Defense Grid: The Awakening

Defense Grid: The Awakening

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Hoebuh Dec 8, 2013 @ 4:18am
Racers always ♥♥♥♥♥♥♥ things up!
I need help on this one. I'm still a noob and i always get owned by those pesky racers.
Any tips on which tower kills them best? tried a variety of things but they always seem to slip past my defenses.
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Showing 1-11 of 11 comments
Dave The Red Dec 8, 2013 @ 6:51am 
Temporal towers, laser towers, mazing them or juggling them.
Wolflordrufus Dec 21, 2013 @ 4:12pm 
Inferno + temporal works for me (and guns!)
Nephilim Dec 21, 2013 @ 9:57pm 
Gun towers chew them up pretty good especially with temporal towers in the right locations. I prefer guns over lasers because they also work on shields. Lasers I use more near the end to clean up.

Also all towers will be useless if there are just to many for your defenses. On certain levels you have to use certain towers to make things easier for yourself. Concussion towers are great for large groups then your other towers can clean up. If you don't have concussion towers use inferno for groups.

If you have a space off in the distance where nothing passes by it you might want to put down a meteor tower so it is always hitting enemies from a long distance.
D00mM4r1n3 Dec 29, 2013 @ 4:40pm 
Inferno at the entrance of your death trap, a temporal to slow them, guns for the kill, and concussion somewhere nearby that hits everything. Cannons near the cores to kill anything that managed to get past, cannons near exits if there's not much room for your death trap to kill everything. Inferno towers melt racers like a hot knife through butter.
MaebeKnot Jan 2, 2014 @ 11:30am 
A laser tower here and there to insure that they always have the burning stat will take down racers. Don't over do it because these laser towers wont hurt shields but enough lasers to take down racers and GG
Clockwerk66 Jan 3, 2014 @ 9:20am 
Yeah, pretty much what these guys have been saying. Temporal and Laser towrers, as well as mazing. :plane:
Snap Jan 6, 2014 @ 10:10pm 
Laser towers suck. I have found them to be pretty much worthless
Schnittertm Jan 7, 2014 @ 6:41am 
Originally posted by MX_Snap:
Laser towers suck. I have found them to be pretty much worthless

My experience with them differs. They might do a little less DPS against whole groups, but against unprotected single targets they do about the same amount of damage a cannon would. Also, it fires continuously and can switch targets fast and even does damage to enemies that are out of its range, due to the burn, which is why they are phenomenal against Racers, especially if you don't have a way to bunch them up and Concussion/Meteor tower them.
CLBrown Jan 8, 2014 @ 9:35pm 
The trick with your 'fast movers" is to use weapons which continue to damage the enemies after the weapon is no longer in range. Essentially, this means "burning weapons." There are two burning weapons... flame towers ("infermo") or laser towers. Both behave similarly, in that they have "lingering damage" which contines to harm the enemy even after it leaves range, but the laser is "focused damage" on a single enemy, while the flame tower does less damage per enemy but hits a lot of enemies all at once.

If you're dealing with a group of racers, the best approach is to use a cluster of flame towers all augmented by a termporal tower. The longer the flame (or laser beam) lingers, the more damage is done, and thus the more damage done over time as well.

The problem with this approach, however, is that other enemies... in particular those with shields... are essentially unaffected by flame towers or laser towers (which sort of makes sense, doesn't it?). So, you usually need to match things up. I've found that a "winning strategy" is to pair up electrical towers ("Tesla") with flame towers ("IInferno") and temporal towers. The tesla takes down shields pretty fast, the inferno takes out large groups of light, fast enemies, and the temporal ensures maximum damage for both.

This works especially well if you're tryiing to set up a "kill zone." A maxed-out temporal, a maxed-out command, a number of maxed-out gun towers covering main approaches, and infermo/tesla combos at corners... with second-tier coverage by the occasional laser or cannon... and, if possible, a couple of well-placed maxed-out meteors providing arrtillery coverage for the entire battlefield... and you can beat virtually everything.

The trick is, in my experience, to remember that "path building," "attrition zones," and "kill zones" are three very different tactics, and you need to use a combination of all three in order to beat most levels. You can't really max out everything in the majority of cases (and you never can if you don't make judicious use of command towers!)
swingline Jan 9, 2014 @ 8:36pm 
When you say racers, I say lasers. Maybe not too many lasers, but one or two lasers at key places along with temportal to slow them down in range.

Something else with racers is they sometimes can get far removed from the rest of the group due to their speed. Cannons that have nothing else to aim at except a racer coming into range are also deadly - especially for a racer that's about to "get away" from your killzone.
Swiss_Cheese9797 Jan 15, 2014 @ 7:36pm 
An advanced strategy is to monitor when the racers are coming with the HUD and quickly sell what won't help and replace with lasers. After dispatching the critters you can resell and rebalance. When and how to do this is an art. I'm good at it now but I have 1800 hours on the game. You can wait to see it on the screen or make a note on paper that they come at wave x, y, and z. so you know way in advance.

Another masters strategy: have you ever noticed that temporals sometimes pulse together and other times in a syncopated beat? Place temporals close enough together in an offbeat pattern to slow down the racers permanently. Temporal pulses in sequence rather than simultaneously is the ticket. This takes a little practice because split second timing is necessary when building the temporals out initially.
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Date Posted: Dec 8, 2013 @ 4:18am
Posts: 11