Defense Grid 2

Defense Grid 2

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MegaTrace Oct 10, 2014 @ 4:46pm
No Endless Mode?
Is there no endless mode in this or am I too stupid to see it?
I really want to play till the aliens overrun me and not just till I clear 30 waves...
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Showing 1-15 of 28 comments
trash Oct 10, 2014 @ 4:52pm 
Super grinder goes to wave 100 ,but only on some maps. Could really could do with a endless no sell mode that goes til all cores are gone.
Last edited by trash; Oct 10, 2014 @ 4:56pm
Closest you'll get to that king of Survival mode here is Grinder and Super Grinder, which go to 99 waves.

I would like a true Survival mode in this too, that kept sending waves till all cores are off the map. You never know, something like that my be added to DG2 in later updates. DG1 got new gameplay modes long after its initial release, so its not out of the question.
ginzero Oct 10, 2014 @ 8:47pm 
Not sure if there would be a point to an endless mode if you had a map so well laid out that no wave could get through.... 'picturing a computer running a single game for days.. weeks.. '

Perhaps maybe a mode where you can select random waves.. or chose specific alien times.. maybe select number of waves 1 - 100?
trash Oct 10, 2014 @ 9:34pm 
Originally posted by PrimeSonic:
Originally posted by ginzero:

A proper Endless mode would require that the aliens get stronger and stronger until it was mathematically impossible to stop them.

Thats how endless works in most other games and it would work well in half of the maps in DG2 as another mode to play.
stp602 Oct 10, 2014 @ 10:37pm 
That's the weakness of how super-grinder mode is currently set up with DG2. The number of monsters continue to increase, but their max hp seem to stay constant. Which means all I need is an effective gauntlet filled with concussion towers with disruptor boosts and nothing is going to make it through, no matter how many aliens try stuffing themselves down my throat.
stp602 Oct 10, 2014 @ 10:41pm 
Case and point, mission 8, boiling point. I focused all my defenses from the start in the first block-area of the map, with just concussion/disruptor combos and supported by a couple of temporal towers and a row of four teslas, just in case. I had to backspace a couple of times in the first five waves or so to fine-tune my positions, but once I had them right, it was all plug-and-play from there. Even though I established blocks of cannon and a laser-turret gauntlet, and surrounded the core with missile batteries, only a handful of cannons ever saw any action. The front-end gauntlet saw all the action, and very few units even made it through the concussion-disruptor maze. This was on elite mode.
Originally posted by stp602:
Case and point, mission 8, boiling point. I focused all my defenses from the start in the first block-area of the map, with just concussion/disruptor combos and supported by a couple of temporal towers and a row of four teslas, just in case. I had to backspace a couple of times in the first five waves or so to fine-tune my positions, but once I had them right, it was all plug-and-play from there. Even though I established blocks of cannon and a laser-turret gauntlet, and surrounded the core with missile batteries, only a handful of cannons ever saw any action. The front-end gauntlet saw all the action, and very few units even made it through the concussion-disruptor maze. This was on elite mode.
DG1 worked similarly in G or SG. Once you had your path se, with lots of Concussion, it's just waiting to upgrade as long as possible. The outcome is a foregone conclusion.
stp602 Oct 11, 2014 @ 1:15pm 
It didn't seem as though DG1's G or SG modes had a HP cap, and it also seemed that alien specialities were more pronounced. I could make it through grinder modes with just concussion and temporal towers, but by the last ten levels or so they were usually starting to reach the cores. In SG mode, a concussion and temporal layout was never enough to secure victory---and even the addition of command towers to negate stealth units wasn't enough for victory on several maps. The HP cap has got to go.
Der Hexer Oct 11, 2014 @ 4:38pm 
it's not true, the aliens in grinder mode will get stronger (more HP). if you have just a basic setup and you never upgrade your towers you'll fail (or you've spend too many towers/upgrades too early on, to get a decent score)

in grinder mode the waves #85 and #98 (the ones which have 2 aliens in groups, followed up by aliens in group of 3) are really hard to kill with just concussion towers and no ningle target support, like cannons/missiles
OldGrey Oct 12, 2014 @ 7:14am 
Would love an endless mode

Just keep going untill all cores are gone
Leader board could be done by how many waves completed rather then outright score

Maybe something for a (free I hope) DLC
Originally posted by |UKMD| oldgreydude:
Leader board could be done by how many waves completed rather then outright score
Exactly the way I would hope a DG 'Survival' mode work!
Kaboom Oct 13, 2014 @ 10:56am 
Thanks for the suggestion! I made sure to get it noted :)
DifferentThanThis Oct 13, 2014 @ 6:12pm 
I think survival mode should unlock stuff based on number of waves survived. Maybe every 5th wave (or some other number), the menu comes up and you get to choose what reward you want.

Players could start out with boosts and basic towers, then get chances to unlock advanced towers (like cannons or teslas), tower upgrade levels (yellow and red), tower items (like shield piercing rounds), or boost upgrades (like overcharge).

The tower upgrade items should be a second choice after you select tower type (or have it on the tower properties screen) so you could actually do a gun tower that targets strongest aliens, and farther along in the same mode, put up another gun tower with shield piercing rounds.
Last edited by DifferentThanThis; Oct 13, 2014 @ 6:14pm
trash Oct 13, 2014 @ 6:23pm 
Should be played in competitive mode only and all towers should be able to be used from the start, that way it is a level playing field for everyone.
Der Hexer Oct 13, 2014 @ 6:25pm 
Originally posted by DifferentThanThis:
I think survival mode should unlock stuff based on number of waves survived. Maybe every 5th wave (or some other number), the menu comes up and you get to choose what reward you want.

Players could start out with boosts and basic towers, then get chances to unlock advanced towers (like cannons or teslas), tower upgrade levels (yellow and red), tower items (like shield piercing rounds), or boost upgrades (like overcharge).

The tower upgrade items should be a second choice after you select tower type (or have it on the tower properties screen) so you could actually do a gun tower that targets strongest aliens, and farther along in the same mode, put up another gun tower with shield piercing rounds.
i'm not a fan of this as it's causing balancing issues, in particular on competetive mode. you're already "robbed" of tower perks and not having some towers right from the beginning would end up to grinding them to get a decent score.
i'm already frustrated to not have e.g. a temporal tower on the early maps in the 2 "grinder" modes.
and if you're playing on open you can have at least some tower perks that will slow down the aliens.
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