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I do not see why spitters should have armor at all. The crushers would work if they simple had less of it. Even with that fixed, I also do not like the armor system at all.
Players are just going to ignore armor on their units, especially when map clearing, which was predictable. Having to rebuild walls because repair doesn't restore armor is a special sort of bad.
There's always been a trickle of people surprised that their end game stuff don't kill Crushers like they expected. That's already getting worse, and it will stay worse, because no unit or building is good at killing Crushers now. You have to figure out how to not play Rebellion and then get a good ratio of cheap, early game Archers and semi-expensive, mid game Arbs.
Anything unlocked from the Siege Factory will not help you take down a Crusher in a significant way, and that's always been a mistake.
Most RTS game uses scalars eg.rifle man deals 25% dmg to tanks,100% to light infrantry 50% to lightly armroed vechiles etc.
Much easier to balance and easier to understand and there is no tedium from the player andf compositon is still important.
Now you even need to macro build walls/ballistats to rearmor them is special kind of tedium I have never seen in any RTS game.
I have no idea why they want to give this game so much tedium which is not fun.
Players reaccing edges too fast,maybe make more nightmares spawn there or something......that is fun.......
why give player tedium which is not fun.....
That said current armor system is very unqiue among RTS but needs lot of rebalancing.
Impaler still sucks......after the buff....
If you add such aspect in this game people will try to avoid that, if cannot they avoid game itself.
The fishing nets were a big design bust for me as well. 'Click for gold' in a Hero-led, Nightmare Survival Wave defense game? It just feels so gimmicky.
Lean into the strengths the EA has presented - fantastic music, diversification of units through skill trees and memorable Hero's.
Triage centers are now actually useful as they build fast+cheaper to, you can build them before or during mass nightmare clearing and delete them later.It pays back.
Also useful to have 1 for each wave defence spot especially if you use melee.
If you get overwhelmed(ikely from overbuffed spitters) you can fall back and heal up faster.Radius is increased too.
Workshops restore armor extremely slowly less than 1 per second........ and have very small radius.
Units should simply restore 1 armor/1,5 second(current rate) without workshop when out of combat for 20 seconds.... and workshop would increase regen speed by 500 or 1000% so sometimes it is worth to go back likely with sentinels or building in advance.
Currently they need to tune it up but in a couple of days I bet we will be able to look at the intended use of armor.
Does fire affect armor in a special way? What if they added acid troops just for that (or use building/talent as a buff)? Some bottle-lobbing alchemists would be rad, personally.
Maybe add buildings that add permanent effects in addition to the talent tree for that?
who knows. I trust them so far they'll fix their shizzle.
They have a mobile game feel to them ("click 10 fishing nets to unlock your free daily reward!") and don't belong in this game. What they could do with fishing is add a research option to the workshop that would allow players to switch the fishing port to collect gold instead of food. Call it "pearl diving" or something. Then players would make their strategic decision about getting either food or gold from their port and then go play the actual game.
Great idea. They should do that. Might even make sense for it to be an optional building with a build limit of 3 then.
I've tried 2 days with nighmare difficulty and can not pass the 1st wave because I don't have anything to counter the armor in early game, anyone has any tips?
I'm not going to get into the details, but I once said that Horrific+ probably can't be balanced because of the loss of days and shifting the first Crusher to Wave 2. New armor system is making that reality hit hard.
I say this, this Update is bad.
I played around with the Voltalist, Order and Rebellion.
First of all I already said that Armor overall is not working out there are no valid Option to use. I don´t know what they had in mind with all this but there are no meanigfull counters to Armor. I don´t know if they plan to release another Tier of Units like Tier 3 or something which I hope because currently the last two waves with the reduced Map progression ,ressource income, Armor and Bugs/crashes are not beatable atleast for me and I have previously beaten Nightmare.
The Voltalist currently Lost all their intentional purpose of Aggressiv early Gameplay because as cool as the Cultist look and all. They are not good. They are not even 30% of what 3 Soldiers and 2 Pike have been. They are pretty much worse than both other Faction so what is there purpose? Seriously they have Armor shred which doesn´t do anything for them you need 8 Cultist to instandly shred 1 Armor of a Tier 2 Axeman and the worse is they are actually nearly to weak to beat one single crawler alone. They die in 2 Hits. Even if you get 2 that does not make them work or worth, probably if you would get 4 they had a purpose but would destroy your Population. Their Endgame purpose is non existing they die in seconds, can´t hold of anything so it´s a waste to even Build them after Death night one if you have reached an Iron spot early. You rather go for Pikeman and Archer.
The Rebelion well thats something diffrent the Hunter is actually a Fun Unit i personaly don´t mind Micro. But how are you suppose to win? Tower Armor shred alone? Spamming Traps in small Zones? Which have no literal option like Explode on Giant or on Axeman. I don´t think this is good it´s not working out because they have so much difficulties at the End.
The Order. Well the Order is the only winner of this Patch they have everything now. Good Start with Basic Soldiers and Good Endgame even better than previously, before Factions came out. Catapults which are the best Endgame unit for Mass control and Defence being Exclusiv to them, also available Arbalest and Pikeman which gives them Armor Shred makes them the only valid Faction right now with the Other two literaly inferior even useless in comparison. Also a New Ult for Edwin.
Conclusion: This Update is the First i must say is actually Bad and i´m kinda disapointed.. I really like this Game and love the concept but this is just a half hearted patch to give us anything. Thos does not work. It is not balanced or even fit the previous or current Game plan with the Factions and there Playstyle. It makes the Factions currently more like a Meta Play, oh now this Patch you must play Order to win next patch you need to play Rebelion.. The Rebelion were "Meta" or the strongest before but the other two were still usefull and Fun to play. The Game was winnable with every Faction. Now two Factions which actually got new Things you don´t want to play them? Like what?
In this i would kindly ask to revert Yes REVERT this Patch. It´s a mess. Rework it save it up with more Things other Units more Faction details, like i said T3 Units, Cavalerie or what ever is to come, better Armor shred if the System is here to stay. at once which kinda balance it out or make it less "UNFUN" or better said "Broken" "Unbalanced".
Edit: For Me I´m out until they either Revert it, Fix it or bring the next Content Patch but currently i rather don´t want to play otherwise i would probably Quit this Game forever.