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TIPS PLEASE READ CAREFULLY THESE ARE IN PLACE FOR YOU

The tips below are stated, for beginning players (level 1s) but apply to all. No matter if you are a merc, or a level 40, all of the things below refer to any player, no what that player is. Basically don't level yourself. Build. You can build cashflow at any level, however, here is where you have the best shot. Not doing missions, no attacking, and losing, are all part of building, no matter what level your player is at. The longer you sit, the more powerful your cashflow becomes, and the longer you sit at levels 1-9 you won't get listed. You start getting listed at level 10.


DON'T LEVEL TOO FAST:
As with most games I have played you want to get to the higher level the fastest. That's NOT the case here. He who sits, and builds cashflow does the best. I've seen some high level 5's but usually they are mercs. As time goes by, you can tell who's a merc, who's a blinger (people who use credits to pay for their player) who's a scrubbed player (lots of deaths) and so on and so forth.

MAKING A DECISION:
What kind of player do you want? What kind of player do you want? Attacker, Defender/Leveler, or Hunter?

That's the first thing most people need to decide when building a player. AS I HAVE ALWAYS SAID THIS GAME IS ABOUT CASH AND PATIENCE. Whoever has the deeper purse usually wins, and sometimes that can be bad if getting jumped.

CASHFLOW: THE NAME OF THE GAME!
You NEED 1 MILLION DOLLAR CASHFLOW PER LEVEL MINIMUM. 1 mill X Level 10 player = 10 million dollars. This is actually the bare minimum to get by, the better you cashflow, the better your bounty, and you can afford better weapons the higher you get up. I aim for 10 MIL per level.

YOUR BOUNTY:
Your bounty is your Cashflow, and upkeep combined X 10. So if you are cashflowing 90 million, and your upkeep is 10 million that = 100 million total cashflow X 10 = 1 billion. So your hitlist value would be 1 billion dollars. So getting your cashflow not only helps you get more money to list people, weapons, ect, ect but it also raises your value on the hitlist. The higher you are, the less likely someone is to list you. Although you can become a target for milking if you have shit defense, and lots of health. NOTE: MERCS are the exception to this, from Level 10-100 I know that your bounty is 100 X your cashflow. So let's say you are cashflowing 100 mill and you have 0 upkeep, your bounty would be 10 bill rather than 1 bill as normal players.

TIME TO CHOOSE:
What kind of player do you want?

ATTACKING VS. HUNTING
The best way to get cash with out leveling is sitting. But everyone has their choices. When you attack you don't have to win the fight, to get the bounty. You just have to be the last person to hit them, and kill them. Attacking you want wins, and unfortunately this will level you to some degree. However if you have lots of health as I have pointed out before, then you will do greater damage, but if you are being milked then high health can be a bad thing if your defense is not up. It will take you longer to be driven to the ER so they will be able to steal more money from you. KEEP YOUR DEFENSIVE WEAPONS UP!!


TYPES OF PLAYERS

ATTACKER:
Based on players attacks only.
Health Max 100
Energy raise it accordingly. ask if unsure
Stamina Max 30-45
Attack Power between 90-100% of your points left
Defense Power 0-10% points of your attack power
MOB as per Level of player
The reason why this is so effective is even if you get attacked, you will lose but max of 4 hits maybe, but there are times I've run up to 300 health with a player, and run all night long getting wins. you can attack longer periods with doing less damage, because your health is so low.

DEFENDER:
This one is dedicated to sitting back and building cash.
Health Max 100
Energy raise accordingly
Stamina Max 45-50
Attack Power 1-10% points left
Defense Power 100-90% points left
MOB as per Level of player
These are great collectors, and can cashflow well, however you must maintain a good cashflow, to support the weapons later on.

ALL AROUNDER:
All around, good with attacks and defense.
Health Max 100
Energy raise accordingly
Stamina Max 24-45
Attack Power 40-50% of leftover points
Defense Power 60-50% of leftover points.
MOB as per Level of player


THE HUNTER:
Player built for attacking the hitlist
Health Max 100-150 (lower the better)
Energy raise accordingly
Stamina 50
Attack Power 100% of Skill Points acquired and leftover after stamina
Defense Power 1 Point
MOB as per Level of player
This is a good basic starting Level 10 hunter, you absolutely DON'T want anymore than 150 Max Health


BASIC STARTING TIPS:
I must suggest that when starting off with a level 1 and starting your cashflow, DO NOT ADD ANY MOB, OR WEAPONS. The reason for this is some turfs will try to level a players mini, and if you go head to head, with no weapons, but mobbed up then you will win the fights, and thus leveling your mini.

No Weapons:
No Weapons for your level 1's, 1: it kills cashflow, 2: if you get attacked you are going to end up winning, and thus leveling eventually. The max experience points are 20 that you can be killed, and lose experience points.
Best time to start arming your minis is after you have a significant cashflow, at least 100mill but me I like having 1bill cashflow minis. Also when you have started to acquire pipe bombs, it's a good time to start arming your minis. Best thing to do is keep you mini as a Level 1 player as absolutely as long as possible.


HAVING A LOT OF HEALTH IS A NO NO!!!!
A lot of the bigger turfs that have players that have tons of health, and thus the ATTACKER player will take more money vs. an ALL AROUNDER player with large amounts of health. If you are going to have large amounts of health, then I advise you to be set up as a DEFENDER player. If you are attacked and win, most likely they are going to leave you be, but you got people like me that don't care about wins/losses. I'll take a level 339 DEFENDER, and make someone lose tons of C-4, why? Because it's expensive to buy. Most people are willing to back down to their loss of C-4 from a fight

The point systems above are set for levels 1-150. You may adjust from 150 to above if you like, which the higher up you go you will need to adjust in certain areas, like stamina, and energy. Health is optional. But I know that when you get to levels 300+ you can go still with 100 health, and thus doing great damage.

RULE OF THUMB: HEALTH;
At the very most you need 1 health per level. So in reality you already start out at 100 health at level 1. So no need for adding health until sometime after level 100. If you are a level 150 X 1 = 150 total health. But I'd keep low low health, that's just me.

TURF BOSS'S NOTES:
I've been around the block, and have seen people run through large turfs, (150+ members) and just go to town on people who have absolutely too much health, and too little defense. I've done my share of damage to large turfs too. The best thing is to have a good defense, and low levels of health. Trust me it pays! I've seen 13 member turfs go after 500+ member turfs for weeks using that strategy, and you can't really stop them if you have large amount of health, or listing them soo much doesn't effect them either.

Get mobbed up as soon as possible. It's a pain in the ass, the sooner its done, the faster it's done with (I know I have many Players)

Never tell anyone you can't trust your exact number of players, because if shit hits the fan, you don't want them hunting you down.


At LEVEL 150:
You max out on mobsters which is 750 usable mobsters, but you can go up too 1000 mobsters total.

AT LEVEL 251:
You start using 2 weapons gradually until you max at 1500 total weapons. This is why it's important after level 250 from time to time have a friend attack you and post your defensive stats, either in turf chat, or have em sb'd to you so that you aren't paying for extra equip you don't need, and you aren't under weaponed. You will get 1 usable weapon per each level your player goes up. It also tells you how many extra weapons you are able to carry in the equipment menu, just before you start scrolling down to see weapons you can purchase.

MOBSTERS MOBSTERS MOBSTERS:
IF attacking, defending, hunting you need 5 mobsters per level (usable as you can have up to 1000 you can add, but your usable level is what you NEED) and this is the formula:
5 Mobsters (mob adds) X Level 10 player = 50 usable mobsters
You can have up too 1000 but you need a minimum of 50 mobsters to be at max fighting potential.

WEAPONS/ARMOR/VEHICLES:
Weapons, armor, and vehicles are distributed much the same way as mob. Each mobster gets 1 weapon, 1 armor, and 1 vehicle. So let's say you are at a Level 10 player, then you are wanting at least 50 weapons, 50 armor, and 50 vehicles. 5 usable mob X Level 10 Player = 50 mob, so hence you need 50 of each. If planning or close to leveling, then I usually buy 5 extra to compensate for when and if I get leveled.

ATTACK VS. DEFENSIVE EQUIPMENT:
There are 2 numbers assigned to every equipment piece you buy. 1 number is Attack, and the 2nd number is Defense. If you are attacking, you will automatically use the best weapons for attack, also make sure to buy the equip best suited for attacking, and then sell off the equip later, and keep all your DEFENSIVE equip. It's a term known as renting equip. Never sell off your defensive equip unless upgrading to the next best thing. When you are being attacked you automatically use the weapons with the best defense.


Milking:
If people don't like it then I tell them to defense up. I expect that of all my turfed players, to Defense up, so that you don't get milked. That's why I have written the Player Types to build up above. Reason being so you don't get milked, and that you protect yourself, and the turf.


EXPERIENCE BLOG:
Here is an experience blog to the missions, what you get for the Platinum, and Diamond missions. It's all there for you!
http://fubar.com/fumafia-expierence/b339347




platinum
♦ High Stakes Gambling - 10 Office Building , 5 RAD Bomb Suits , 100 Doctor's Scrubss

♦ The Italian Job - 10 RAD Bomb Suits , 1 Skyscraper

♦ Mafia War - 5 SCB-304 Submarines , 5 AH-64 Apache Helicopters , 4 Outlet Shopping Strip , 5 RAD Bomb Suits , 90 Doctor's Scrubs

♦ Armored Truck Robbery - 5 Armored Trucks , 1 Auto Body Shop , 1 Armed SCB-304 Submarine , 80 Doctor's Scrubs

♦ Break Cousin Vinnie Out of Prison - 250 Merc Repellents

♦ Credit Card Fraud - Cash Regen every 5 minute for 4 hours

♦ Steal Someone's Identity - Cash Regen every 2.5 minute for 4 hours , 70 Doctor's Scrubs

♦ Rob a Check Cashing Store - 2 Tuv's , 1 Condo Complex , 25 Reinforced Shelters , 26 Town Square , 60 Pipe Bombs

♦ Smuggle Contraband - 10 Sniper Rifles , 15 Town Square , 25 Auto Body Shop , 25 Fortified M-16s , 50 Pipe Bombs

♦ Art Museum Burglary - 10 Luxury Hotels

♦ Extort from a Business - 10 AT4 Rocket Launchers , 10 Auto Body Shop , 40 Pipe Bombs

♦ Break into a Business - 5 Full-Body Armors , 15 Townhomes , 30 Pipe Bombs

♦ Steal a Car - 5 Military Jeeps , 5 Abandoned Storefront , 20 Pipe Bombs.

♦ Mug Somebody - $1,300,000 , 10 Pipe Bombs

♦ Shoplift - $1,000,000 , 5 Pipe Bombs

♦ Break into a House - 800,000 cash


{Diamond Mastery}

♦ High Stakes Gambling - $102,400,000,000 , 400 skill points , 20 Napalm Launchers , 5 RA Bomb Suits , 5 Armed SCB-304 Subs , 20 Shopping Strips

♦ The Italian Job - $51,200,000,000 , 400 skill points , 20 Napalm Launchers , 4 RAD Bomb Suits , 4 Armed SCB-304 Subs , 20 Shopping Strips

♦ Mafia War - $25,600,000,000 , 400 skill points , 20 Napalm Launchers , 4 RAD Bomb Suits , 4 Armed SCB-304 Subs , 20 Shopping Strips

♦ Armored Truck Robbery - $12,800,000,000 , 400 skill points , 20 Napalm Launchers , 3 RAD Bomb Suits , 3 Armed SCB-304 Subs , 20 Shopping Strips

♦ Break Cousin Vinnie Out of Prison - $6,400,000,000 , 400 skill points , 20 Napalm Launchers , 3 RAD Bomb Suits , 20 Shopping Strips

♦ Credit Card Fraud - $3,200,000,000 , 400 skill points , 10 Napalm Launchers , 3 RAD Bomb Suits , 3 Armed SCB-304 Subs , 10 Shopping Strips

♦ Steal Someone's Identity - $1,600,000,000 , 400 skill points , 10 Napalm Launchers , 3 RAD Bomb Suits , 3 Armed SCB-304 Subs , 10 Shopping Strips

♦ Rob a Check Cashing Store - $800,000,000 , 400 skill points , 10 Napalm Launchers , 2 RAD Bomb Suits , 2 Armed SCB-304 Subs , 8 Shopping Strips

♦ Smuggle Contraband - $400,000,000 , 400 skill points , 10 Napalm Launchers , 2 RAD Bomb Suits , 2 Armed SCB-304 Subs , 8 Shopping Strips

♦ Art Museum Burglary - $200,000,000 , 400 skill points , 10 Napalm Launchers , 2 RAD Bomb Suits , 2 Armed SCB-304 Subs , 8 Shopping Strips

♦ Extort from a Business - $200,000,000 , 400 skill points , 10 Napalm Launchers , 2 RAD Bomb Suits , 2 Armed SCB-304 Subs , 8 Shopping Strips

♦ Break into a Business - $100,000,000 . 400 skill points , 10 Napalm Launchers , 2 RAD Bomb Suits , 2 Armed SCB-304 Subs , 8 Shopping Strips

♦ Steal a Car - $50,000,000 , 400 skill points , 10 Napalm Launchers , 2 RAD Bomb Suits , 2 Armed SCB-304 Subs , 8 Shopping Strips

♦ Mug Somebody - $40,000,000 , 300 skill points , 10 Napalm Launchers , 2 RAD Bomb Suits , 2 Armed SCB-304 Subs , 8 Shopping Strips

♦ Shoplift - $20,000,000 , 200 skill points , 10 Napalm Launchers , 2 RAD Bomb Suits , 2 Armed SCB-304 Subs , 8 Shopping Strips

♦ Break into a House - $10,000,000 , 100 skill points , 5 Napalm Launchers , 1 RAD Bomb Suit , 1 Armed SCB-304 Sub , 4 Outlet Shopping Strips


Bronze Mastery = 10 times
Silver Mastery = 25 times
Gold Mastery = 50 times
Platinum Mastery = 100 times
Diamond Mastery = 250 times

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