Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

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Kobold Mounds
Hey guys!
Could you please spawn the mounds from an instable rift or anything like this?
It´s quite annoying to loose 10 rift points without a defence chance when the mound is spawning 3m next to the rift and without any preparation time!
In Diff10 mission 1-3 (anyway very randomly) it´s not only annoying but even fun destroying!
Have no complaints about the spawning of instable rifts, waters and skellies. So fair spawning must be possible.

thx

PS.: Once I had an instable rift 1,5m next to the rift in patio bib (small map) and 2 red elementals entered. Not very funny too ...
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Showing 1-13 of 13 comments
I'm pretty sure that the Kobold Mounds appear on the same places as the Unstable Rifts
Ok, thx, that would be nice at least. But some preparation time would be much nicer...
rsmetten May 5 @ 10:43am 
To repeat from an other discussion:

""Just pray to not get a kobold mound appear in the wrong place at the wrong time. If that happens bye bye points.
LOL and guess what happend to me just a few minutes ago T H R E E E E times during the mission!! The definitely absolutly WORST idea robots ever had!""
rsmetten May 5 @ 10:48am 
Diff10-question:

Can anyone explain to me how to stop the kobolds, especially the infected one, when they are spawning behind the killbox?
Move your barricades accordingly
place traps around it when it spawns
kill it fast before all kobolds spawn
...
rsmetten May 5 @ 12:16pm 
In Diff10?
When killing the mound takes about 10 to 15 sec??
With all your poor money spent on killboxes???
On resort when defending the lower rift????
With Kalos?????
rsmetten May 5 @ 12:25pm 
To be clear:
If anyone needs this randomly spawning armaggeddon-mode for his personal feelgood moment he should have his mounds and his joy! But all of us who just want to play orcs and not lotto should also have their chance! So please ban this mounds to a new mission debuff or at least to an instable rift possibility!
Originally posted by rsmetten:
Diff10-question:

Can anyone explain to me how to stop the kobolds, especially the infected one, when they are spawning behind the killbox?

The easiest solution is the same basic one that works when playing rain or night missions; minimize the area behind the killbox and barricades so things don't spawn behind your line. Other options include building protection around the rift, but that is more of a panic solution since it means less money put into the actual kill box. In this case you can try the new Orc Eater trap, placing 3-4 around the rift to catch will let you ignore the first few kobolds that come out of the mound. It will also help catch small leaks, which is helpful in letting you focus on larger enemies, like trolls and ogres, which could be worth double points depending on your distortions.
Sry, but all of that is hardly a solution for THREE mounds appearing at resort on puzzle-mode (= diff10, mission1, no potion, no chest, no riftpoint lost)!

An other problem is, that the kobolds are hardly stoppable with some characters: A mound spawning in the southeast corner of the upper rift (resort, puzzle mode) is neither destroyable in time nor you can kill all kobolds with e.g. Max´ crossbow.

Just ask yourself: If the mounds would be one of the three level debuffs, would you pick them? What would be worse debuffs (in your opinion)?

thx
Originally posted by rsmetten:
Sry, but all of that is hardly a solution for THREE mounds appearing at resort on puzzle-mode (= diff10, mission1, no potion, no chest, no riftpoint lost)!

An other problem is, that the kobolds are hardly stoppable with some characters: A mound spawning in the southeast corner of the upper rift (resort, puzzle mode) is neither destroyable in time nor you can kill all kobolds with e.g. Max´ crossbow.

Just ask yourself: If the mounds would be one of the three level debuffs, would you pick them? What would be worse debuffs (in your opinion)?

thx
*shrug* I have had a good deal of success with the tactics I mentioned, even on D10. On resort specifically, I usually hang out near the southern rift anyway, since it is harder to get to and provides better options for getting elsewhere to deal with threats. I am not too worried about the lack of chests since they only give you money some times (heck you will sometimes spend money and get skulls, resulting in a net negative). I am of a similar thought with rift point loss, I usually get that automatically (heck in pack games that was required to 5 Skull the maps).

If a mounds appearing were to be on of the Distortion effects, I wouldn't particularly avoid it, there are plenty of other distortions I would take over it, but I would hardly consider it to be the worst option, I would consider it along the lines of the Rift Rush distortion (unstable rifts always appear). As for which distortions would be worse than that, easy:

Explosive Surprise
Faulty Parts
Looming Danger
Scramble!
Supply and Demand
Last edited by ForeverZero; May 7 @ 12:27pm
Yeah, I agree. Maybe I would prefer explosive surprise cause you have to save with additional barrs too but you can calculate a little bit better (depends on maps). After all that´s exactly the point: The mounds are among the haviest debuffs in the game. Can we handle them? Sure but at which costs? Are there even worse debuffs? Sure but I don´t want to play lotto! What if devs decide with the next update that it would "improve" the game to spawn sapper mounds, stony mounds, ice ogre mounds, ... during every wave? What if devs would find it a more "thrilling" game to shuffle traps every mission? Could we handle this? Probably, but would the majority like it more?

;) Ok, I have to admit that ice ogres would really be a cool surprise!
PKblaze May 10 @ 9:03am 
I do think they need patching to be more balanced and fair. I like the idea of them but the inclusion of them is less than great considering how quick they spawn and that they can spawn during other level events. Had some maps where I've gone off to deal with an unstable rift or water orb only for kobolds to appear behind everything and insta run to the rift.
rsmetten May 10 @ 1:45pm 
Yes, absolutely right! Going down after having messed ap my killbox or after jumping into the water or after not being prepared enough for hunters it´s my own fault or my own concentration lack. So it´s part of the "orcs sports" and I can accept that I have to become better next time. But going down through lucky spawning lotto - especially after having planed the level quite acceptable - it´s no reason for a better try next time but only for closing an annoying game.
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