Reply To: Best mission choices

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TriPolar
@tripolar

As @optimuspig mentioned things did get recalibrated, probably again with the latest update. Since most people are at different points in the game, I’m going to try to break down what I (at least I believe) have noticed.

Seeker/spy(magnifying glass) missions: the #1 attribute is speed/vehicle. After that depending on the mission the other 2 attributes come in 2nd and 3rd.
If the mission is to disrupt/sabotage something (raid fuel supply for example) then the weapon becomes the #2 attribute followed by the shield. If it’s to observe(scouting run) or steal(Set up traps,Eavesdrop on gossip, etc..) something then the shield becomes the #2 attribute and depending on what Rovio has decided with the version that is out at the time the weapon may or may not factor in. If it does, it becomes the 3rd factor. I should actually say last factor since I have not mentioned personality.

The actual rank of the TF doesn’t come into play until it’s time for the reward. Based on my tracking from the last update (CNY), it can help your gem count increase but you can’t just throw in anybody of a high rank, the attributes still apply.

For Intelligence (light bulb) mission’s: The shield and vehicle attributes are closely matched. Shield #1, Vehicle #2, weapon #3(if applicable). Generally, best all round attributes perform better. For these missions the personality seems to be the primary thing, followed by the attributes. Don’t send Terrance to give a speech or install anything. Leave that for Red, Lockdown (installing) & the Sound crew (wave & blaster). Bubbles/Jazz is probably the most flexible followed by the blues. But also look at their pic, one has the blues happy/schemey The other has them more menacing, choose wisely!

Military (Bomb/Missle) Mission’s: #1 Attribute Weapon, then a combination of both shield and vehicle attributes make up the #3. I skipped #2 because the style of weapon comes in to play majorly, as does the personality. I touched on it in a previous post the difference between sharp shooters and mass area Damagers.
Shoot wildly? Gravitrons, Bludgeon, Brawl… Just look at their animations too, you’ll get a feel for what their temperament is. Reduce to rubbel = mass damage. Retaking an area, needs a good combination as with any military operation. Knocking over towers, destroying stuff and charging in blindly all have some crossover (with in its’ grouping) but requires different combinations.

Please note that this really only deals with skill attributes. Personality and anything else is not completely factored in. That would be another part to do. This is also assuming that you use match the mission type to character icon. It will also help for crossover mission’s, since it’s attribute based.
The order of selection I don’t think has much effect but I’m playing around with it and recording it as well. Since we just got an update, my records maybe pretty much useless for rewards and type crossovers. So, after this comp, I’ll be getting back to running a lot of mission’s. In the previous versions, I did notice a difference when pigs are used to shorten the time (lower rewards in terms of gems). This one, so far no penalty. This could also be chalked up to the randomness of the game. I’m still going to track & monitor every detail. I just started tracking days of the week and time the mission started. This also could be due to randomness but I did notice in the previous version on certain days the rewards were low right across the board. So the day it starts or ends could come into play as well as just be another apparently random thing. Hopefully, I can get enough data in enough time to help put out something, doesn’t include any (or much) guess work. Just firm theories based on stats.