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Wasp dose there job quite well if you already have in fact vs everything but venoms wasps do better than executors.
Vs venom executor is good so if your looking for a anti venom option that reduces your shock tower dps there good. As a troopless option. Without soilder perks there Better when comp to towers with soilders. They where mainly balanced for survival. Even than I find them iffy at best. Iron tier in general is almost never worth it till you have used 100 percent of your basic resources and are aiming for win more on longer maps.
There are much better ways to handle venoms thou such as just mixing 20 or 30 soilders into your wall defense for the final wave per choke to handle venoms. As much as possible never hurts esp as you used them for clearing anyways and back up with shock plus wasp.
As you said stone towers are better more ehp and when filled with soilders handle venoms just as well. Even lose soilders are fine but the extra range can matter. Tower also don’t req you to spread the shock towers more losing you on aoe dps from them as only 1x1 as you said.
I did take that into account the aoe even with that aoe equal price in wasp kill more infected per time due to there much higher dps. Sam for soilders.
You can test this via a custom map make a large defense in the center of executors and walls send waves vs it the. Do the same with wasps the wasp will out preform the executors by far vs everything but venoms with ease at the same cost. While taking far less room.
Soilder do the same. Both leaving the options to further add to the defenses by spending more as less room taken.
Executors are only 200 dps with a splash that mainly overkill’s as the units you can splash have sub 100 hp making the aoe effective dps far lower than it seams. vs soilders that don’t overkill by much and do 65 dps per. This lack of overkill is a large factor and the reason they do better in real situations. Esp in campaign where the dps jumps to 120 per soilder after perks.
Esp as shocks or Thanatos will be killing the mobs that group up well enough to really use splash further devaluing your aoe. The executors job in your defense in high prio targets often are not grouped up so there single target dps further matters which falls behind the other options.
Mix soilders on towers with wasp to make a tight box of the equal cost of your executor defense and even venoms are no match and just out preforms them. Executors in the same test die on there own where the soilder tower and wasp hardly takes damage.
Executors are just not worth the cost in survival and it’s even worse in campaign when soilders are buffed.
Don’t forget, you need to leave spaces between the same building. It’s easy to alternate between executors / ballistas and shocking towers ( because of their 3 tile restriction) with stone towers filled with soldiers in between.
As for wasps, I like them to support, as others have said but find their damage a little lacklustre late game. I tend to place them in those awkward tiles I can’t fit anything else. You know the ones blocked up from soldiers getting into a tower.
Wasps main value is that its another option you can use without going iron tier furthering the power of no iron builds. Yes going iron tier will always be better when going for score as more food but when talking for the easiest possible win stone tier is really all you need. Iron tier options in survival are minor upgrades at a high cost vs the stone options and in campaign as they lack the buffs other options get there often downgrades. Plus the wasp train in campaign to get a good number free every mission is just strong as hell.
The devs really need to address the tech tree as right now its vary vary lopsided. There should be buffs for all units (but not allow you to get anywhere near all the tree even only 40-60% is fine). That way you can pick the units you like and buff them to keep them competitive. allowing you to specialize or go a bit of everything but weaker versions.
They do work to replace executors in campaign when paired with the op shocks/solider towers of campaign. In survival its more comparable with executors at least being still competitive.
The campaign is well-designed with lots of resources.
And with some research, early development is easy, and in the second half, there is too much money left.(Train Bonus , Corpse Recycling ,Black Market )
That is you can make a lot of Titans, Executor, stone towers.
Not really for the cost of going to iron tier plus tech for the executor in campaign is a similar gold cost as getting the vet wonder. In other resources you make this up within a few days from the upkeep on foundary. But the wonder gives the extra value of buffing everything, so adds in clearing power, not just one spot. Plus even non vet in campaign soilders are already comparable in a tower to a executor due to perks. As this thread is about campaign this is the case that matters.
In survival yes soilders most be vet to be close to a executor and the wonder is costly due to having to pay for it twice. But survival has even lower return for going to iron tier given you have much less income. Making the cost of going iron tier not worth it in many cases. While you would use snipers not soilder in towers as without the soilder buffs there meh in survival. Snipers towers do compare to executors in survival for there reason to exist killing the venoms. The fodder mobs all die with ease even in nightmare to two shocks towers making executor aoe overkill and wasted on them there reason to be is killing venoms which sniper towers outdo.
Then throw in more wasps if it's possible.
Shocks are FAR from meme level. They alone allow you to kill everything but chub/venom/harp/gaint/mutant with a single one (so all fodder types that makes up most of the swarms). To the point when upgraded with +2 range you can even rebuild walls during the attack wave as they do there job so well. Esp in nightmare/apoc the waves are so large and 90% fodder units having a tower that a single one makes the wave not even hit your walls letting you rebuild/repair is redic.
The other one of note is ballistas. They have the highest damage to sound ratio in the game other than traps.
As such they work as the best option to hold an area without pulling extra units as they will one shot most strays not letting them hit your walls so you dont need to even wall in front of them early and a single layer later works wonders. They are not really for wave defense but as a silent option for areas it matters esp eg wasteland where every bit of sound can kill you. it takes approx 30 shots of a ballista to trigger a mutant on wasteland witch is more than enough to handle every mini wave over an entire mission without pulling more. Soilders/snipers or even ranger defenses cant come close for a "silent" defense option.
Wasps by comparison are one of the loudest defenses out there and as you "norm" place more than one wasp within a 3 tile space there sound further adds on top of each other making them super loud (which is not a bad thing when used right, only something to plan around).
The thing about wasps being not attacked is not a lie in the least. You used an example of them attacking it over a tesla coil which is true and correct. The mobs are still drawn by the wasp sound, they will just go for living targets first. As a tesla coil makes 0 sound and is not living, it dose not draw units in as such wasp are attacked first. Place a ranger near that wasp thou and now all the zeds will go after that ranger so long as the ranger dose not leave a set range of the wasps (and the wasp dose not block the zeds direct path). This tatic I used on many swarm missions to have entire waves walk by the wasps without hitting them and dieing before they could reach the ranger.
A wasp being built is not a wasp yet. So it not having the same properties I can see but never had one being built during a wave in a spot that can be hit.
As such there woth keeping in mind.
Wasps thou you can just drop a shock + wasps and not care about sound in most cases so in campaign I find getting upgraded shocks + wasp train your best way. Save up wasps from the train till you have shocks than drop one per choke all at once with a even amount of wasps each and watch your base clear everything near it without issue. Making expanding out from there easy this can be done in campaign as early as 15 (or even 12 in one direction to match the first waves on apoc). Overall I find doing so better than ballistas but survival this is not an option for so its where ballistas stand out.