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a line of text on the card in the Card Menu, or a mark in the description that when hovered over says "Knockback", this would probably help a lot, though the biggest design flaw in the game currently is the unclear or useless way the card information is presented to the player, since constant single shot weapons have actually ok information in them, but anything else is just misleading or Wrong information, since having the long cooldown of a burst fire weapon paired with only a single projectile's damage, or the fact that shotguns also only show the damage of only a single projectile, which just isn't accurate to the weapons performance.
Then there is the inconsistency of Summoning cards as well with the Heretic Fork shoeing very different information from any other summoning, where they usually show the Max amount and Cooldown, but the Fork shows Cooldown and Damage, the fact is that all 3 pieces of information are needed to accurately choose if a card is good and or good for your entire Deck.
So for the cards to be generally more usable they need/should to have:
Damage (obviously)
Cooldown (obviously)
Max Summons (obviously)
Total Burst Count (as in 15 damage x 5 times or 15/5x)
Total Spread Count (as in 5 pellets x 10 damage or 5x/10)
The difference in the order is to show which type of weapon it is, this could be a way to show that.
Knockback (Needed as a mark or text, just in some way, this could be even a new tag on weapons to bring even more attention to it, and the ability could boost the damage or knockback of knockback weapons or something similar)
Congrats on 100%-ing the game, btw.
yes it does for sure help a lot, but it being on by default doesn't seem like the right answer to me, as aiming can do mostly everything auto aim can, but it can also target things other then just the closest target which in this level speeds up the later parts with the boss significantly, since with Beam and piercing weapons you can still target the boss behind the Swordsmen, while auto aim would only target the closest Swordsmen. And learning to actually aim has more benefits then just using auto aim all the time, so i do think normal aiming being the default is the right choice, though the tutorial Should explain the R's function and not leave it to guess work, though seeing an R in the bottom corner and and pressing it shows it move, ans nothing happens, then it's not a stretch to assume that Holding it would do something, and seeing that your cursor disappears and the slime not aiming automatically is pretty safe to assume that an average person can figure out what it is, if they just pay attention to the screen a bit.
I used summons to distract, and I used all the items you mentioned having knockback (pistol, assault rifle,shotgun, etc.)
I also was using the fast blob, with some food items to get boosted hp.
The map design (up-down) rather than squarish, with walls in the middle, doesn't help either.
Also, for what it's worth, from using level 3 of all the "knockback" weapons you mentioned, I really didn't see much of a knockback at all. Maybe kind of a "slow" or "stop" effect, but not much than that. Not even sure if it's actually there, quite frankly.
But thanks, in any case.
as for builds at that stage, you should have level 3 Eye Launcher and a level 3 Pistol by around 6 minutes, then at least a level 2 Blaster and a level 2 Zombie, and the priority goes like this, get level 2 version of all 4 of these, then upgrade Eye Launcher and Pistol as fast as you can, keep the shop only at level 2 and only upgrade it to level 2 after the upgrade price is 0, after you have both level 3s and level 2s, get 1 more level 2 Zombie and 1 more level 2 Blaster then and only then should you be upgrading the store past level 2 to get something potentially better.
In the Highlight i have attached to the original post on the level clear, look at it starting from 6:00 till around 12:00 this is the time you need to live through and DO NOT go for pick ups other then Healing off the path, unless you are familiar enough and trust that you are safe, in my clear i do go for DNA and such since i'm confidant that i'll be fine, but i also have over 200 hours in the game at this point, and only go for healing pick ups if they are to the side, never backwards, since you are not trying to kill anything in the time form 6 to 12, just living. So you only want to take them to stay alive better, in my clear i did not get below half hp during that time so there is at least twice the room for error since i still have a few healing pick ups in the map at that point.
after the 6 to 12 period you just stay on the path and slowly get more killing power in to those last 2 slots you have, and technically you could upgrade the blaster at this point to compress it a bit to get a 3rd free slot, but do not compress the summons.
If you want i can try to help you make an actual Deck + DNA set up if you tell me your total DNA amount (you can press the reset meta button on the top right of the Meta menu to get back all the DNA you have spent and also see how much you have total), and post pictures of all the cards you have unlocked so far on Imgur, so i can use my 100% file to go in with the same amount of meta and build a Deck with the exact cards you have available.