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So iff you are for example thinning down the waves with gas+stun modules, run into the room with a dps hero, let him blast them quickly and get out again. They may die to the gas alone but sometimes it triggers they exploding thing and that can be nasty.
Perhaps you are having the waves coming all from one direction, leading to overwhelming numbers of these guys? A few here and there can be handled. Having a runner with good dps like Ken certainly helps.
What you do NOT want to have is anyone in the room with taunt (hipster scarf mostly) because that immediatly triggers their exploding and at still full health you probably won't be able to bring them down and even if you run, the explosion will be carried over to the room your hero ran to, which seems quite buggy to me btw. Unless of course you can make a strategy of offensive taunt, i.e running to the things as they spawn to purposely trigger them. That would be another way of dealing with them if you have something to absorb the damage.
I usually do try to stack everything up and have the enemies come from a single route that I fortify as much as possible. Is it worth it to fortify two different routes to split the enemy spawns?
I've spent a lot of time playing this game, but tower defense games are usually not my thing, so perhaps my general ideologies and strategies need work.
Also, do you actually use your runner to inflict damage while they're separated from the other heroes? I usually have them open the door and then book it back to the rest of the team.
Thanks for the advice, it's much appreciated.
Secondly, in terms of defense, tear gas + neurostun is your best friend. Having a long corridor with nothing but 2 neurostun ( more won't decrease the speed much more if you got them on IV) + 2 or more tear gas kills all but the toughest monsters. The leftover can easily be picked up by an operator in the room after that. That kind of defence can be built in several directions, you just need a long room and 4 or more minor module slots. So with that in mind, you can easily expand in one direction with your dust while defending 2 other directions, only with 2 rooms lit in each.
I use teslas if there are any anti-module mobs around because they focus them good. To defend that chokepoint with stuns+gas it requires to lit a room more ahead. 3 Teslas on IV + 1 gas for def reduction can take out quite a few anti-moduls there but any numbers helps I guess.
There are runners who a good at dealing damage like Ken, Rosetta or that wannabe spider Gorgy. It may help to give them an Aftershave to compensate for the poor defence/health values though. With that you can use them anywhere for the cost of some DPS. Although others are not so good at dps for giving a bonus on opening doors like Max.