Orcs Must Die! 2

Orcs Must Die! 2

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Rex Lupus Nov 5, 2012 @ 4:56pm
questions about co-op
all the questions below are "in a co-op game"
-> when I activate the Scavenger Trinket, my partner get the money bonus too?
-> when I have the Trap Reset Trinket equiped, the trap reset bonus go only for my traps or for all traps in the map? and when both players are equiping it, the bonus is increased even more, or just one of them work?
-> when I use the Trap Reset Trinket, it reset only my traps or all traps in the map?
-> the amount of money players starts with in a stage is lower than a solo game, right?
-> and the amount of money it enemy give is also lower than a solo game, right?

thanks for who answer.
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Showing 1-6 of 6 comments
Womp Rat Nov 5, 2012 @ 6:34pm 
The short answer. The passive bonuses on trinkets only effect you/your traps/your minions, the activated abilities effect both players/their traps/ their minions. The money you get in co op is I believe the same as it is in single player only divided amongst both players, so yes you as an individual start with less resources, but overall you're on par [though stage difficulty is scaled for two players]. I hope that helps some.
SeraviSays Nov 5, 2012 @ 9:30pm 
All Trinkets: Active applies to both players and everything, where applicable.
Trap Reset passive: Need to confirm if this affects both players but assume it doesn't.
Co-op money: Split evenly in 2, both the starting money and the "on kill" money.
Rex Lupus Nov 6, 2012 @ 3:21pm 
so: the money is divided (if both have 400 it would be enough to build something worth 700, but you will not be able to do it), you can carry half of the itens compared to a solo game and the trinkets only works for one player.
it seens MUCH MORE dificult play co-op than play solo.
SeraviSays Nov 6, 2012 @ 4:01pm 
Co-op is remarkably easier, assuming you and your partner are coordinating on even the most basic level
Solo: 10 slots, 1 person
Co-op: 6 per person, 2 people
2 more loadout spaces isn't a big deal when it's split between two people. What really matters is that you can be in two places at once. This is absolutely huge on some levels. You have nearly the same amount of money to work with but twice the manpower to back it up.

Unless your partner is taking a nap during the whole level or doesn't have the foggiest idea what they're doing, co-op is always going to be easier than single in this game.
Last edited by SeraviSays; Nov 6, 2012 @ 4:02pm
Rex Lupus Nov 7, 2012 @ 11:59am 
I still don't see advantage. what's the point to be at two places at the same time if you need to have half of the traps/equipments? if each player go to one part of the map and both players have the same traps to put in the part he's protecting you will be weakened. if each player have part of the traps, they will need to stay changing places, and going around the map is what you do when you are solo. and I use 4 or 5 trinkets that help me a lot, but they are realy bad at co-op due to the reduced nunber of sloots.
SeraviSays Nov 7, 2012 @ 12:09pm 
You're thinking backwards. Here's an example setup:

P1: Crossbow, Ice Amulet, (some trinket), Barricades, Tar, Haymaker
P2: Sceptre, Flame Bracers, (some trinket), Grinder, Archers, (whatever)

You build together and split the costs up. If you have to defend 2 locations, build both halfway and defend both at once. Or build one up strong, have one person hold off the other side (Wind Belt or something with Stun helps) untilt he other person finishes.

Assume a very bad situation where this happens: from the front there's a bunch of Orcs that -will- get in the rift if you don't help deal with them. There's a group of Kobolds coming from the back and you need to deal with them personally too. If you're solo, that's it. You're done. If you're co-op, you can cover the front, they cover the back.

Conversely, here's a bad example:

P1: (weapon), (3 trinkets), Archers, Tar
P2: (weapon), Grinder, Boom Barrel Dispenser, Haymaker, Paladin, Brimstone

P2 has way too many expensive traps, P1 will run out of things to spend their money on, and when/if Guardian Limit is reached they will only be able to use Tar.

If 1 player takes a weapon and a bunch of trinkets, they're not going to be very useful since they won't have a way to spend all of that money.

On maps like Twisted Halls where you have to defend from 2 sides simultaneously, this is a huge help. The 2nd player is the best "trap" in the game.

Of course, I have the benefit of living with my usual co-op partner so we can talk strategy before/during/after levels very easily and we have similar ideas about how to make a killbox.
Last edited by SeraviSays; Nov 7, 2012 @ 12:10pm
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Date Posted: Nov 5, 2012 @ 4:56pm
Posts: 6