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That pretty much sums my thoughts on the matter.
But I don't use either of them (because they can't attack flying enemies). I prefer to use offensive towers that can also spawn defenders, like the Bone Flingers, the Specters Mausoleum or the Deep Devil's Reef. Also, the elves seemed initially cool but they ended up being just a worse version of the Deep Devil's Reef so... *shrugs*.
Orcs, knights and elves can work within the right strategy, had to use them to unlock the achievements and still use them on the odd Iron challenge, but there are certainly more well rounded options.
in my experience orcs die way to easy. sure 1.5 times the blocking, but if ithey die all the time then it doesn't work.
it feels like they can only really survive if they are upgraded to level 2 and then they still feel frail. dark knights can hold their line even at level 1. and when it comes to cost. a level 1 dark knight is cheaper then a level 2 orc den. and i like my money to go to offense whenever possible.
and if the dark knights do die. then they respawn on a 8 seconde cooldown.
i understand liking offensive towers that can also spawn defenders. but your comment on more well roudend options doesn't sit well with me.
ya fill a map with orcs and it will suck. but no sane person does that.
barrack units like orcs and knights are there for stall, you need other towers to do the actual damage you make a well roudend defense by adding different towers together. deep devil's reef is good when their aren't many tower slots in a given crossection or path. but i woudn't use them on for instance farm arrays.
as for elves, i don't really consider them a barrack unit. they do more damage shooting arrows at range then in melee. so you wanna keep em out of melee. when you do that they do massive damage. sure they can block if neccessary but they won't stall for long. their best use is as an archery tower that can move. the actual range of the elves is the length you can position them away from their tower plus the distance they can shoot so they have some good range.
i do prefer different offensive towers over elves but they can be quite good in the right circumstance.
That said, if I was forced to choose between the two, I would go with the orcs 100% of the time. They have 1 extra soldier, the Captain, extra regen (which shines even more if they can be supported by the Orc Shaman) and extra damage upgrades (and are cheaper). The added offensive potential of the Dark Knights, with the 2%/4%/6% instakill is simply not worth it in my experience.
that strategy only works if you have those towers at fourth level and buy those upgrades, if you have multiple paths where you need to stall that becomes ridiculously expensive, it bars emergency stalling (with exception to reinforcements) and limits positioning of your expensive damaging towers to the back and mid sections of the map.
oh, no, wait I still have all the achievements, guess it was not a dream after all
The money is better invested at other towers.
Upgrading a barrack is a "oh ♥♥♥♥" button if they die. So they respawn with the upgrade.
So Dark Knights win for me all the time.
You can leave them at level 1, only upgrade if they die and you cannot wait 8 seconds.
A dark knight last really long (mostly even if one is dead, before the second die the first respawn).
Orcs die at a few hits at seconds.
Orcs do more damage, but lets be fair: Barracks are for stalling and not for killing things.
Even a fully upgraded Orc Hut does tiny damage compared to a normal tower.
If you have a chokepoint at which you need 3 defenders (the only positive thing about orcs), you can always place a hero that can defend on this spot.
If you really want to use Orcs because of stalling 3 enemies you need them at level two, better level three and then they are way to expensive.
But then your tactic is wrong. Fast enemies or group of enemies should be dead at a few attacks. And for a "oh ♥♥♥♥ there are more then two" you can always place two demons to help your Dark Knights to stall 4 enemies at once.
When I played on veteran first to unlock impossible for future playthroughs it mattered less. Now though, I only use orcs if it's a challenge that swarms you with lower level enemy types. I might use the reef combo tower once I reach the unlock mission for that, but not sure.
Fresh campaign with impossible start and the game has some challenge when you don't have all of the upgrades. When I completed the campaign and switched to normal, it didn't really matter what I did. Practically everything worked well without much thought.
I actually like the Dark Knights upgrades a bit better once maxed due to the chance at 1-hit kills. Overall I've had success on some levels where I decide that 2 Barracks types is what I want (opposed to 2 Archers or 2 Artillery or 2 Mage) and I find combinations are generally better than single types. If there is a junction with many spots to build towers I've even gone 2 Barracks and even though 6 units is a clear winner over 4 units, I find one Dark Knight and 1 Orc is better than 2 Orc Barracks or 2 Dark Knight Barracks. 5 units is enough and then I get the advantages of being able to fight strong enemies, survive long enough while DKs are in their defensive thing and then getting 1-hit kills here and there.
Edit: The Elven Warriors are nice too because they also have an attack vs air. Orcs in front, Elvens behind them can be nice. It let's you use a spot as a Barracks, but with the added bonus that if flying enemies bypass other towers your elves can finish them off.