Dungeon of the ENDLESS™

Dungeon of the ENDLESS™

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Mokaran Jan 13, 2015 @ 12:10pm
Who uses Seblasters?
I once did a run researching seblasters, and used them in rooms adjacent to a choke points to use them efficiently. So basically they damage everyone so they shouldn't be used in rooms where your heroes hold. They didn't do much, (I have to say they where lvl 1)
and Claymores are better at AOE damage I think, besides Tear Gas also does the job better.

Anyone with some tips?
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Showing 1-6 of 6 comments
Stormtempter Jan 13, 2015 @ 1:04pm 
My typical softening up room, adjacent to a hero hold would have a neurostun, pepperspray, and two claymores or a KIP and Tesla, depending on how I feel, and assuming 4 nodes.

Hero hold I'll have a Dust Field, Autodoc, TearGas and Pepperspray.

A straight up murder room, I'll have a Neurostun and three KIPs (keeping science above 100, minimum).

Thats just me though. I've so far avoided seblasters because of the damage everything, and the claymores I don't really use either as most of the time a couple KIPs can far outpace them even with groups, and rather than weaken a bunch at a time, I can eliminate them with focus fire so my heroes have less to deal with.

Viral I don't really mess with because of my focus fire orientation. If I could guarantee that Viral would shoot at everything so it was all infected, I might try it out, but it seems to me it'll keep shooting a single target, which defeats the purpose of DoTing.

Holohero I haven't bothered with, because even maxed out the health isn't much and things are dead before it'll recharge. Some exception might be made in a shop with merchant, so they leave the merchant alone, but thats very niche.

I also caveat all this with the fact that I've only played on Very Easy so far. Higher difficulty might require some of these modules I ignore, for a better metagame strat.
I got them to level 4 once, and had a room with 4 of them and a neurostun module.
It was actually pretty effective at softening up a few waves before they got to my heroes. It didn't really kill many of them, but turned those mobs into one-hit-kills for my heroes.
I also built a LAN module to improve their defence against those stupid flying mobs that bee-line straight for your modules and have an AoE attack.
Lynx_gnt Jan 13, 2015 @ 2:05pm 
There are some places, where Seblaster modules are insanely more effective, compare to any other module. And the best place for them are huge-long rooms, because Seblasters DPS depends on how much target they can hit at once. Even if the currnet most OP module (KIP) can handle wave of 10 monsters at once, it cannot kill 20. If Seblaster can kill 10, it can easily handle 100-200-much much more.
I had one such room (level ~20, drill pod), where 3 seblaster modules + tear gas + neurostun kills thousands of monsters. Not even joking, i've waited in exit room for 5 minutes, after making this room the only way monsters could reach me. None(!) of them pass it.
But, dont forget about their true enemy - Silics Zoners. If they are present on current floor, you should beware of building them.
Mokaran Jan 13, 2015 @ 4:01pm 
Originally posted by Lynx_gnt:
There are some places, where Seblaster modules are insanely more effective, compare to any other module. And the best place for them are huge-long rooms, because Seblasters DPS depends on how much target they can hit at once. Even if the currnet most OP module (KIP) can handle wave of 10 monsters at once, it cannot kill 20. If Seblaster can kill 10, it can easily handle 100-200-much much more.
I had one such room (level ~20, drill pod), where 3 seblaster modules + tear gas + neurostun kills thousands of monsters. Not even joking, i've waited in exit room for 5 minutes, after making this room the only way monsters could reach me. None(!) of them pass it.
But, dont forget about their true enemy - Silics Zoners. If they are present on current floor, you should beware of building them.

I keep your word m8. I just want to gave them an opporttunity since smoking guns, KIP claymores sumed up with neurostuns and holograms had been my way to go.

Btw what about prisoner pods? Is worth leveling them up? I mean they are cheap but you know.
Stormtempter Jan 13, 2015 @ 4:42pm 
In my experience they are good for cheap defense on early levels, but they get far outstripped by everything else. Late game usage could maybe be to delay module targeting enemies so they space out a bit better, at the cost of sacrificing a prod
Zsrai Jan 14, 2015 @ 1:39pm 
Prisoner Prods prioritize anti-hero enemies, so if I have room I tend to build them in choke points that I'm manning; meaning after getting all of the defensive mods that I want built first. Otherwise, I throw a few around occasionally because they are dirty cheap.
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Date Posted: Jan 13, 2015 @ 12:10pm
Posts: 6