Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Some of your concerns may already be addressed, or your perspective might shift once you experience the full game—especially regarding rerolling and its value. You'll see that at higher difficulties, it becomes a pivotal part of a successful run.
We also recognize the need for clearer information on enemies and their paths, as you’re not the only one who has pointed this out. We’ll look into how we can improve this!
Granted this is not the full release and many things will be revealed, but with the current 3 commanders, I rarely have enough recon for more than one re-roll when scouts cost 75 just for the basic detection and you typically need at least two to cover the map and if I want any upgrades to scouts, that cost recon.
There are just too few ways to get recon with the existing commanders. Are there other things that are in the works or will you have to utilize unknown commanders (with buildings and upgrades that generate more recon) for more difficult runs?
Am I missing something with the existing commanders? I only see the +8 recon on the training building and then the other recons are only random card drops you are not guaranteed.
Also, there is a late game tower (don't remember the name) with a 'restricted' firing area that is ridiculously far away from the tower. This tower also reinforces the suggestion that you should build a linear path at all costs. The fact that the tower is so expensive makes it unlikely to see much use. Even the mortar tower does this to some degree.
Definitely need better indication of where enemies come from and definitely need to rework Recon points, because re-rolling is bad value, even when you get a boost that gives you something along with the re-roll.
This game has a lot of similarity with Crystal Guardians and shares some of the same problems. In that game, you can choose towers freely, while the randomness here can give wildly different experiences from one run to the next. Some will be easy (where you get a good path layout or package drops) and others will be a nightmare (where path and random reinforcements just never give you any synergy).
Additional suggestion: Give an option for map start with 1 out path, 2 (seems to be the current default), or even 3 for more difficult starts. Maybe start the game with only 1.
You proved my point 1) by gaming the system and building a straight and long path.
You proved 2) by never re-rolling
You prove 3) by doing a 1 tower strategy
Thanks for showing the devs exactly what I was talking about.
It's more noticeable with the reds (the blue infantry's stronger with investment, I think, but without? The red baseline is significantly more powerful with the available commander.), but it's quite influential either way. Just did a red mirador-spam attempt (I've done blue before, but with heavy infantry investment on the side), and it probably would have failed without it. Closest I've come to losing without actually losing (my two non-intentional-ish losses so far were with extreme build attempts; one without upgrading, the other without building anything without fully upgrading), the commander squad body blocked a lot of wave 25. Kinda' makes me think the mirador specialist is actually the worst commander for a mirador-only run, ha! Combined arms definitely makes for a much, much smoother attempt, though. So nice to be able to use light mortars for neutral capturing, heh.
Also used rerolls for a nice bit of boost; got both the damage boost and supply on roll doctrines. You can roll a good dozen or so times if you're not building scout towers, apparently, got me a few percent of global damage boost and a few hundred supply. Not huge, but not nothin'.
Path did try to go long initially, but it wasn't cooperating much and after a point I got a doctrine that boosted damage based on entries, so I stopped trying, heh. You do want the area nearest the base looped in and extended a few tiles out, but after that it stops mattering much and how far out you go doesn't really seem to make much of a difference. Want a bit of space to bugmulch but it don't take much in practice.
Difficulty 1 mostly just feels really forgiving, ha. You have a lot of room to do silly stuff like not build anything but type of one tower, fewer starting points to build long, so on and so forth.
I did mention you could just aim for mono builds in difficulties below IV quite effectively (pretty much every time) as long as you make choices that are consistent you should be good at that stage.
I did reroll in wave 19 after I saw the Krylos (Straight flyers) in the reveal at 18 to make sure I could push the spawning further away and into the Miradors range. Maybe we have different definitions for what a long path is, since to me that map has loops, perhaps because I was thinking a really long corridor to do Air Strikes or Omega Emitters.
Maybe I should have posted the link to the playlist, that video is on, with the rest of the runs at higher difficulties, not trying to push anything or be confrontational, sometimes is hard to get that across when writing, just in case you want to see how the game plays a later difficulties, how the map look and the sort of decisions you have to make later in the game. It could provide a bit more information about the end product.
https://www.youtube.com/playlist?list=PLkN7TwfjiJ1WKCagtLDZepX5_VM5gTSs_