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Originally Posted by MarVell It's a good little game and quite addictive. My only gripe is that it doesn't support custom soundtracks which shouldn't have been that difficult to implement  |
Agreed. I also lose all sound sometimes; normally its a good while in Vengeance (level 100+) and you start building particle cannons, so custom music support would have been good.
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I even managed to beat Stinja's (aka Savage Moon GOD's) record on the second planet last night
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cheeky. Of course some planets i just played once, and havent really gone for a super score. But i might have to crush that that one out of principle
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Chaos (towers) one ok, but generally not worth the bother
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Originally Posted by Sinzer I am no where near your experience, but can you explain why |
Dont get me wrong i use them a lot in Vengeance, but in the main story part i dont think you ever
need them, and the 280 credits are often spent better elsewhere.
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Are the amp towers worthwhile?
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YES!
My run down on towers for story mode (NOT Vengeance which is quite different):
MG - very good at level 5, some maps can be beaten completely with just MG towers. As they're cheaper its often good to have them as a front line between the enemy and your mortars.
Mortars - good to extend your range, and will probably be your main damage dealers vs ground troops. When amped up you can get 2000 damage per mortar very easily.
Anti-Air - essential later on to take out flying things. Generally you want a good block of them with a health and amp tower for the 900 range, and properly sited they can take out fliers before they get to your main ground block. So i often end up having two seperate clusters of towers, and just as long as no ground enemy go near this block they might be in a different part of the map. Also note sometimes you can save a lot of cash upgrading to level 3 but no further; less range but at level 3 they have an area effect, whereas levels 4/5 they are single target only.
health tower - essential! They have a huge range when amped, so i often build one close early on, then when the base is established build a new one else where and destory the old.
amp towers - ESSENTIAL! They can boost damage of a tower to more than twice without amping. Also amp towers stack, so a mortar unampped might be 210 damage, with one amp is 210+500, and within range of two amp towers is 210+765 (numbers made up, but you get the idea). The only towers that dont get a bonus from amp are orbital towers, chaos and mines. Given you have limits on how many towers you can place, getting more damage is only possible by ampping up your existing towers. I'll end this section by shouting ESSENTIAL again!
laser towers - ok, often MGs are better as they're more versatile (air and ground), and the extra damage isnt worth it.
particle cannons - not worth it in the story mode (good in wave 100+ Vengeance) save you cash and dont even research them.
chaos towers - slow enemy down. cant be ampped but careful placement can make for quite good death zones. I dont bother until i hit wave 50+ to start with chaos towers in vengeance.
mine towers - can crash your game. they seem ok, but cant be ampped and just seem to slow the game down with extra clutter. i dont use them.
orbital towers - rubbish. cant be ampped and so mortars can do better long range damage. save you cash and dont even research them.
I think thats all? due to the way ampping works i find ideal placement goes something like this (G = MG, M = mortar, H = health, P = amp, A = antiair), with the enemy coming from the top of the screen.
GGGG
MMMM
MMMM
PPPP
AAAA
H
A game typically goes: build MGs, then depending on the next few enemy types, with AA or mortars, then health, then the other of AA/mortars, then amps then research level 3/4, build up everything, then research level 5, then refine your base.
I'll take a look at level 10 tonight and see if i can give any specific pointers if you want Marvell>