Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So far i have noticed the 'flyers' fly very low, so know their path and use wall traps as well.
Some ceiling traps don't seem to have a range limit so the laser cutter thing can be placed very high in the path of flyers. LOts of stuff to deal with them
In later levels the Druids have so much health and if you can't place ballistas nearby then it can be really hard to kill them.
Even if the flying bullet sponges go within their firing radius.
I know this but there's only one platform near the rift and ballistas placed there rarely target the enemy's attacking the rift; they target the closer enemies on the path below.
Regardless, they only do peppering dmg to Druids in mission 4+. It would at least 5 minutes for 10 ballistas to take down a Druid without help from the player.
As WarHeroJango said, the ballistas really need better target priority AI.
We definitely need a floor anti-air trap.
One makes it only target flying enemies, the other focuses on large targets. I don't think there's a need for them to only fire at big enemies when flying ones are the trickier foes to deal with.
If, perhaps, there was either an upgrade to the ballista to prioritize fliers, or another trap entirely to specifically deal with them, (magical flak cannon plz) then it might not be as big of an issue.
But yeah, its a problem anyway. Here no good methode against air units on 3+ missions when they have more health. Even if you play for ranged hero and have this thread for ballistas. More maps are to open and you can`t set ballistas as efficiently as possible.
You can see this very clearly on Town Plaza, for instance. Orcs coming from the northeast gate will go: 1. North around the corner and then south. 2. North around the corner, all the way to the northwest corner, south through the little enclosed market space, and then eastward into the rift plaza. 3. Westward through the two small breezeways that link nearly straight into the plaza. 4. South and around the southeast corner of the map, and then north through the large stairs in front of the castle. etc.
Flyers will do the same thing, so if a gate releases a wave of say, 6-8 flyers, you can't rely on them all taking the exact same path. Some of them will decide to take the scenic route.
This isn't actually a huge problem, it just means you have to find either a spot that they'll all pass through, back near the gate, or cover several spots. My personal approach is to just cover all the points nearest the rift that they will all end up converging at on their final approaches, with steam vents. But this does get very expensive, and when we're playing co-op I end up constantly broke while my teammates are talking about not knowing to do with all their money, because I'm the one basically building a full square of steam vents around the rift.