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You need combos to charge your ult. And I think it impacts how many skulls you get. So quite important
We've still not found a good solution for the maps with two riftpoints though.
I'd still wish we could get more barricades though, it's more fun to create an ultimate deathzone than to run around shooting all the time.
Wonderful question. You unlocked a "Thread" card, meaning when completing a wave during your mission, you'll have the CHANCE to select the Thread Double Barricade card IF you are lucky that modifies your barricades, for the rest of that run. Once you return to the Fortress, you'll lose all Thread Card bonuses you picked up during the missions. There's no guarantee that it'll show up during your run either, but you now have the option to select said Thread if it happens to do so.
I hope this helps :)
literally in 10 hours havent had a single enemy destroy my barricades, if they do its because you messed up and forced them to have zero path forward, which it literally warns you about as the ghosts turns red and starts to attack the barricades.
As for the idea, there is a slight departure from previous OMD games where the idea was to make a winding single lane maze where here you are only trying to restrict the zombies to 1 entry point. The reasons for this are obvious, 1 lane mazing made most map designs pointless.
However you are not SoL here, you must have noticed that you now ear much more money, that means you can put much more traps so while the orcs are not always funneled in a single lane, you have the money to put much more traps on all lanes and that also means rather than a orc stepping on a tile, taking damage and everyone behind potentially ignoring that trap, now you may have 3 orcs in 3 tiles each stepping on a trap so you can do a lot more damage faster.
Speaking for myself, I haven't found deathtrap harder than OMD 3. Not needing to spend money on mazing and having a lot more money to put down more traps has made the game easier for me in most circunstances. Sure some maps are harder than others due to layouts, but I've only really found 2 maps hard so far. One is the map where you have the riftg in the middle of a market stalls by the docks and the first boss though I've finally beat the first boss last night. It was just a matter of the right traps for the most part. Having the right characters also help.
completely this. people are sleeping on setting up traps around the map because you are swimming in cash, and not having played the earlier ones and just needing to rely on word of mouth from friends who has, the reset times are far far higher in this game to encourage you to split your traps up.
i wrote it in another post but i think its silly to equate "cant spam barricades everywhere" as meaning "cant make interesting trap setups anywhere else" especially now that we have 22 people are making multiple killboxes, but even without barricades you have obvious places to make crazy killboxes.
I mean, do you? There are some maps where usable ceilings are virtually non-existant and some where wall space is incredibly limited. Drydock springs to mind. Most of the map has no usable walls and the only ceilings are too high for most ceiling traps.
Hate to say this but the best ceiling trap is auto balista. Uses quarter space, has only 4 second cooldown (base, goes down to 3.6) and does ok damage. Once you have several in place it's disgusting, nothing gets past them. So ceiling height is almost never a problem, usauble ceiling can be.
Molten gold for printing money for sure, Swinging mace traps are a file and forget. Use too much space, low damage, may knock enemies over barriers. If the ceiling is low then ceiling pounders are amazing. Massive damage, low cost and they stun, also their upgrades are brutally good, 100% more damage , 50 more stun duration. Granted you need low ceiling but it's amazing.
The reason I still put auto balista above is that ultimately you need to kill in order to win and balistas are a huge menace for ceiling traps. I am playing with a friend and since we're still getting our skulls, I have full discounds and damage on ceiling and he on floors. Every game I spend nearly all of my cash on auto balistas. I put a few ice spears too for CC, at least a molten gold in strategic places and if the ceiling allows then some pounders. He mostly does ground and walls because I have nearly infinite space for balistas except some very rare maps. They also do great against fliers.