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Fordítási probléma jelentése
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.
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.
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.
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 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
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.
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.