Amazing! 1% would have had me jumping off my chair with joy. I had a similar experience when I last completed Earth defence platform.
Well, the thing is the map is hard as long as a player sticks to the turret setup that worked before the content update, like I did. Also, during one of my plays, I got an elite Goliath at the beginning of the map which destroyed my base, so RNG plays quite a bit.
With the research upgrade maxed out to reduce build cost it was pretty cheap to spam them at the start for some maps. It's a little cheaper to upgrade now though to level 3. Also not sure what has gone on with the patch notes I'll re-link the post.
When playing nightmare, the chance of a monster spawning as an elite is very small as the focus is mostly on the elite portals. From time to time you might get really unlucky but nightmare should be pretty consistent in terms of difficulty. It has happened to me a couple of times when playing though and while it is possible to defeat the elite goliath at the start it puts you in a very disadvantaged spot as you have to build and upgrade plasmas at the start. Removing the chance for that goliath to spawn as an elite might be the way to go so I'll add this to the task list.
I found asteroid tougher. The trick was to hold off on the last two turrets at the bottom right (opposite lesson from asteroid) and then spam uranium (my favourite turret) when I could afford it. Also using the drone to power up the rocket launcher is surprisingly effective in this map!
Oh wow congratulations Jelt! I don't suppose you got a screenshot of your turret set-up? It looks like you might be using something a bit different to what I did. Earth Defence is one of the hardest IMO, especially because you are really relying on cool down abilities for those last 3 waves as you will likely have maxed out upgrading your turrets by then. 30%+ damage bonus on the rocket pods helps a lot with those last few meat clouds. I've usually got 4 rocket pods within range of the CMD. Looking forward to hearing how you get on with the last two maps. Also if you guys could let me know how survival mode is feeling now after the most recent update. Asteroid is still spawning all monsters near the command centre but we are considering removing this as suggested by Jstorm. It will need some testing though and probably come with the next update. The next update should be quicker as it is mostly focused on QOL stuff which will include a tactical database overhaul, main menu settings access, multi-audio playback from different apps and some tutorial improvements to pick up the pace.
From left to right, bottom to top: plasma | rocket | base | rocket | plasma gatling | gatling | plasma uranium | emp flamethrower (not upgraded) | uranium (was initially flamethrower) | flamethrower (not upgraded) uranium (only built in later stages) | uranium (only built in later stages) PS check out how much experience points I have
uranium really helps because once it wipes out all the hunks and thinkers and goliaths, then the rocket turrets can concentrate on the flyers and meat cloud. using the drone at the right time to add immunity matters, of course. i ended this base with 30+% health- more than mars, heh. I found two strange things, not sure if deliberate: 1) the drone rockets dont seem to hit the meat cloud anymore regardless of where I aim 2) sometimes the artillery hit would make the goliath freeze
Before the survival feedback, I really think the machine gun + rocket pod needs the rocket’s target priority fixed, so that it functions as the anti air turret to match its description. Also, the rockets should fly only towards the direction where a turret is facing, at the least not to the behind. Survival mode feels ok in general, but there are some balancing required including the Asteroid map. 1. Number of enemies scaling based on the number of turret slots. I am talking particularly about Pluto. 2. Some means to use excess cash. I am happy to see that you implemented the extra turret slots, but I think there should be some recurring usage of cash. It can be turret upgrades beyond tier 4(just damage), deployable units on the path (turrets with health), more call in assets(gunship, air strike, EMP strike), base turret upgrades, etc. By the way why does EMP disable demonic aliens? 3. I don’t see the reason that extra turret slots being so expensive. I think it doesn’t hurt to make the price 50, the same as the nightmare. 4. There are some maps that extra turret slots are not implemented, and there are some rooms left. 5. A leaderboard for each map, or a par waves for each map. Even though I requested a lot here, I am totally fine with the current state, minus the rocket pod prioritization and Asteroid. Especially #2 is something I expect on your next game, not on 2112 TD. No one should complain for the amount of contents available for $2.
I'm getting destroyed by the elite spawnlings right at the start of the next map (The Carrier). Any tips on how to deal with them?
Get a flamethrower at the center of 3 slots near the alien ship. Get a flamethrower lvl3 up at the spot east of the base. You will also need a flamethrower at one of the slots at the base.
Thanks for this Jstorm! I'll respond to each point: 1) Survival mode feels ok in general, but there are some balancing required including the Asteroid map. We are going to test out removing all monsters except zombies from spawning on the paths directly next to the command centre. If I can balance this well it will likely be in the next update. 2) Number of enemies scaling based on the number of turret slots. I'd like to see more turret slots on some maps and we will test this although it might not be in the next update. 3 / 4) Some means to use excess cash. I am happy to see that you implemented the extra turret slots, but I think there should be some recurring usage of cash. We have been discussing some ideas for this recently. I haven't got anything solid to share yet at this stage but for a start it is likely some maps will get extra tower platforms when playing survival mode. 5) A leader board for each map, or a par waves for each map. This is on our internal trello and we would like to create an online scoreboard system so that players can compete / share scores. I cannot confirm if and when this will arrive but it's definitely something we want to implement. 6) Rocket pods prioritising air units This was a very good suggestion and is on our internal trello. I would like to test this out and I agree with you it would make much more sense. Hopefully we can get this in for the next update. 7) Why does EMP disable demonic enemies? Because it's the future, it's space and it's sci-fi ;-)
Hold your horses! We are already getting "Nightmare is too hard" reports! One mode at a time but to be honest I'd love for a hell mode!