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
Would it be better to ask which ones to never get?
This, although I don't care for stone towers. A big enough stone wall and they won't get to your weaker wood towers anyways. Unless there's a range bonus I'm unaware of? Either way, this post is pretty much spot on. I've just personally had no problem using stone wall/wood towers combo.
All the skills in the tree are viable, pending your playstyle, but also pending the environment. For me, I went soldiers, food, the wood towers. That plus range is viable for rangers, they get off 3 more hits on a solo runner before it gets close.
I tend to be a ranger spammer once my soldier center is built. With that i'm looking for day 14 to start massing soldiers and walls. Rangers are for scouting and protecting the base. Patrol is your friend.
From there I've been focusing on economy growth because soldiers, during these early missions, are pretty terrific. I have only gone as far as doing all the swarms and 2 of the towns beyond them, so still pretty early.
The most advanced tech I have is spike traps, and ballistas. I still haven't touched train supports or any of the logistics... yet. Waiting to get stone walls before I go that route.
What I said, I know it's not really a guide, but I hope it helps. So far, doing 100%, I haven't hit a map that has floored me cause I don't have enough tech. Giants... giants could be a problem, so i'm saving that for last.
;-)
Afaik towers give bonus range. They also have higher hp pools than their wall type. Stone towers only cost 80 and are in my opinion a must. Especially once you get in to missions with more unique zombies.
As for never to get...well i'm completely skipping the inn and their support tech. I'm skipping bonuses to wood wall tech since i replaced those after just a few missions. I have not gotten or have felt i need any wonders yet (70% in to the campaign). But i might get a couple of those (the energy one and the food one at least). Can probably skip the veterancy and the oil wonders with no problems. Ive skipped lucifers and don't intend to get them, but i dont play those tower defense missions on high difficulty.
In general, just have goals on what you want to get after you reach each previous goal and don't get sidetracked. As long as you are covering the basics which are housing for pop, farms for food, power plants for energy, shock towers of thanatos for aoe damage, stone towers with soldiers or snipers for high single target damage and maybe wasps for plugging defense holes. With those there should be no missions where you cant overcome the challenge. Anything else will just add flavor and make your life a little bit easier. There are very little truly horrible choices in the tech tree, only way you can really screw yourself is by not covering the basics soon enough.
As a little bonus, getting the two techs that let you start with a soldier really makes life easy since you can use the 4 starting rangers to defend and the two soldiers to clear. Can also get an extra ranger and a sniper, but those two don't add the same value for your buck as two soldiers. Only get those if you are swimming in points.
They do give a range bonus. I meant if the stone tower gave an additional range bonus over the wooden tower.
To be fair, I've only gotten about halfway through the campaign, but I still haven't had a wave go through stone walls. And Bahroo is on Nightmare near the end and is still using wooden towers himself. Not that stone towers are a HUGE investment, but I tend to be a min/maxer and like to leave out things I don't need.
Stone walls, wood towers, shock towers and wasps all nice to have too.
According to the wiki wood towers give +2 range, stone gives +3. On top of more than doubling the hp.
Huh, well then. I retract my "don't worry about stone towers" then. That's a decent offence boost.
Super high value: farm, shock tower
excellent value: wasp (it complements the shock towers weaknesses and can wipe out most wandering horde missions as a cool bonus)
very useful on many low resource maps: train deposits, market
filler but makes your life a lot easier managing the base: energy reduction on various buildings, better mill energy production, starting food/energy
I would suggest ignoring the "Starter unit" stuff as its crumby, probably the advanced farm and turbine mill blades aren't worth it since they're quite expensive on upkeep and the basic mill is quite excellent with the +30% upgrade.
*edit* I see wsc150 beat me to it. :) Although i disagree about the advanced farms. Unlike advanced mills there is seldom reason you need to conserve space and build 1 advanced mill instead of 2 normal ones for half the upkeep. Farms on the other hand need special land which in some missions is very hard to come by, making advanced farms valuable.