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
http://steamcommunity.com/sharedfiles/filedetails/?id=775339355
http://steamcommunity.com/sharedfiles/filedetails/?id=775339379
Got beyond wave 200 in endless: http://steamcommunity.com/sharedfiles/filedetails/?id=776290910 This could be a major spoiler if you want to do it your own way, so I've used a spoiler image.
More spoiler details below.
When the units get near the end of a path: http://steamcommunity.com/sharedfiles/filedetails/?id=776290986 I sell the barrier on the other path and drop barricades to kill and block: http://steamcommunity.com/sharedfiles/filedetails/?id=776291027
Also, note that I only use freeze trap in the pit kill zones (and to slow down units at the end of a path), not elsewhere as I want to kill or damage as many units as I can before the next wave starts and I can use Mechanical Boost.
https://www.youtube.com/watch?v=bu24psOdYgc
That was what happend.
Endless is a good way to get some levels to power up for more dificult levels, or try out new ideas on old levels. Ideas that take more money to start up.
Cool thread.
http://steamcommunity.com/sharedfiles/filedetails/?id=885871313
http://steamcommunity.com/sharedfiles/filedetails/?id=885871339
Been taking Endless maps a run while waiting for DW2 and decided to take a stab at improving my scores on some maps I previously did poorly on, such as First Blood. I think I managed to beat the score by a little bit :P
http://steamcommunity.com/sharedfiles/filedetails/?id=1111205926
Early on I lost a few lifepoints because of some dumb mistakes but after that it wouldn't be until Wave 82 that mobs began leaking through and was done in on Wave 96 I believe. I feel I could have made it to 100 if I didn't lose those early points. Early on my initial plan was much different in the west entrance, and after I changed that things went so much more smoothly.
http://steamcommunity.com/sharedfiles/filedetails/?id=1111206106
For the most part I had Bleeding Edge and Corrosive Slime traps alternating along the paths, with Chilling fans prior to chokepoints to increase the coming damage and Deep Freeze traps in front of trails of the Corrosive trays. That ended up being fairly effective, as groups of enemies would cluster up because of the Spinblade traps, then be frozen and take a large amount of damage from being stalled on the slime trays and inferno traps, then a Trap Boost to the spinblade keeps them locked there even longer.
http://steamcommunity.com/sharedfiles/filedetails/?id=1111206197
Quite an improvement over the original score!
This is what Ive found out works the best on higher levels in endless and with the most runes (Im tired so there are probably many spelling mistakes):
The best tower combinations is usually slime followed by spinblade trap and a freezing trap over them both. This should be repeated over and over depending on the map and the conditions. The last upgrade on slime trap is pretty trivial I think but on the freeze trap you want the deep freeze upgrade at every single time. Its important to utilize as much of the freeze trap as possible obviously. These traps are just there to make sure that the attackers walk as slowly as possible. Since both slime traps and spinblade traps use the least useful areas in terms of damaging traps (the floor), it usually leaves many areas on the walls to place damaging traps. The freeze trap is just good enough to warrant it using a wall trap spot. All of these traps just need enough points on them so you can upgrade them to the max, they dont need more. The spinblade trap can deal much damage but its not reliable to do so until you have points to spare from other damage traps.
A soul harvester is essential early on. You make sooo much cash on these that you wont know what to do with them. Provided of course that you place them at the right places. Later on few of these can be sold to make place for other traps since you will quite frankly fill most useful spaces on many maps. Placing 4 or perhaps 5 of these fully upgraded will return profits for sure.
The inferno traps work fine in the beginning but later on they cause so much lag on my computer that I cannot use them. Im pretty sure that the sustained fire upgrade is superior.
I instead use the spear trap to deal AOE damage, it actually isnt that bad once you have 50 on it and automatic on all the bought traps. You do not want to have them unupgraded though and I havent tried them much with low points spent on them at start. The spear trap also has the major plus that they dont need more than one square to deal full damage. This means you can place them on the side and they will be just as effective, unlike so many other wall traps. The straigth on walls can then be utilized for bolt, dart or whatever you want traps.
Bolt traps are very good if you can make sure that they hit the target. Unfortunately on high levels in endless many of the attackers just walk too quick and so they run past them or only few hit, so they have to be placed in a clever way. If one or more of the bolts dont hit a target then its probably not the best trap. It has such a slow reload... It does deal a lot of damage on many targets if you can place them properly and have them upgraded to the max however.
Harpoons arent very good on high levels in endless, usually the quick small bastards get too quick and dont really take any damage from them as they literally just brush off the harpoon. Its unlikely to drag down any attackers on high levels of endless as well. Never the less its a cost effective trap, which attacks quickly with 50 on it, so sometimes its decent. Its prefered that you use them to drag attackers into something that kills them for sure. However you can use them to drag attackers back, since that will usually mean taking a good spot for a bolt trap its not always a good choice however. Depends on the map and what traps you picked obviously.
The lightning trap is good to sprinkle on the sides in corners where you know the attackers wont walk. Its good to have them placed in turns and such so that they have to be close for more than 3 squares. It deals decent damage with full upgrades but cant relied upon by itself, if you have several of them at the same spot the constant blinking from the static damage when they are all fully upgraded can be a bit annoying. They also seem to have a small stun at the moment they deal damage which can be helpful. The static damage can also pass through 1 square thick walls and barricades sometimes, so if you do a maze or loads of cash to spare you can abuse this fact.
Dart traps are good fully upgraded when they are placed so that they push the attackers backwards and can fire for more than one square. This is only true when you have 50 or so on them however since they get way stronger when you spend more on them. On higher levels the attackers just ignore the small but quick pushes the darts make, but early on you can save some cash to place somewhere else if you want. They are also pretty cheap and deal decent damage. I prefer bolts but thats just me.
Now when the dwarves just suicide on the barricades its a good idea to place one early fully upgraded and put a soul harvester on it. Maybe not the first harvester but probably the second. After a while the dwarves seem to ignore the barricades (atleast for me), which is bad since they suddenly can destroy barricades later as they die close to them. As such you probably need to upgrade much of your maze with unbreakables. Fortunately if you have good soul harvesters and good placement money is not a problem. The limit of unbreakables can be though.
When it comes to consumables trap booster is decent to pick on the spinblade traps, however there is a point when the attackers just seem to push through the spinblade trap and at that point its way less good. This is why I prefer the frost bomb or fear bomb. Both of these can delay attackers on critical points or times and you can stack them all the way from the back for the first 50 waves or so. You dont want any of the damage consumables, they dont deal enough damage on high levels. The snare trap is also pretty bad since it only seems to have an effect on few attackers. The firebat trap is destroyed so quickly on higher levels of endless that it just doesnt matter. Be aware that what consumable is good changes a lot if you arent playing endless.
Stay away from the demon, lich, spike, black hole, hex, push, grind, spring and slot traps. These are just useless on high levels in endless. Mostly because the attackers get really heavy and quick on higher waves in endless so they just ignore being pushed and dragged. They also get strong enough to kick any spawns asses instantly and get high enough health to ignore the hex (it seems to deal some damage instead). Grinders are cheap but they basically wont get time enough to reset on higher waves, atleast not the way Im playing. All of these except slot traps can be used in beating few maps or more when doing 11 runes though.
Any clever tactics on rend, crossy track, crucible or casino would be good to know (+6 mil or so). I honestly dont feel like learning these maps on my own. I dont feel very motivated to play this game so seriously anymore, 200+ hours or whatever I have is enough.
I wasn't aware enemies got stronger as time went by, it seemed like they did the same amount of damage as always - just got heavier and got more health.
No there is definately points where they run faster and get heavier. They more and more ignore getting harpooned, pushed and spinbladed. I havent actually bothered to check when this is but at some point after wave 120 or so its starts to get noticably harder. Ive reached wave 200 at some point at that point they just walk over whatever you have placed and its just a matter of how many lives you had saved until that point that you can lose. Its probably for the best though since my computer starts to get really hot at these points anyway.
Ive also found out that if I play on higher speed the occational frame loss is really dangerous since they get to move but ignore whatever you traps are doing at the frame loss. Perhaps its just on my computer since its quite frankly not that great, but its worth trying out.