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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.
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.
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!)
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.
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.