Sanctum 2 > General Discussions > Topic Details
Craptastic Dec 8, 2013 @ 7:19pm
ACP tower
Anyone else think it's a little too strong? I love this game but dislike it when something so good exists that you have to take it with you every time. A well placed ACP just seems to devastate everything in the game, while it seems to be designed as a counter for things like runners. I feel like if it didn't do enough damage to go through armor but had a higher fire rate it would feel more balanced.

My 2 cents.
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imelman Dec 8, 2013 @ 10:31pm 
Without AMPs,overcharge or range(AMP)ones its not so strong.Also it hits only ground and limited range.Thus anti-massed one.
Last edited by imelman; Dec 8, 2013 @ 10:32pm
Jyuvoile de grace Dec 8, 2013 @ 10:44pm 
like what lmelman said, ACP only target ground unit, limited range.. and also u need a good position to place the ACP, and some slowing tower (slow field/kairos) to maximise its dmg..

imo, if u played survival, during wave where there r fast moving mobs (eg. rhinos) u will noticed the dmg for that wave done by ACP isn't that great.. especially in later waves where 5FoS r activated,,, the ACP is like scratching their back xD

Craptastic Dec 8, 2013 @ 11:59pm 
While I agree with you in that it needs support, it still does a very large amount of damage and is not limited by getting swarmed in any way. imo, it is the most scalable tower in the game because of that. I have never had any problem with range as it usually sits at the apex of a u-bend. Also, the fact that it only hits ground units is not a big deal as (lets just say for sake of argument) 80% of any lumes you fight in a given wave are ground-based. And from my experience with a properly designed maze it still shines with 5FoS activated.

For what it's worth, I'm posting since i'm curious what others think of this tower, as from my experience and playstyle, it and the focus are 100% always in my selection. I'll be interested to see how many people have the same experience as I do.
Elvis2049 Dec 9, 2013 @ 5:44am 
It is the best tower in the game atm (there is always a tower @ the top of the list) but it's only good when overcharged and on a good position with mind controll and or slowing around it.
Plus in most random games ppl just spam towers everywere just to get to the towercap cause that works best trololol.
And altho it's not the best tower in all situations (no tower is) it is quite a versatile tower.

PipHoff -GER- Dec 9, 2013 @ 8:18am 
I think mind control spire + slow dispenser are even more problematic. Survival mode becomes trivial after a certain point because of them. You can stall enemies forever, there is no difference between wave 60 or 100+, other than "time invested".
Craptastic Dec 9, 2013 @ 9:17am 
Ha ha, yeah... the mind control spire is pretty game breaking, but at least you're basically finished with the game by the time you unlock it.
Elvis2049 Dec 9, 2013 @ 10:34am 
And u also don't want it when the Super Heavy boss is comming :)
John Sheridan [GER] Dec 9, 2013 @ 11:16am 
So now the mind of a Survival-hardcore player :P DONT TOUCH MY ACP!

As basic Tower it is normal, Rocket is a lot better. But as soon as you own the DLC1, with it the Range Spire, it gets overpowerd. If you just place one ACP, and this one very good, you earn a global or local ACP, yeah it has a name, and is just freaking. Ofc it isnt the solution for all problems, but ground - no problem anymore as long as there is no boss... Even rhinos - if you are a good mazer. So it is the best tower, for its area - crowdcontrol (others are lighting or Rocket)

For everything else you need other towers, i wont explain now how survival works.
In fact, you are completly right, BUT to get to this point needs some experience and a lot money, means you need at least 3 players (possible but very hard with 2). So i would say dont nerf it, because it would make the normal ACP as more bad as it is atm. Chaning the OC rate of the ACP, is in my mind, also wrong because as i said you need already a lot money and it feels quite a bit Balanced. Maybe bit less OC DMG rate... then it would be perfect. Anyway It isnt really a gamebreaker so it is in my mind okay.

Slow fields:
Nerfed in DLC4/Beta. 50% less OC range rate. Less slow too.

To mind spire:
It took all the skill out of the game. Before Survival was just for pros, who knew how to kite. Now spam 4 MC at the right positions and thats it. OFC it is too strong, but not gamebreaking, because you can still fail with it (bugs.. :P )

JS

ps: small hint... I never reach tower cap, often dont go above 5/6 (execpt mc)... Take a though about it.
Last edited by John Sheridan [GER]; Dec 9, 2013 @ 11:19am
Craptastic Dec 9, 2013 @ 3:44pm 
Valid points, nice to hear your thoughts. Makes sense for endgame survival. I'll probably start playing that at some point, but from my experience during the campaign missions and starting into a bunch of 5FoS missions, I've never stopped using it. Also agree about tower cap, most of the time if i've thrown down more than 5 or 6 i seriously take a look at what i've designed with a mind for big changes.

I guess as a different point for discussion, what would people like/dislike about a change like i specified above? Reduce base damage and increase attack rate. I feel like that would reduce/remove its ability to go through armor which, when i think about it, seems to be the problem for me. Do you think that would really ruin it for late-wave survival? How so?
Unicarn Dec 9, 2013 @ 5:34pm 
In my opinion it deals an extremely low amount of damage for the cost.
John Sheridan [GER] Dec 10, 2013 @ 8:03am 
Originally posted by Craptastic:
Valid points, nice to hear your thoughts. Makes sense for endgame survival. I'll probably start playing that at some point, but from my experience during the campaign missions and starting into a bunch of 5FoS missions, I've never stopped using it. Also agree about tower cap, most of the time if i've thrown down more than 5 or 6 i seriously take a look at what i've designed with a mind for big changes.

I guess as a different point for discussion, what would people like/dislike about a change like i specified above? Reduce base damage and increase attack rate. I feel like that would reduce/remove its ability to go through armor which, when i think about it, seems to be the problem for me. Do you think that would really ruin it for late-wave survival? How so?

not to understand wrong, i use in 5 fos with 2 or more players also a ACP on the most map, but just global one (less as 100% range). Additional more focus on other towers. You may can check after dlc relase with me my mazing, to copy it.

So to your changes, NOTHING execpt drones go trough armour, same for towers. It just deals enough dmg that you dont notice it, special after Overcharge. Higher attack rate is in my mind bad, would make the Rumple too much, even if you shoundt stay next to it. Additional too good for runners same as soakers (anyway it is dead).

Slower fire rate would make the opposite, too bad for runners if you dont use range but too strong for armoured ones.

A example for Armour pircing.. Lategame Armour NEVER matters. A gatling, worst tower for Armour, is there the best tower in my mind! It has a awesome DPS for single-fast switching targets, you just need OC, and this is usually there in Survival^^
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Date Posted: Dec 8, 2013 @ 7:19pm
Posts: 11