleone -- 60 Skill Points in Attack
each mob member and Hired Gun gets a bonus of 2 * 60 / 3 = 40
Human #1: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Human #2: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Human #3: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Human #4: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Human #5: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest) + 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
===
Hired Gun #1: 40 (Skill Point bonus) + 21 (Jackhammer) + 8 (.38 Special) + 11 (Nitroglycerin) + 3 (Stab-Proof Vest)+ 5 (Cigar Boat) + 4 (Foreign Muscle) = 92
Total = 552 Attack Points
Defender: MeDeeLee7est -- 60 Skill Points in Defense
Human #1: 40 (Skill Point bonus) + 10 (Limoncello) + 13 (Laser Rifle) + 7 (Napalm) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 3 (Inside Man) = 87
Human #2: 40 (Skill Point bonus) + 10 (Jackhammer) + 1 (.38 Special) + 4 (Hand Grenade) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 3 (Inside Man) = 72
Human #3: 40 (Skill Point bonus) + 10 (Jackhammer) + 1 (.38 Special) + 4 (Hand Grenade) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 3 (Forger) = 72
Human #4: 40 (Skill Point bonus) + 10 (Jackhammer) + 1 (.38 Special) + 4 (Hand Grenade) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 2 (Teamster) = 71
Human #5: 40 (Skill Point bonus) + 10 (Jackhammer) + 1 (.38 Special) + 4 (Hand Grenade) + 8 (Stab-Proof Vest) + 6 (Cigar Boat) + 2 (Teamster) = 71
===
No Hired Guns
Total = 373 Defense Points
There's some random variation in fights, but Don Corleone will teach MeDeeLee7est some humility here.
Between you and me, if Playdom changed the stat calc formula so fight Skill Points multiplied equipment points, instead of adding to them, they'd sell more LE items.
For example: (1 + Skill Points/100) * (Equipment Points). But shhh! ;)
Well then that answers my question, but there is still One lil thing i totally forgot to ask, and that is: When buying and managing equipment, do you think its better to just sell off the weapons/armor/vehicles with low stats? Like, sell off all my Unwanted equipment and buy the more expensive and higher stat giving equipment? (Ex: I only have Bk's and Jackhammers, should i sell my BK's and buy more Jackhammers? [Noting that the JH's are the only type of Melee i carry in addition to LE melee]) Or do they too have an effect in combat, like the equipment count that is shown in a fight?
For Example: Mobster (A) has a count of 40 in each category. He battles Mobster (B) with an even count of 40. So if he were to sell 20 of his BK's that make up the 40, will his Melee Count in combat become 20? This is disregarding the fact that a melee weapon with lower stats will take its place.
To add to that, i would also like to ask a link to the item management page you mentioned earlier. Mainly because now that I understand how the battle systems work, I need to Reorganize my Equipment ;) get ridda the junk, n bring in the bad boys.
Thanks for all the help so far Aussie, seriously. as for the Stat Calc Forumla, ha ha, I'm pretty sure that would change a lot of things if it were considered. :cool:
BigAussieAL
10-18-2009, 05:41 AM
Do you think its better to just sell off the weapons/armor/vehicles with low stats?
First priority is equipping every mobster with the best bang for buck items you can afford, BKs in your example. It seems you have done this.
The next priority is upgrading by adding Jackhammers, and selling only as many BKs as you buy Jackhammers (making the Jackhammers slightly easier to buy).
Selling equipment never improves your score, except by giving cash that goes into higher-score (but less cost-efficient) items. But selling all your efficient but low score equipment once you're ready for the next level, and starting again from a zero equipment count will send you backwards for a while, don't do it, it's not necessary. Just sell one at a time.
Once every mobster has a piece of equipment in a given class, the equipment count in that class should never go down. We just swap equipment one by one (or more) as we have cash to upgrade. If you're low level, or normally live in small cities, you might be wise not to sell off old equipment, because it's actually a start on equipping you for larger mob and bigger cities.
Example: Vegas, 0 Hired Guns (for simplicity)
Sequence: 37 BKs, 38 Bks, 39 BKs, 40 BKs,
1 JH+39 BKs, 2 JH+38 BKs, 3 JH+37BKs, 4 JH+36 BKs, ...
38 JH+2 BKs, 39 JH+1 BK, 40 JH Yay, finished!!!
(Only, I don't recommend selling BKs when filling Vegas, 'cause you might not think so, but you will be wanting to use Miami eventually, trust me, and think more about Skill Points: All mobsters actually have 7 combat slots Skill Stat + Melee + Guns + ... Every mobster gets the Skill Stat automatically, and it's normally much bigger than any equipment.)
For Example: Mobster (A) has a count of 40 in each category. He battles Mobster (B) with an even count of 40. So if he were to sell 20 of his BK's that make up the 40, will his Melee Count in combat become 20? This is disregarding the fact that a melee weapon with lower stats will take its place.
Yes, you understand perfectly: if you have 20 JH and 20 BK, then sell 20 BK (to buy more JH later) your new melee count will be 20 (pretending, like you say, the lower stuff isn't there). A very bad move!
If all your mobbies have stuff, when you buy one JH, it makes one BK useless, that's the one to sell. At the same time you buy the JH.
But it's only when you have 200+ BKs that you'll never need them again, because Chinatown mobbies will need BKs.
In fact, Grand Caymans may mean we will end up needing 500+ BKs!!!
Selling off redundant gear is great, I do it all the time, it really helps move things along. BUT I only start selling things off once I've reached 200. I'm willing to accept that I'll probably have to start all over for Grand Caymans, 'cause they weren't around when I did the selling.
To add to that, i would also like to ask a link to the item management page you mentioned earlier.
Easily done, and my pleasure, friend.
Password: mobsters
Link: http://drop.io/Mob2Item/login
Entity
10-18-2009, 09:04 AM
I extracted to folder and got the following error: "Cannot locate VVM31.DLL; Check path statement".
Emjaybee76
10-18-2009, 02:24 PM
I get the same error code.
BigAussieAL
10-20-2009, 12:45 PM
Solution: download the current version (1.05) of Item Manager.
Comments: I've checked the zip file, and that specific driver (VVM31.DLL) is certainly included in the current verson of Mob2Item.zip.
There are a lot of files in the folder, but you should be able to see the driver at the end of the list.
It must be that I accidently left the driver out of a previous release, and first time users of Item Manager will have got that error message as a result.
Making it easier in future: I'll upload a copy of Mob2-dat.txt, which is the only file that really needs to be updated, each time new equipment is released.
PS I'm slightly anxious the two reports above might be from Mac OS, which I can't test easily. I'd like to know if that is the reason though.
Kellisanth
10-25-2009, 07:05 PM
For some reason, I can't find the thread or section of where to find the best prices for the equipment per zone/location.
You know, like for example (pre-discount), best melee prices found in Downtown, Guns in Miami... etc.
Might be lurking under the wrong thread title, I'm not sure. :o T.T
crashnsmash
10-25-2009, 07:17 PM
Payer E has 20 Hired Guns (and a Credit Card)
Just because you have 20 hired guns doesn't mean you buy. :p
BigAussieAL
10-26-2009, 12:07 AM
For some reason, I can't find the thread or section of where to find the best prices for the equipment per zone/location.
You know, like for example (pre-discount), best melee prices found in Downtown, Guns in Miami... etc.
Might be lurking under the wrong thread title, I'm not sure. :o T.T
I posted it here, people asked why it wasn't stickied, and other people keep on looking for it.
It's currently buried here:
Locations of Best Prices for Buyable Items (http://forum.mobstersapp.com/showthread.php?t=154757).
Yeah, perhaps the title isn't clear enough.
I'd update it with more info, but I can't see the point if it's just going to get spammed by Getting Started posts and disappear.
Don of Montepulciano
10-26-2009, 10:30 AM
(Only, I don't recommend selling BKs when filling Vegas, 'cause you might not think so, but you will be wanting to use Miami eventually, trust me, and think more about Skill Points: All mobsters actually have 7 combat slots Skill Stat + Melee + Guns + ... Every mobster gets the Skill Stat automatically, and it's normally much bigger than any equipment.)
I don't know how much I agree with the going to larger towns eventually. At later levels (60's on) miami becomes a wasteland with china town being better but only slightly. I frequently see the attack list starting a few lvls higher than my current lvl and usually ending around 100 lvls higher. And even then the attack list isn't even filled. The addition of Caymans has only narrowed the field. I find most people within lvl in vegas/caymans.
I am curious as to how effective skill points are in Caymans. It seems that Caymans is dominated by items, but I would like to know your thoughts on it.
I posted it here, people asked why it wasn't stickied, and other people keep on looking for it.
It's currently buried here:
Locations of Best Prices for Buyable Items (http://forum.mobstersapp.com/showthread.php?t=154757).
Yeah, perhaps the title isn't clear enough.
I'd update it with more info, but I can't see the point if it's just going to get spammed by Getting Started posts and disappear.
I feel that thread should be stickied, and have commented to that effect. Maybe if you fully updated it you could get it sticked. It is a very useful resource (perhaps add lvl items are available.)
BigAussieAL
10-27-2009, 06:16 AM
Maybe if you fully updated it you could get it sticked.
Maybe if moderators wanted to sticky info on items, I'd take responsibility to fully update that draft post.
Posting info is the gift, not stickying info that's been donated.
I'm actually jeapordising RL publishing deadlines by posting here, naughty me. ;)
I've got all prices for all items to my level in all cities.
I think best price is all people really want or need.
I have some other prices, but haven't confirmed them.
I don't have all levels of availability, and I agree, it would really add to the list.
Stats, as someone requested, would also add to the list.
Personally, I think a wiki is more suited to inventory information,
since responsibility can be shared.
But there'll always be plenty of people who'd prefer forum posts with the same info.
I will update that list eventually, stickied or not.
But I've got too much RL stuff to do first.
It seems that Caymans is dominated by items, but I would like to know your thoughts on it.
The "uber"-LE items have done that: Dragon Warrior, Natasha et al.
Your "run-of-the-mill" 19 FP items typically don't offset Skill Points even with mobsize 2.
Though a Flexible mobster build (50-50 Attack-Defense) with 1 Hired Gun and 10 ordinary LE items might just be able to mess it with 100-0 and 0-100 if she "out-classed" (i.e. used class changes) to best one opponent at a time.
When I get time, if nobody else does it first, that would be a very worthwhile set of numbers to make public.
The uber-items, though, give huge stats in both attack and defense;
and well above, not only the most expensive non-LE items, but the 19FP items as well.
They really are delicious, those uber-items.
I think they are possibly better value per FP than ordinary LE items.
I've flirted with writing up a Credit Card strategy.
I'd never be able to afford to use it personally, but some would.
It's worth it just to know what we're up against.
But, strangely, I really want Credit Card warriors to get the most for their money for some reason.
Probably because I see them as our patrons, not our competition.
Without them: no game.
Credit Card warriors! I, for one, don't resent you. I thank you! Sincerely!
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