CIU version 155

Vandal…

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In the wave “Ramming Speed”, I think Ballon Chicken shouldn’t spawning on upside-down variation.
This should be changed.

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Audio equalizer:
I find it quite annoying that my bullets can’t hit these balloon chickens because the barriers keep bouncing up and down like this. Except for instant attack weapons, other weapons are almost unable to deal with them in this wave even if my weapons are strong enough. So can you remove them?

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I’m thinking that bouncing them higher might do the trick. But still will wait for iA’s response.

“Inquisitorius”: Wave seems like a heck in high difficulities due to long spinning barriers, make it hard to dodge.

Feels like this wave should have shorter barriers or reduce enemies by 1

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So, I was thinking about changing some of the ships prices. As the H&C ships are (800-1400 keys) comparing to other ships, either make them have different prices to fit with the ships or make H&C ships more expensive like 2800 keys.

But I prefer the first option, here are my current prices depending on the ship features,
H&C < Mullar < VF < BX:

But What’s your opinion?
  • Make the ships range with prices from low to high depending on the model and its features like the image above
  • Make H&C ships more expensive to be along with the other spacecrafts
  • I want to add my own prices (reply)
  • The current prices are fair and don’t need any changes
0 voters

One thought that came to me as I was playing 5U was this: What if there’s a game modifier that applies conditions to each of the three planets? This would be different from the blanket modifiers that you can use for the whole game. When you think about it, each of the planets where you collect the artifacts could have a condition that goes along with it.

The first planet can have Massive, as you’re diving deep into the planet to get the artifact, taking on pressure the further you go (reminds me of a bit in Futurama when the Planet Express ship was being dragged underwater).

The second planet can have Hot, as the planet is being scorched by its star. However, as you’re exploring the caverns, you could be isolated from the heat, as you’re not on the surface.

The third planet can have Frozen, as its weather and composition makes it a very frigid place. I know Lightning is also in play there, but one can argue that it’s all scripted, so it’s not a big problem.

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this is maybe the most controversial reply about ‘Inquisitorius’ wave, and these are just my opinions, so feel free to stone it if it inhibits you. (and sry if my English grammar also triggers you).

at BETA, this wave had only 3 chickens at any difficulties (including 140%), and i felt like this was pretty easy because of the zoom and the remaining space to move. So i suggested some ways to buff it at higher difficulty, and iA said that just more enemies on screen was enough to make it harder.

and yes, he’s right. 5 enemies on screen at 95%+ difficulty is enough to make this wave more challenging. If you play at <95% difficulty, you just need to fight against 4 enemies. That isn’t easy, but not that hard to be honest (the ‘ironman’ weekly is an example).

i know that many players have complained about the difficulty of ‘Inquisitorius’ wave because they have hardly passed it without losing a life. I just want to give you some advices that I’ve thought of to minimise the potential of dying when encountering this wave.

first, i’ve seen some players try to kill the enemies as fast as possible to pass this wave, and this will sometimes make enemies spawn and kill them when they’re unaware (from behind), so i think that you should focus on destroying all the barriers before killing the enemies. Although it will take you lots of time at first, after you destroy all the barriers, you can wait for your chance to kill the enemies one by one, because now there is plenty of space to dodge their projectiles.

second, i think you should kill the heavy guns (or mini-bosses) right after you destroy all the barriers and right after they spawn. This makes the wave sometimes easier for you to dodge and move.

and don’t apply those tips in Space Race.

anddddd, if you really want to nerf this wave, i suggest that zooming it out a little bit more (about 10%) is enough, no need to reduce the number of enemies or make the ‘swords’ shorter.

edit: but i still want this wave remains like this, it’s great as it is now.

that’s the end of my opinions. Thanks for reading this long post.

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Summer content in mobile

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Look at this

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You can understand that how players pass the wave called that as “meta”. It means that the method to pass a wave of many players is common (almost players use the same method, i mean that).
Unlike any other waves that barriers (exactly is the destructible barriers) can disappear after enemies are destroyed (The Zoo, The Teleporter, …), in “Inquisitorius” wave, enemies are easier to be destroyed first before players can clean all barriers first. Question is: How can you manage to clean all barriers first by expanded-bullet weapon without killing any enemies?
And one more thing, thanks to Sihok’s damn wave and the information from iA, i’m very suprised that the Heavy Gun (Gatling Gun or Laser Gun) has the same tier as the trio of minibosses we already knew, which called as “Miniboss” tier. I thought that those 2 heavy guns have their own tier and they are higher than “Miniboss” tier, because they are always appear in some waves as “special points” of that wave.
(Example: The leader of a long line in “Chicken Interception”, 5 big positions (or called by sth else) in “Wheel of Fortune”, … and more)

While of that, other waves don’t appear any heavy guns, despite those waves have a small chance to appear an enemy from “Miniboss” tier (example: Heavy Gun in “The Yolk Star” or the leader of the line in “Chicken Ariel Show”).
In the specific case like “Inquisitorius” wave, how the hell those Heavy Guns can appear more frequently like that?


To be honest, everyone including “skilless” players should have a better way to approach and get acquainted with that wave. Nerfing “Inquisitorius” wave is necessary right now.

(except you want to create a specific mod game, which keep every waves become impossible)

I recommend some options here, you can choose one. In my opinion, choosing one of these options i’m telling here is enough.

1- The number of enemies: I don’t know how many enemies right now from the lowest to the highest difficulty (3-5 or sth else?). I suggest this option should be 2-4 enemies.
2- Miniboss: Remove the Heavy Guns completely. Or… if you don’t like it because you still want to meet them, descrease the number of Heavy Guns that can appear on the wave, or the chance to appear the Heavy Guns of the wave.
3- Zoom: As Sihok said above, zoom out 10% more, and i agree with that. Despite the current version already supported you by zooming out this wave, but it seems like that it’s not enough for players to survive it, without wasting any items a lot.

That’s all. I’m not going to suggest to descrease the speed of the spinning, or descrease the number of barrier, because that won’t look be reasonable to the real sword of the Sith from Inquisitor organization, from the original film.

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what is da wave looks like bro???

If you want to add waves, create a topic, and describe what the wave looks like

I also want to point out new waves won’t be added after this version

In “Pot Luck” mission config screen the weapon name is displayed wrong for example, Positron Stream is called “زيترون” while the full translation is “تيار بوزيترون”


And for some reason “Riddler” is not shown.

But the English versions aren’t affected.

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stone this reply if it inhibits you (just my opinions so feel free to do it).

it’s easier than you think, just don’t constantly shoot the enemies directly, and stop shooting when you want to locate the enemies (and their projectiles). Spreading weapons actually help clear the barriers faster, and damage the nearby ones easily. And, planning strategy in this wave is necessary.

the "Grand"s you know.

4 doesn’t deserve at the highest difficulty, 5 is better. As i said, although 4 is not easy, it’s not that hard for a player who’ve already bought and equipped SSH skill in every mission. And from my experience, just 4 enemies on screen aren’t enough to challenge an ‘elite’ player at +100% difficulty (cause, it needs to equip skills to reach). 4 is really perfect for anyone who plays <100% difficulty, but when it is at >=100%, 5 is better.

7 heavy guns in the total of 20 enemies (their spawning order is 1-4-7-10-13 and so on) are good, and it seems that only Heavy Guns (and minibosses) can “actively” attack the players in this wave, so that number is perfect. Also, removing, (or decreasing the number of) the Heavy Guns just make this wave less unique and challenging than other new hard waves.

besides this, i suggest that the spinning speed of the ‘swords’, the spinning time, and the moving speed of the enemies will depend on difficulty (easier at <100% and harder at >100%), specifically:

  • the default spinning and moving speed, and the default “fast” spinning time (they are the ones in this version) will be at exactly 100% difficulty.

  • if this wave is at <100% difficulty (there are 4 enemies on screen), the spinning and moving speed will be slower, and the “fast” spinning time will be much shorter (it will almost not “fast” spinning when this wave is at 60% difficulty). This change will make this wave easier for those who’re newbies and don’t equip any skills.

  • if this wave is at >100% difficulty (there are 5 enemies on screen), the spinning and moving speed will be faster (it will be much faster at 140% difficulty), and the “fast” spinning time will be much longer. You are a pro now, so don’t complain about it.

edit: ok, i’m objecting to my ‘zooming out’ suggestion because the zoom itself is perfect and still possible without dying, no need to zoom more.

that’s all, will wait until v.156 to see if any of those suggestions are applied.

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@InterAction_studios did you forgor to turn this guy’s shawl red?

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I encountered a weird bug when I was searching for my friend on the contacts, when I clicked at the space between “The” and “End” (The friend I am trying to add) I can’t type or remove letters unless I click at the front of the whole text.

This also happened to me when I tried to type in the space that is behind the second word, I tried to move using the arrows keys but typing afterwards doesn’t even work.

I also tried to hold “W” key to test if this is a bug or the problem is in my keyboard, I kept doing with many keys and all of them resulted in the same bug.

I realized that when I point my mouse pointer at the contact thing up there, it works, when I leave it, I can’t type.

Is this a bug that can be fixed or what? @InterAction_studios

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Can the lighting strikes become red in hot environments? As I think they don’t fit there as cyan.

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Way ahead of you. Granted, this is for a boss, but the whole concept can be broadly applied.

Check your settings, Options → Controls → Mouse, does it have the same settings, maybe you changed them? they work fine for me.