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Is it a bit of a balance issue sure. Is it a major one not really just shows multi builds are viable witch is good. That being said snipers as a unit is still a bit to powerfull vs its counterparts. IS it anything like the old snipers that where op as h ell no. But they def are still tuned to high for what they are compared to other t1 units.
Personally I pref thanatos over shock towers I can get thanatos out as early as wave 3 allowing me to keep a mobile force to counter waves vs needing to use a stationary building allowing for less resources to be locked up in stationary early on. That being said due to locking it up in oil rigs and otherwise that you said it is countered quite well. Will prob try your build at some point to see how it is before being able to give any real thoughts as hard to judge based on a screen. Interesting non the less.
In 50 days the above is not really ideal as wave 3 means about day 30 so the final wave is basically there.
This build dose sound like you would have FAR more resources to play around with thou esp as looking you only had 2 about 70% full housing bays only witch is on the "low" side. As such really shows the power of the build.
Shocking towers I don't think are to good as honestly your locking a ton into a tower that cant move but really good if placed well. If anything a slightly higher upkeep id look at vs higher cost.
Foundry tech being to costly would be where I would look at if the devs think its to strong. Other than a slight read slight sniper nerf as they are not broken only slightly to strong still making the other t1 units feel "to weak". Least to me.
The main nerf I would personally suggest for snipers is just doubling there upkeep. Right now snipers are cheap as hell to maintain a massive clump of them. While snipers only really get super string when there is a ton of them. So this would maintain there power level where it is witch is fine but make them more costly esp as massive numbers. While lower foundry tech a bit maybe by only a slight bit of 10%. If the devs think think the above is a issue.
Another idea would be to add a new unit to the foundry that works like a sniper. Mabye a tower that is a off branch from the ballista that rather than adding more aoe and attackspeed like the executor make it have longer range slower attack and more damage to give more ways to counter venoms and specials.
Seeing units get more targeting options would be nice like something that made thing hit venom or ranged type units first.
Side note: I no it dint do anything but just saying you did have a executor its mixed into your north east housing bay near the market.
https://i.redd.it/n2s44wynqqa21.jpg
It is also possible at 800%.
120 snipers are enough. If you have more than 300 snipers, most of the walls will not be destroyed, and if you have more than 500 to 600 snipers, you do not need an attack tower.
Again, the parts of the wall that held best were those that just had an absurd amount of snipers in them. Thanatos very rarely get to shoot at venoms because of target priority, and if they finally do, the snipers do as well, ending the threat just as fast. But the snipers are far, far better at taking out the chubbies, the prequirement of doing so in the first place.
And if your Thanatos gets hit, that part of the wall has already fallen and you need to raise a second line of defense.
This was not a "challenge: no foundry stuff" play, therefore razing a free executor from map generation is not necessary.
Shocking towers are just 600g to build, 30 wood, 30 stone. You can build them for wave defense if you have already scouted the attack path and raze them afterwards. That is not very expensive. You probably even save money over building sufficient walls to let your snipers slowly gun down the wave over time. If you already have reached the spot where you intend to fight the final wave, you can just keep them there anyways and it doesn't matter they can't move
Snipers have already been nerfed. They get overwhelmed much more easily on the offense than they did a year ago because they are far more likely to overkill. There is a point where you make the game too hard by nerfing the good stuff. I feel like the main issue is how harmless the final wave is vs 3 layers of walls if you have dispatched the venoms. A nerf to sniper upkeep will have no effect on that.
Frankly that would outright trivialize the game. A single stone tower of snipers would then be sufficient to deal with all the venoms in a wave. The target priorities are clearly intended by the devs, they're probably taken from the zombiecide board game where the dangerous runners are also protected by the fat zombies.
I wouldn't call a strat that works and is effective a noob strat esp when setting up towers and filling them takes a lot more effort than just moving a thanatos to a wall and calling it done.
His entire point is thantos dont make the game easy mode as in order to get them you first need to make the game harder on yourself by spending a ton of cash. Vs being able to pump out your final defense right away.
Noob strat is what I would call a strat that doesn't work. Norm because a new player is the one making it not understanding the game.
His strat is clever in that it addresses the game and what is happening to counter it with the least effort.
Not being able to build thaatos while making snipers has NOTHING to do with how good you are at the game as its an option. Not doing so when its less effective IS being good at the game by understanding what you need and not wasting money.
So really by his breakdown making thanatos that are not needed and cost a ton would be the "noob strat" by your definition. Due it it being wasted resources that only makes the game harder not easier. Yes thanatos make the game easy once you have but that was not the question but the difficulty of the overall build.
Do you just be an ♥♥♥♥♥♥♥ everywhere you go? Go pirate another game and bother another community.
Anyways, very interesting read and build!
They have constantly been fixing this. Any spot you still see it happening you should be screenshoting and giving the devs as much info as possible in the bug report forum about it. As pathing bugs are far fewer than before but are still happening the devs needs as much info as possible to fix them all and fix them all.
That being said you shouldn't be moving large groups when possible. You lose a lot of time moving units around its better to leave your large groups clearing the map on the same side vs moving them around in your base witch is the main spot a clear path doesn't exist. The wave attacks on your base don't need a large force to counter only a ballista for the first 2, shocktower for the next 2 and if using the build above a few snipers with a shock after that. Shocks kill the large majority of waves and only have issues with specials that a few snipers are quite able to handle.
If using the "normal" way 5 thanatos sitting in the middle of your base handles every wave after wave 3 with ease only moving 5 units. Save the final witch you din't move units around for as it comes from everywhere.
All my pathfinding issues come from moving large groups though gates, or like you said large groups in general which get caught on each other sometimes. And I do see Giants still getting stuck on nothing at all, or so it seems - probably the walls.
Thanatos are particularly bad when moving in tight quarters. If more than one of them needs to pass through a single tile wide gap, they'll get stuck on each other too
Never seen that happen and I move group of 10 thanatos quite often in every game. But as said if there is pathing issue YOU should be posting images and what is happening in bug reports to give the devs data to fix said issues. As the issues you see don't mean anyone else is seeing them or if the devs know about that case.