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Bir çeviri sorunu bildirin
Layered Health System
The units “Health” comes in three layers:
- Shields. To counter shields you need lightning.
- Armour. To counter armour you need cannons.
- Health. To counter health you need arrows.
This is one of the most important concepts to the game. When units are pathing through your maze you should look at them and decide if they have too much shields, too much armour, or too much health, and use that information to build your next tower or replace an existing tower. Often 1 layer will be giving you troubles and reducing the output of your other towers. Ex. zoombots going by your all arrow maze, all of your arrows damage is wasted if they are shooting at the armour, if you place more cannons down your arrows will be able to do health damage and become effective.Denying Battle Points
Battle points are given for each second that units are alive inside your maze, this makes it very important to kill the enemy's units quickly. For more information on how battle points are earned please see this post. Before we move on, I'd really suggest you check out that post.
Tower Placement
Often being able to build towers properly (efficiently) will allow you to save gold in defending your castle and be able to use that “extra” gold to put pressure on your opponent. The general idea is to build enough lightning and cannons to kill the shields and armour of the units being sent at you and fill the rest of the spots with arrows to kill the health of the units. As the game progresses you will often need to shift to more cannons and more lightning and an overall larger maze. If you find yourself needing more cannons/lightning you can either sell existing arrow towers, or plan ahead for your needs and keep a level 1 “placeholder” cannon/lightning in your maze and upgrade it when needed. This alternative strategy will save you gold long term, but cost more gold upfront and in most cases help your opponent earn battle points.
When you finally decide what additional tower(s) you need, you should then select the hex that works best for your chosen tower. This will end up giving you much better results than choosing a tower to "Fit" on a specific hex. Often most hexes aren't worthy of an expensive tower and should be filled with an arrow to maze on, but the best spots should be saved for lightnings/cannons to get several shots off from one spot, this will save you money from increased effectiveness of your more expensive towers.
Looping the Path
When you loop enemies around towers you have, the towers in range will do more damage, as they have a longer uptime on the enemy units. It is important to upgrade your towers on the loops as they are going to be your most effective towers. High cooldown towers (Catapult/Lightning) are very useful on the end/start of loops as they are able to front load their damage as the wave starts to come, and can continue to attack the wave for a good amount of time while they slowly get out of range and then are still back off of cooldown by the time the front unit gets to the other side of the loop.
Avoid Leaks
Should be self-explanatory, but often I see players disregard their defences and leak units constantly. If you are leaking this wave you are definitely leaking the next wave. Almost every send the enemy launches at you will get progressively stronger, and you need to keep your maze getting progressively stronger to counter their advantage. Towers are expensive compared to units, but they pay themselves off in the long run if you build efficiently.
Exception: ARGed units will make it much further than the next unit wave, however if you are able to shut down an ARG send, you are likely safe for at least 2-3 more normal sends so it could still be worth trying to stop.
Avoid “Stacking” non-arrow towers
In most scenarios it will be inefficient to have a group of the same towers in one concentrated area, The layered health system means that you are encouraged to have a variety of towers in your tower build to be able to burn through each unit consecutively. When "stacking" towers, their negative qualities are magnified.
Turtling Mine Upgrades
After a big send instead of upgrading your units and following it up with a better send to put pressure on your enemy you can instead upgrade your mines and spend your gold on towers. This will give you a gold advantage over your opponent and it forces them to attack you to be able to get enough BP to upgrade their own mines to match you, this will take them at least a minute to get up to your speed if timed correctly and can give you a slight gold advantage. Since you are building towers it will allow you to safely live through your mines downtime (the period of time where you recover the cost of your mine through its increased income). This often forces your opponent to upgrade a mine when their defences are not ready for it, because they are too worried about matching your gold mine rather than losing gold in the future.
Building with Mines
Often Mines will be right in your way and end up blocking off many valuable hexes. Your best options are to either avoid the mine entirely, or build towards it and use the most dead hexes as possible. Remember mines are meant to change your "normal build" and you must use judgement whether or not it is worth going past a mine at all, and if so which sides you want to go past.
http://steamcommunity.com/sharedfiles/filedetails/?id=96911067
http://steamcommunity.com/sharedfiles/filedetails/?id=97259874&insideModal=1
Battle Bluffs
http://steamcommunity.com/sharedfiles/filedetails/?id=96901075&insideModal=1&showComments=0
- Can give you a first wave advantage under certain conditions
- Often a mark of a new player and a free win
- Quickly loses value from the second wave+
- Very hex inefficient and the lack of tower density makes your enemy gain BP for free.
http://steamcommunity.com/sharedfiles/filedetails/?id=96901241&insideModal=1&showComments=0- Most aggressive build
- In the short run will be the best at killing units
- Vulnerable to healers as the "maze" is only 8 hexes long
- with 3 rows on either side of the path, your incidental damage will be huge, but your single target burn will just cut down any knight/support unit
- Needs a fan to be very viable, the short path can be a problem against long wave sizes if units are able to get passed your tower block while your towers are reloading
- Long Term you may feel like you don't have enough hexes to maze with, but you can always do that on the third island.
- So expandable to your needs that you might wonder why there isn't more people doing this build.
http://steamcommunity.com/sharedfiles/filedetails/?id=94465533&insideModal=1http://steamcommunity.com/sharedfiles/filedetails/?id=96900881&insideModal=1&showComments=0
Dusk Till Death
http://steamcommunity.com/sharedfiles/filedetails/?id=97125436&insideModal=1&showComments=0
- Good natural fan location
- Expandable for cannons on tier 2
- Has very little benefit from the stump islands behind the initial towers, can only be used for catapults effectively
http://steamcommunity.com/sharedfiles/filedetails/?id=97262219&insideModal=1Warcicle
http://steamcommunity.com/sharedfiles/filedetails/?id=97181142&insideModal=1&showComments=0
- Strong overall tower density
- Many possible fan locations
- Depending on mines, you can use any/all ramps without compromising the starting build
- Room for multiplicators at the front later in the game
- Room for early lava tower if facing zoombots
- Long Natural loop gives many of your front towers increased uptime and makes catapults very appealing
http://steamcommunity.com/sharedfiles/filedetails/?id=97083708&insideModal=1&showComments=0this is what u could include
With that view, I'd like to ask if the EXACT setup you used in the 1-shoulder deny build, with the high density of cannons, is effective at dealing with Knights, and more so compared to stacking many arrow towers with sparse cannons interwoven between them. It may not be 1 shoulder, but 2, 3, or even straight line, but I would like to know about the tower densities and ratios for dealing with most Tier 2 assaults.
That picture (the 1 wide deny) was actually taken vs zoombots. Against knights I usually only build 2-4 cannons with a high amount of arrow towers, the faster the arrows can burn through the knight the less cannons you need. However it is very important that one of your cannons can hit the first unit as soon as he enters your maze. More than 3 cannons firing at one knight will be ineffective, so try to spread them out, but its alright to have more in the front and just 1 further back.
First of all, thank you so much for this guide! It definitely helps me get a better understanding of what the heck is going on in this game, since I am still new and have not yet been able to beat even the level 1 bot XD
Just a question, I see your image for the 1 Wide Shoulder Deny tower layout, however I don't understand how the 2 Wide and 3 Wide variations would look. Can you (or anyone else reading this forum) please post a picture of that? From the description, I am having a hard time understanding what makes it different. In my head I am just picturing the same thing but with less towers and twice as much area for the enemy wave to walk through, but that doesn't seem right to me... then again I am a noobie so maybe that is what it is!
Thanks again!!