Dungeon Warfare
Azul May 8 @ 10:58am
Horses.
They are the single most irritating thing in this game. I don't mind things running passed my minion blockers. That's the downfall of an over whelmed bottleneck. But they're tanky, they're fast, they're heavy, and when they spawn on wave one... send them all to the damned glue factory.

I get that if you don't want them to be heavy, don't play with that rune. But, the fact that it makes only one unit in the game so unaccountably frustrating with no sense of 'oh i did something wrong' maybe the unit itself needs to be looked at.

AND THE CLOPPING NOISE THOSE ♥♥♥♥♥♥♥♥S MAKE OVERLAPS AND IS LOUDER THAN THIS SOUNDS IN YOUR HEAD.
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Showing 1-9 of 9 comments
Findus May 8 @ 1:08pm 
The horses arent that bad once you learn how to deal with them, the noise could be lowered thats for sure though.

What you want in your bottlenecks is a slime trap followed by a spinblade trap and a freezing trap with that 2 second last update freeze over it all. If you follow it by a second slime trap and a spinblade trap then its basically set for most maps. Spinblade traps are deadly to horses. On the walls next to these traps you can put whatever fits the best. Although bolt traps are really bad when the humans walk slowly over them from the side, they fire too early and often miss the shot I find. So dont build them unless they walk straigth into them. I dont build harpoon traps unless they drag the humans down holes.

You also dont need many gems into the slime, barricade and freeze trap either only 15 to get them to the last update. This means you can put it all into the inferno, bolt, harpoon or whatever you damaging trap is you often get much more value in maxing these first. Maxing dart traps is actually a decent strategy because at 50 they are very deadly and relatively cheap. Unlike bolt traps they are also not as prone to missing.

Also I personally think the minions traps are to be avoided in this game except for maps where they basically specifically made it so you have to use them.
Azul May 8 @ 1:22pm 
Yeh, I get how to handle them. I'm fairly far in the campaign. It's just... they're so unaccountable unless you take a specific counter to them.

Spike (Double hit) > Spin (Bleeding) > Corrosive Slow > Minion+Spike > Spinblade.

It's an expensive set up not immediately buildable. So, the sooner horses spawn, the more of a problem they are. With all runes aside from purity + limited they're unpredictable and largely unfun. I can see them being even more of an issue once you start going for full rune runs.

I don't like that you're forced to take spinblade for a single unit when every other unit is reasonable. The thiefs at least don't blitz your defences.

Maybe the bear trap would counter horses effectively if they only triggered on heavy units since they don't one shot them.
Findus May 9 @ 3:57am 
Originally posted by Azul:
I can see them being even more of an issue once you start going for full rune runs.

On some maps they are. In endless they arent a problem at all. The brutes and the veterans will kill you there. I mean you say the units are reasonable but the brutes have a good description in the name. In high levels of endless it becomes impossible due to the fact that they regen too quickly with the regen rune and they get too heavy to push/drag into holes.

Horses are also weak at higher levels due to the fact that once you can max some traps like the dart trap they become much stronger and will destroy the horsemen. Also combos like trap booster and spinblade will just wreck them and thats working well on most maps.
huminado May 13 @ 11:24am 
Multiple spinblades in a straight line set up where they are the only path provides a lock (the spin blade locks progress of everything). Better yet if they are by a hole or lava or water, and things just fall off the cliff. The only units that seem to be immune to falling are golems (and maybe flying units).

Add to that flames and most horses are taken care of.
Findus May 13 @ 12:28pm 
Originally posted by huminado:
Multiple spinblades in a straight line set up where they are the only path provides a lock (the spin blade locks progress of everything). Better yet if they are by a hole or lava or water, and things just fall off the cliff. The only units that seem to be immune to falling are golems (and maybe flying units).

Add to that flames and most horses are taken care of.

The higher level you get on endless the heavier and faster the humans get. The spinblades is not a sure way to block them. You will need to both freeze them and slow them as well. The best setup is one slow trap followed by spinblade and a freeze over it. Then have damaging traps on the sides.
spinblades are so expensive I barely ever use them
I find spike floor traps kill them better

I use minion blockers a damn lot.. the demon traps stop everythign in one palce and you can push them into the lava or whatever
Findus May 15 @ 6:19am 
Originally posted by =TEF= AlphaNine:
spinblades are so expensive I barely ever use them
I find spike floor traps kill them better

Spike traps are so bad... they not only use the floors needed to block the humans they also dont deal enough damage to kill the stronger ones and the quick ones can just run over them.

Sure spinblades are expensive but if you have the setup I mentioned earlier you can basically block everything up to wave 50 which is enough to build loads of them and whatever else you would want.
huminado May 23 @ 7:26pm 
Originally posted by Findus:
Originally posted by huminado:
Multiple spinblades in a straight line set up where they are the only path provides a lock (the spin blade locks progress of everything). Better yet if they are by a hole or lava or water, and things just fall off the cliff. The only units that seem to be immune to falling are golems (and maybe flying units).

Add to that flames and most horses are taken care of.

The higher level you get on endless the heavier and faster the humans get. The spinblades is not a sure way to block them. You will need to both freeze them and slow them as well. The best setup is one slow trap followed by spinblade and a freeze over it. Then have damaging traps on the sides.

I haven't tried that! Currently I'm playing with the darts maxed out which pushes units back too, in combo with the spintraps. Also gravity wells can be very powerful to keep a ton of units trapped almost indefinitely and just have a few guns to shoot them off very slowly.
Findus May 25 @ 8:58am 
Originally posted by huminado:
Originally posted by Findus:

The higher level you get on endless the heavier and faster the humans get. The spinblades is not a sure way to block them. You will need to both freeze them and slow them as well. The best setup is one slow trap followed by spinblade and a freeze over it. Then have damaging traps on the sides.

I haven't tried that! Currently I'm playing with the darts maxed out which pushes units back too, in combo with the spintraps. Also gravity wells can be very powerful to keep a ton of units trapped almost indefinitely and just have a few guns to shoot them off very slowly.

They are just going to walk over the gravity as well later on. On the first 80 or so waves they are pretty sweet though.
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