I find it hard to get the gold coins when my lasers kill the enemies far away. I wish there was some sort of coin magnetblock. Or if the coins didnt disapear at all.
Yeah, I agree. I think it's part of the challenge, though. But I think a magnet power up would be cool though.
What you have unlocked/locked won't affect what you can download... so you can download a map with stuff you don't have unlocked yet... you just won't be able to change or build any new ones of those turrets. We'd rather err on the side of too leniant than have all of these hidden restrictions. As for mods, whatever mods YOU have will be applied to the turrets - not the mods that the guy who uploaded the map had. Will be optional.
Hmm so technically when someone uploads a "perfect" map everyone could download it to get the achievements they couldn't earn themselves. ? I'm not sure I'd be downloading other people maps anyway, but just something that pops to mind.
Alright, I'm still not getting into this as much as I feel I should be. I really feel like I don't have the resources available to make a good base and keep failing around the 4th or 5th wave. I can't upgrade to power-free mining because I don't have enough rare minerals. I can't mine enough rare minerals because the drill unlocks at Level 17 and I'm only at Level 8 after on-and-off play... My main problem at this stage is balancing between production and defense. I'm struggling to defend both my barracks and mines with very limited resources, usually leaving me with almost zip additional minerals once it gets to the first night. I've tried the tip regarding building mines far away from my barracks, but when they each need their own power block (at this stage) it's not really viable. Did all you guys just spend hours grinding through crappy bases until the good stuff unlocked, or am I really missing something here (apart from caving in and getting the iAP...)?
Ah, I see. I'll just have to make sure that the maps I intend to share do not depend on my mods then, so that they're not "broken" for some other players.
Here's how I got going, this was after a lot of trial and error: Basic base design for round 1: Two mine shafts, 1 power source, and 3 plasma turrets (mounted on wood). This can kill everything without you raising a finger. Round 2: Add another mine shaft and power source and purchase a shotgun to more quickly kill enemies that get close to your turrets (3 is still enough, though you might need to add one if the direction of attack is different) Round 3: A 4th mineshaft if at all practicable and start added plasma turrets, especially if attack is from a new direction. For round 5, which is dark, I've found the cheapest and least stressful option is a pair of normal spotlights, aimed at where the enemies are going to come into range of all my plasma turrets. Can re-target one or both lights mid-wave if needed. After round 5, sell the spotlights to free up power. After that, more mine shafts and plasma turrets. This basic strategy, using only a couple of the cheapest mods (I think I had damage and rate of fire on plasma and nothing else) should get you to somewhere in the level 7-10 range each game, at which point you are gaining experience and minerals fast enough that you can soon unlock the plasma rifle and the laser, and from there the sky's the limit.
Just bought a $1.99 mineral pack to support FM, but now I feel like I cheated haha. How is the sniper rifle? I'm about to hit lvl 20.
Foursaken Media: Any chance to eventually add a "Jump Pack" for us? I like the enemy troops with jump packs and it would be so fun and not game breaking to allow us the same (on a cooldown jump pack) an equipable item. Its tough getting up to high bases sometimes at night!
I have 2 questions for Foursaken; 1. What is percentage chance for those mods that do slow/stun effects? 2. How do towers prioritise enemies, and do some behave differently?
I really wish you could "un-craft" your equipment. I spent a lot of resources upgrading my pistol and now it's a piece of junk. It would be *fantastic* if I could scrap that and retrieve even partial materials back. As it stands IAP are so weighty the game seems unbalanced.
I won't say you won't ever see that 1. Its per second based... so a rapid fire weapon has the same chance to stun (per second), as a slow firing sniper rifle... I'll have to check to see the exact numbers. 2. They attack the closest enemy in range. Indirect weapons like mortars fire randomly in the direction of enemies.
I LOVE this game. To anyone struggling read the tips but just keep trying stuff out. I have made a tree base a spider base tower base trap base(put a tasty mine out there and cover the area with mines) etc etc
Thanks for the reply, I also have some suggested changes I would like to see for the next update. - Refunded minerals back when you remove a mod. - Cash drops from enemies to last 2-3 secs longer. - 50 cal tower changed from $75/5 M to just $85 (I look at it like an advanced mg and would be nice for another turret that has no mineral cost.) - Flare moved to barracks lvl 2 instead of 3. - Power core for mine shaft changed to need 10 white instead of 20 to get newer players going faster.
I'd add that please don't do any of those except maybe last one. I would however think those changes could work in an 'easy' mode but for me the challenge is what makes it engaging and exciting and so frustrating in a good way!
among everyone elses ideas for this fantatstic game, i have a suggestion: an aim down sights mode. dont make it an extra button, but by hovering the crosshair over an enemy (if range on the weapon permits = red crosshair) it would snap to ads to slow your crosshair movement down while still allowing movement of the crosshair to hit vital areas. like say hitting a sheilded goblock on the sides. it would help with hectic aiming at hordes