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Ilmoita käännösongelmasta
Ghosts move extra fast and are totally immune to stuns and slows.
Ok thanks for info about the ghosts, thought they was immune.
Toxic Tower is a "unique" (purple-border) tower. Only hits air, has a powerful DoT, but low rate of fire and no area damage. It's got amazing damage per prime-second IF it can get full effectiveness from the poison, and unlike the dragon tower it changes targets to spread the DoT around.
The thing to keep in mind regarding unique towers is that they're not substantially better than other towers _at a given level_, and they're more expensive to level, but they have a higher _maximum_ level. They only become impressive when you can afford to fuse them up to very high levels.
The great benefit of lighining tower is that there is no difference between air damage and ground damage.
The other tower with this benefit is sharp shooter. This tower is slow, but has the sceond best range and is ideal for bonus fields away from the path of the monsters.
Toxic tower is slow, but not bad. I don't use it, because there is a limit of towers you can take with you into battle.
As long as you don't have a full developed lighting tower you have to work with air guard and dragon (or prime cannon, stone).
Ghosts can't be stunned or slowed down, you can read it in the english encyclopedia. Punisher gives you a nice bonus against ghosts but is outdated when you get dragon or prime cannon.
To be honest, I'm not impressed with Toxic tower. It may look good on paper, but in missions I haven't noticed any advantages worthy of rare status and price. Same goes to Prime, and Toxic towers also. Sharpshooter is nice, but every so often it waste its shot on "nearly dead" enemies that could be destroyed by other towers in vicinity. Yeah, yeah, lack of unit cohesion. :)
But I digress. Lightning tower was the one that got me through majority of missions on Normal (that was a way before patch). Lightning really shines (no pun intended) when enemies are closely packed, practically begging to "summon next wave", to have more target s in the area. It usually pays for itself on Normal difficulty and still useful on Heroic. Even with invigorating jolt bug.
When I finished campaign for the first time, I haven't used AirGuard (because I have none:)). Later I found it and could upgrade it. It became quite useful on Heroic survival missions. Yes, it is not as effective against packs as Lightning, and has no anti-ground attack, but a) no invigorating jolt bug, b) twice cheaper, so you can place more of them along the way.
Stone tower was one of my favorites on Normal and I'm quite sad it's not that useful on Heroic. Can't explain why, but I like that tower beside characteristics.
Dragon tower, even after all nerfing, still can chew up pretty much anything thrown its way. Only pack/flock enemies (scarecrows, bats) can present problems due their "groupie":) nature. Depending on type of enemy, you can use either Mortar or AirGuard to deal with them. Such tactic is not flawless, because due lack of unit cohesion, Mortars tend to attack leading target, ignoring tightly groupped enemies where their shells would definitely inflict greater damage.
Generally speaking my "spherical in vacuum" deck consists of: Ice, Dragon, Accursed, Detector, Sun, Injector, Lightning. Some cards could be replaced with another, such as AirGuard, Mortar, or Energy. I've been experimenting with different combinations, but for me those seems to be most efficient.
I've calculated the efektive Damage (damage in relation to firing rate) and then divided by prime costs. But in reality the towers behave differnt.
From prime you would expect more and from Sun and Mortar less.