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A lot of the turrets are situational, the maps are pretty crazy, and you’ll get a different creep configuration between the 15 creep types. Figuring out what to use where is part of the game. If you mouse-over the maps in the list, it’ll tell you what creeps will show up in that map. Once you get to know these creeps and how the turrets operate, you can make a bit of a plan before you play the map. Having each map be unique and challenging in its own way is a good think I think. I wouldn't expect to be good at No Creeps based on experience playing another TD game.
Brian is crazy powerful, especially if you upgrade his damage as far as it will go. Set him to shoot first if you want him to clean up creeps that get past your maze. Set him to shoot strongest and actively hunt down brutes and other boss creeps that cause you problems. He’s a great fighter, but needs some upgrades and sort tweaks to be really effective.
Striking a balance between upgrades and new turrets is key. Upgrades might feel weak at first, but if you look at the upgrades in the mouse-over tool-tip, the last upgrade in the line gives you a huge boost. Spreading upgrades around evenly might not be the best approach, even though they are cheap. Try to find a good crossing point and build a kill box there, upgrading those turrets as much as you can.
Generally, if Brian is moving to build all the time, you may be building too much stuff at once, vs upgrading it. Still, sometimes you need him to stop building and obey orders, and you can do that by selecting him and turning his build mode off.
At this point in the game, attackers will be pretty common. The early maps have few attackers, but at this point you will need to split some of your credits between attack and defense. Most turrets that operate in close quarters have health upgrades, which will keep them alive longer in the wave. Brian is also a great tank against sweepers or brutes if you upgrade his health or shields. Booster structures can be upgraded to repair near by turrets, which can help quite a bit if you have room for that structure.
Creeps will generally attack the first thing they can see. I find it is pretty effective to build a few cheap sacrificial turrets up front, and upgrade ONLY their health. While the creeps are chewing on that, some other turret can hammer them to death.
It’s also possible the game is simply too hard. I’m currently collecting data to evaluate this. The game is only a few days old, and a lot of changes and tweaks are coming. Let me know if you continue to have frustrations. Keep in mind, you can skip maps you dislike. You won’t miss out on any story. You always have quite a few map options.
Hope this helps.
My setup utilizes the multishot perk for Blasters. With that I'm able to completely ignore the Shotgun towers and save ALOT of money in a run. Plus that extra money allows me to rush those early levels with upgraded Blasters.
Once enemies start getting past my killbox, I use the extra money to focus on those specialized towers. A Sniper only needs LOS on the tip on the lane and that shot will penetrate the whole thing. Same with Arc towers. Always try to pause before you build mid/lategame and get an idea of when a tower will strike.
Lastly, some maps make it hell for some towers. I dont build the lag field unless three of its sides are exposed. 1 or 2 sides is a waste of money and space imo. Plus with a map that small the CC wont matter much, better to just blast them 24/7.
Edit: Brian with damage maxed out is a beast. It's like 600dps or something crazy lol.
Which maps have you managed to complete?
I agree about the lag field strats and due to the map designs it means that a lot of maps there is no good place to fit it.
My artifacts have lead me to focus on the splatter cannon, as I have penetrating shot and instant reload chance for it. And making a kill box of those, especially with a lag field can work very well taking out a lot of the 'horde' type creatures.
Hes not moving all the time, but hes at the end catching anything that leaks, but if i do construct a new tower he has to leave to do so, and therefore can leave a whole in the defences.
Dropping the vortex bomb provides a good defence while he is away, but later in the game when im out of POW i can't afford it, and therefor brian is required even more to stay at home and defend.
I disagree with this as often there are bosses coming along shooting out 3 beams at a time all on different structures. So they all need health upgrades to keep them alive.
Additionally as mentioned in my other thread about the flank map, those 'sweepers' or somehing all hoard around 1 tower and nuke it down fast and then they switch to the damage towers and its a downfall from there.
I know some towers get more health than others so i try to build something that gets a lot of health as the 'punching bag' but it can still fail and cause a cascade of tower deaths.
And using Brian to cast the nano-fixer also means he has to forgo defending where he was defending.
I understand that upgrading towers is almost always better than building new towers as the upgrades are designed to be better than spamming basic towers.
And with your tax mechanic you have clearly put the emphasis on upgrading over expanding.
However I always tend to find myself in a predicament where if I upgrade a tower focusing on damage then along come the damaging creeps and it dies really quick, it dies, and downward spiral.
So then i plan in to boost its health, but that increases the cost of the upgrades making it take longer to reach max dps output and in the mean time I've been leaking because it lacks damage. and hence downward spiral.
I will keep playing and trying different things. I have already been working my way down the map list in a hopes of finding one that is possible.
Hmmm, Cascade look fun. Based on the setup I'd try out a pure dps/aoe build. While having Brian focus on the strongest mobs.
Fire, Toxic, Electricity, Brian.
I dont see Blasters or Cannons being too effective in the mainline due to the amount of creeps that'll be in such a tiny lane. However, I'd put a few near both Reactors for any stragglers.
Edit: I also struggle with balancing hp upgrades. I get their purpose but money is tight as hell and it needs a few levels to make a difference lol.
Keep me updated as to how you find the future levels.
Yeah and on a lot of the maps there is not enough room to place a lag field, have a path around it, and then a good amount of turrets nearby. So on most maps you just cant use it.
Arc towers were a perfect choice. Toxic did nothing. Fire was good but the money could be better spent elsewhere.
To redo I'll:
*Add one hp upgrade to all main killbox towers since it doubles hp.
*Use ranger/beam towers to take down the tanky creeps once their shield is down. Rangers can be near reactor and beams near killbox.
*Use Mini Brian for the extra "hand".
Toxic only reduces health over time up to 75% of the creep's health. It's best set up at the start of the chain