Dungeon of the ENDLESS™

Dungeon of the ENDLESS™

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Chicretin Jan 29, 2017 @ 2:22pm
tips for me please!
Good, as I've lost 37x in the easy and now I'm looking for solutions to my mistakes!
I always lose between 7 and 10 floor :(

○ First of all I would like to know what level your heroes are on the 7+ floors.
○ level of your major and minor modules on 7+.
○ How much should I stop to open several rooms to farm?

from what I read here I'm doing all right in a matter of minor modules and shock areas but still failing...

Tear gas, neurostun, KIP cannons and Teslas mods.
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Showing 1-12 of 12 comments
Che Eder Jan 29, 2017 @ 3:16pm 
Originally posted by Chicretin:
Good, as I've lost 37x in the easy and now I'm looking for solutions to my mistakes!
I always lose between 7 and 10 floor :(

○ First of all I would like to know what level your heroes are on the 7+ floors.
○ level of your major and minor modules on 7+.
○ How much should I stop to open several rooms to farm?

from what I read here I'm doing all right in a matter of minor modules and shock areas but still failing...

Tear gas, neurostun, KIP cannons and Teslas mods.
Sounds like you are doing things right for the most part.

○ First of all I would like to know what level your heroes are on the 7+ floors.
On a good run your fighters should be one or two levels above your floor number, but its really difficult to give fixed numbers. Whats important is that you do not have to level your heroes equally. For me, if I have a 2 fighters / 2operators team I usually stop leveling the operators as soon as they can operate and focus on the fighters. Or base your level ups on important abilities.

○ level of your major and minor modules on 7+
On 7+ the important minor modules should be at IV. Major modules should be III, but II might also do. Important again: Try to use research jumps as much as possible (I->III, II->IV). Researching III-IV for major modules is usually not worth it, unless you have an abundance of science or nothing else to do.

○ How much should I stop to open several rooms to farm?
Not sure if I understand your question. If you mean how many rooms are save to farm: Totally depends on floor layout, modules and monsters. In one situation two rooms might already be two much, while in another five unlit rooms are no problem.
Important: Light your rooms in a way that waves from rooms don't unite, but come in sequence to your defenses.
If you mean how many doors you should open before leaving the floor: As many as you can. See the thread about opening all doors.

Also try Smoking Guns. If you don't want to target specfic anti-module monsters Smokings can be such a pleasure.
Last edited by Che Eder; Jan 29, 2017 @ 3:17pm
Timerlane Jan 29, 2017 @ 5:58pm 
Can I just say that I think the single most important thing, in the step up from Too Easy to Easy, is to put a major priority on getting your resource production Major Modules up to Level 3(only get Level 4 if you're taking advantage of a Level 2 -> Level 4 upgrade; Level 2 -> 4 is 100(same price as Level 3 -> Level 4), Level 2 -> 3 is 65 Science, so think of it as getting Level 4 for only 35 extra Science).

If Tear Gas or something else really good comes up, you can grab that first, but consider whether it's worth losing out on the 'extra' resources you could be getting.

The way I see it, is that if you've got the fundamentals down on Too Easy, the two biggest changes are: 1. You actually have to take the monsters seriously now. 2. You have reduced 'base' income, so upgrading your resource production Modules is one of the best ways to 'fix' that.

Oh, something else I picked up on recently: Use Claymoars to supplement your Teslas in forward rooms where you plan on killing Silic Zoners.

Notice how Zoners act when they enter a room with Minor Modules: They all just cluster up, practically on top of each other, right next the door they came in; perfect for a splash-damage attack to strike all of them at once. However, it doesn't replace Teslas entirely, as Claymoars don't have the anti-module monster priority; any other Monsters will usually distract them until all that's left in the room is the Zoners. The speed at which the Zoners die at that point is amazing(partly because the Teslas will have started softening them up already).
Gilmoy Jan 30, 2017 @ 2:19pm 
I went 0-for-14 on Easy as my "tutorial". That sucked, but I learned.

Then 2-for-2 on Too Easy. Economy easy, dust plentiful, spawns few.

Currently on Easy, and I'm surviving on floor 9 (past the point I normally got overrun). I'm defending so many two-way (and 3-way) waves that I've had 3 heroes die off-screen just because my eyeballs weren't on their icons for one pause-double-tap. (I had Skroig at L6 with Red Plume for 1/4 of a level, used it exactly once, and then he died in melee. There should be a Steam achievement for having Skroig's number of deaths equal to his number of Plumes)

The Easy economy is tougher. Early on, I emphasized 4 and even 5 producers per floor: double Industry to save for the next floor, then double Science or double Food. When your producers are at III or IV, even the 5th producer (= 40 ind :o) for "only" 12 remaining doors still returns 60 or 72 FIS, a profit. I've put down a 40-ind Food just to regain 4 x 10 = 40 food, which is still worth it as a flat conversion from I -> F, given that I had excess ind and not enough food. So I was barely able to fund decent research and level-ups, while still building the defenses I wanted. I think you must be uber-aggressive about this; just doing the default 1-of-each-in-first-3-rooms won't earn you enough to survive floor 7+ spawn.

Even so, my characters are about 2 levels below the floor: L6 on floor 8 (now floor 9). I've been hammering science more than food, so my FIS producers are at II, IV, IV. (I calculated that the 100 science cost of III -> IV earns me +1/door extra, so +25/floor or so, or 4 floors to earn it back -- but I did around floor 4, early enough to make a profit. It was actually faster than 4 floors because I did some double-Science floors, and had some stele-turns of +50% :) In another game, I could probably have L7/L8 guys but with weaker modules. I tend to level-up everybody equally (unless somebody's 1 level away from a skill).

For combat, you really must play to control the board. Light rooms, and park up to 3 heroes in dark rooms (you need the 4th to open a door -- he can immediately retreat into a dark room to block it), to control the shape of swarms. Channel/funnel them into streams, minimize mergers, and shepherd them into your defenses. You can win on Very Easy without ever really learning this. On Easy, map shapes are harder, and there's less dust.

My total goofball stack (which I love because it's not what everybody does) is Pepper Spray, HoloHero, Seblaster, and some guns. Its strong point is that it /slows down/ thin waves, and does not rely on k-hero fire teams; in a pinch, it can completely stall/eliminate an entire 3-wave stream autonomously. (Zoners dismantle it, but heck, evidently I can't solve Zoners even with 3 + Skroig in the room.) One Pepper Spray IV (with fast cooldown) will totally stymie a thin trickle of mobs, like a vacuum cleaner's exhaust wand levitating a bunch of ping-pong balls, but a fat swarm (and all at the same speed) will just mosey past by sheer numbers. Its weakness is that too many monsters ignore a HoloHero and either cruise right through, or actively tear it all down.

Hence I can almost get away defending 3 directions at once with only 1 hero per room. (Then the one you're not watching sometimes just dies ... and then I defend 3 directions with 2 heroes.) N.B. Easy maps tend to have many 3-way tree structures, with the only intersection being your crystal room. Not enough dust to fully light even one branch, and you still haven't found the exit yet, so you get to defend all three directions. Bleh.

On floor 8, Zoners finally dismantled my one good direction at 22 doors, but it did its job for long enough. I executed a good grab-and-go (pop 2 doors, pick up crystal, oh noes it's an item yes I have time to grab it, run through monsters ... didn't even need to heal :) I begin to suspect that you build your defenses to stop non-Zoner attacks, and if the level spawns Zoners, you just shrug and plan to go early. There is no "perfect" anti-Zoner defense, not automated and not even with 4 heroes in the room (since they're last priority for everybody). Zoners are almost like a game-balancing trump card to ensure that no one human turtle defense is OP. If a floor spawns Zoners, maybe shift your thinking to: stall them just long enough to go early, stay as long as you can, then go. (You already have the opened-all-doors Steam achievement? Then you can stop doing that in every game :)
Timerlane Jan 30, 2017 @ 6:17pm 
Blue Zoners are mortal. IIRC, I had a long, 5-Minor slot room with an Artifact and three separate single dark rooms feeding into it. I used 3 Level 4 Teslas, 1 Level 4 Claymoar, and 1 Level 4 Tear Gas, and no LAN module present. The Artifact actually lived(no Esseb/Endlessly Adaptive heals), while I opened up most of the rest of the floor, and I almost never had to replace any Modules in that room(repair, constantly, but not replace).

Elite Zoners(Red), OTOH? A 'standard' 4-slot room, with 2 Level 4 Tesla + 1 Level 4 Tear Gas + 1 Level 4 Claymoar room can handle one dark room, max. You'll definitely want to use LANs if you've got them, and can spare a Major slot.

As I've mentioned elsewhere, leveling Heroes is generally more about unlocking new abilities, not leveling for leveling's sake. That said, I usually try to get everyone to between Levels 8-11, depending on what they do, what abilities they have(I usually only go past Level 10 if there's an ability I really like), and how well things have gone(obviously, if you had to spam a lot of Food on heals, your Levels will probably be lower).
MrModeste Jan 31, 2017 @ 5:26am 
What is your usual hero composition? What are your two starters, and who do you usually hire?
Chicretin Jan 31, 2017 @ 5:38am 
Originally posted by MrModeste:
What is your usual hero composition? What are your two starters, and who do you usually hire?

Wes/opbot/Rakya and joleri/misha/Troe
Last edited by Chicretin; Jan 31, 2017 @ 5:40am
Chicretin Jan 31, 2017 @ 5:39am 
I want to thank everyone who are giving tips and I hope they continue! I'm getting all the information
MrModeste Jan 31, 2017 @ 5:50am 
I would strongly recommend picking and levelling up Max if you want an easier run. He makes a great door opener with his Pilfer skill (more dust/room) and a decent crystal carrier with good base speed. He can also repair, which is always a plus, and gets +2/+3 science per turn through a passive.
Chicretin Jan 31, 2017 @ 5:57am 
Originally posted by MrModeste:
I would strongly recommend picking and levelling up Max if you want an easier run. He makes a great door opener with his Pilfer skill (more dust/room) and a decent crystal carrier with good base speed. He can also repair, which is always a plus, and gets +2/+3 science per turn through a passive.

who? Hikensha?
Che Eder Jan 31, 2017 @ 6:10am 
Originally posted by Chicretin:
Originally posted by MrModeste:
I would strongly recommend picking and levelling up Max if you want an easier run. He makes a great door opener with his Pilfer skill (more dust/room) and a decent crystal carrier with good base speed. He can also repair, which is always a plus, and gets +2/+3 science per turn through a passive.

who? Hikensha?

No, Max O'Kane. But Hikensha isn't bad either, especially if paired with a hero like Ken Massoqui. Max is the most alround hero though.
Chicretin Jan 31, 2017 @ 6:34am 
Originally posted by Che Eder:
Originally posted by Chicretin:

who? Hikensha?

No, Max O'Kane. But Hikensha isn't bad either, especially if paired with a hero like Ken Massoqui. Max is the most alround hero though.

Ok, so max and who? anyone with operate skill or tank/solo hero?
Timerlane Jan 31, 2017 @ 10:17am 
Elise is a really good deal, if you've unlocked her already. Pretty good Attack and Defense, needs no armor, but gets an extra Device slot, so you can theoretically 'customize' her to be a double-digit Wit Operator, or you can focus on more Defense/Attack, or some combination of both. (I suppose if you went nuts with Photon Decelerators or Antigrav Trinkets, you could turn her into a door opener, but it's probably not recommended.)

Gork is always good if you don't mind the fact that he's practically a turret. Misha(TF2 Heavy) is pretty similar in stats(though not in passive/active abilities), but is/can a bit more mobile at the cost of slightly reduced health. Misha is the only Hero that can actually use the Sandvich Device without suffering the Speed downside(because of the passive skill 'Momentum', which makes him faster from the Sandvich's Health Regen).

Rakya is quite arguably the best combination of high-Wit Operator and high firepower, though she's still a little squishy when things get tough. As a bit of a spoiler, she and Elise also get a little story-bonus stat boost for being in the same party for four floors.

I think Deena is a somewhat underrated jack-of-all trades; I'm pretty sure she has the highest damage output of all the Pistol users(approaching that of Machine Gunners, and IME, Sonic Guns and Quick Draws are more common than the better Spears, Swords, and Machine Guns), fair Wit with Operate(slightly higher than Elise's, but only one Device slot), decent Speed and Scamper if you need her to run doors early on, and gets Placebo two levels earlier than Kaspar(TF2 Medic).

I think Joleri's somewhat underrated(or rather, complaints about Dust Thirst being 'crippling' is just the Gambler's Fallacy at work). Once she's well-equipped and gets Energivore at Level 8, she becomes amazing at assassinating Chimera Keepers out in the darkness.
Last edited by Timerlane; Jan 31, 2017 @ 10:18am
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Date Posted: Jan 29, 2017 @ 2:22pm
Posts: 12