Universal Block Fortress - (by Foursaken Media)

Discussion in 'iPhone and iPad Games' started by Echoseven, Mar 6, 2013.

  1. Mix_

    Mix_ Active Member

    Mar 3, 2013
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    Save your game right after the round then reload it. The monsters should go away by then.
     
  2. Cooler King

    Cooler King Well-Known Member

    Mar 11, 2013
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    This is exactly what I have done, a low spot surrounded by hills. The "killing box" is in the valley surrounding by barracks and walls. Jet pack mobs are usually the first things the howitzers hit when they fly up in the sky, even if it doesn't kill them it softens them up. They also do a good job of hitting enemies as the come to the top of a hill and as they climb down. Anything that makes it to the kill box gets opened up on by the Mortars and MIRVs. The mortars slow the mobs and the MIRVs deal damage and disrupt movement. Plasmas and Flamers can also help to slow/stun up close. The real threat, as has been pointed out, are long range enemies. The only real solution I have at this point is to minimize the target profile by building low and taking them out with the Heavy Plasma Gun before they fire. The spotter item does wonders for this because anytime you see a red icon at extreme range it means you need to take it out ASAP.
     
  3. Mrdoller

    Mrdoller Active Member

    Mar 17, 2013
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    How do you lose orbitals? Mine are on the roof (I took the self-power mods off my orbitals and howitzers so I could stack more damage on them) I mainly lose the lasers on the corners. The "Lampposts" with 200HP regen lights are pretty good, but I often forget to replace the lights each round, costing me a laser. As you can see, I'm very sparing with the mesh-I save all my cash for mineshafts and drills-my next drill is over $4000! I get 106 end of round m in addition to m generated during the wave, which allows me to keep upgrading my base as long as I don't lose any towers. I'm on a night wave right now so I uploaded older pics.
     

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  4. Mrdoller

    Mrdoller Active Member

    Mar 17, 2013
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    Hm... MIRV's do, pardon the language, sh*t damage. If there was a way to get heavy plasmas at a good angle....

    I believe that the lamppost thing works wonders as long as you keep replacing the lights.
     
  5. dwerny

    dwerny Well-Known Member

    May 9, 2012
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    Can someone fill me in on the "lamppost" strategy? Do all enemies target those first, and therefore you use them as a diversion? Or is it only shadows that target them first? I feel like I've read that somewhere on the forum.
     
  6. Mrdoller

    Mrdoller Active Member

    Mar 17, 2013
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    Ranged enemies, the laser/rocket thingies, prioritize the nearest "important" block. Important=everything that isn't a wall. So what I do is I stick lights on tall posts around my barracks to absorb fire, as they are cheap, $10, and can be upgraded to have 200HP and 4HP regen/sec. They can take a single rocket/laser thing and still have 60+ health at wave 55. You can see that on my first picture a few posts ago. I would recommend 2 lights a post later on in case one gets taken down.
     
  7. vicsark

    vicsark Well-Known Member

    Aug 22, 2011
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    The nice thing about MIRV is splash damage so they usually take out a few Shadows when they're with other mobs.

    Upgraded Lamp posts are one of the best ideas I saw here for the late waves. I'm spamming them everywhere.

    And I also agree, when in Mountains or hills, build at the lowest point in a valley of death. The mobs are easy targets when climbing/descending
     
  8. Sambobsung

    Sambobsung Well-Known Member

    May 19, 2012
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    See for the watery maps it's an enitrely different situation. I end up having to build an entire mesh pathway to get around the map as it is super tedious without it. I need to constantly make repairs to my base since everything is ground level. There is no terrain disadvantages for the goblocks. Just water.
     

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  9. Goblock

    Goblock Member

    Mar 26, 2013
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    Great game; I love tower defence and it's good to see something more PC-like in depth and complexity on mobile devices. It took a while to master the FPS controls, but it's comparable to using a gamepad now that I'm used to it, and the touch controls are perfect for building; I doubt if even mouse + keyboard would be better.

    I'm using an ipad 2, and the last update reduced the frequency of crashes, but they're still occurring for me, at a rate of once every couple of hours on average. Sometimes it happens in the middle of an attack, and sometimes when I quit. Using the task manager to close programs in the background, or playing straight from a fresh reboot might help a bit for a while, but it's hard to tell if the effect is real or if I'm just imagining it.

    There's a bug with the heavy plasma rifle (not the turret) which causes ROF mods to have no effect on it. Unmodded, the rifle has a rate of fire of 20 seconds and a reload time of 20 seconds, and if you add an ROF mod to it, you get a rate of fire of 16.6 seconds and a reload time of 20 seconds, with the result that you still have a full 20.0 seconds between shots, instead of the 16.6 seconds that you'd expect. I found out about the bug when I stuck 3 or 4 ROF mods on my rifle, observed a suspicious lack of improvement in the rate of fire, timed it with a stopwatch and confirmed that ROF mods are useless with it.

    Does anyone have an explanation of how armour and armour piercing works? How do I gauge the value of +20% armour piercing vs +25% damage short of experimental observation? Also, how does splash damage work? Since there aren't any health bars and manually clicking on enemies is cumbersome, I haven't been able to tell if there's diminishing damage as a function of distance from the blast, or if all units within x blocks get y damage, or if a direct hit is better than hitting the ground beneath an enemy.

    Continuing on the subject of mods, I can only see what mods are available for each item if there's an empty slot, and since the things I use a lot generally have all their slots filled, it means deleting a mod or crafting a new slot just to find out if something can be modded with stun or armour piercing.

    Some wish-list items:

    An easy way of telling how many minerals a deposit has left without having to go around each of them in the build phase and partially exhume them from their tech metal/mesh enclosures.

    The ability to specify enemy unit types in sandbox mode, so that I can test out my idea for an anti-melee setup without it getting blown up by rocket Goblocks. I'd like to be able to use the sandbox mode to test out one piece of a defensive strategy without having to bring out the kitchen sink to deal with the full range of enemies, and have the added complexity obscure the results.

    Target priority orders for turrets, so that I can set turrets to prefer targets of a specific type or at a certain range, or engaged in a certain activity, and to attack those in preference to other targets that are in range. That way, I could set lasers to target heavily armoured enemies first, .50 cal to target lightly armoured enemies, heavy plasma to ignore jetpack enemies unless there's nothing else to target (heavy plasma turrets are too slow to hit them mid-jump, and they often waste shots trying), MIRV and orbital laser to target ranged enemies at long range (before they climb over the nearest hill and get a line of sight to fire on my base) and all turrets to prioritise any enemy that's currently attacking something.

    Goblocks that target only the player and hunt you down. It's quite difficult to get killed once you're level 100+ and have 1000+ hitpoints; you have to pretty much stand in the middle of a mob and twiddle your thumbs for a while.

    Nightmare mode with permadeath.

    Skill points that give bonuses when using specific weapons (or weapon classes) that you've specialised in, which put every class of weapon on a roughly equal footing. Look at the system used in DoomRL to see what I mean. In DoomRL, you can specialise in melee, pistols, shotguns or rapid-fire weapons (as well as generalist specialisations like the ability to use more mods on your weapons and armour, or to be immune to explosions), and you can specialise in them in different ways, so you can take one path and the ultimate skill is that all shotguns you use are armour piercing, or take another path and shotguns fire in 1/3rd of the normal time, or your can have a rapid fire specialisation where you use ammo at a much lower rate on rapid fire weapons (bottomless clips with no reloading would be the nearest equivalent in Block Fortress), or a rapid fire specialisation that boosts the rate of fire on rapid fire weapons, as well as more general skills that boost movement speed, health, range and other stats or abilities.

    It's a complex system in DoomRL, and it means that instead of having a ladder with wimpy pistols at the bottom and miniguns and BFGs at the top, you can decide what tactics you like (up close and always on the move with a shotgun, guns akimbo with pistols, spraying the enemy with bullets from a safe distance) and specialise in the weapons that suit you, so that pistols or a shotgun are more or less as effective as a minigun if you picked the skills for it, but require different techniques in their use, and you don't have to abandon pistols ASAP just because it's inherently inferior to other weapons (although in DoomRL, some pistols are inherently inferior to other pistols, and you'd be crazy not to chuck your starting pistol away if you come across a Grammaton Cleric Berreta; the same goes for the other weapon classes, and if you don't have any skill points in anything, a basic shotgun beats a basic pistol).

    Probably best to have the skill points be something that doesn't carry over from one game to the next, so that players can specialise in different things on different survival/quickstart games.

    Also, does anyone else find that short-range turrets are underpowered or overpriced compared to long range turrets? A flamer isn't particularly cheap, especially if you factor in the relative scarcity of minerals over gold in a long survival game, it covers a tiny area, it needs to be put in vulnerable, exposed positions to be effective, the short range means that coverage can only be overlapped with a few neighbouring flamers, so a flamer-based defence can't bring overwhelming DPS against a target the way a large array of howitzers, lasers or MIRVs can, and it's 200hp don't last long when enemies attack it. The stun and slow mods for the flamer are nice, but there are other turrets at a similar price that do those things, and they have much larger ranges. I'd love to be able to fit the flamer into my defence, but I just can't find a place for it.

    The way the game is balanced at the moment, the winning strategies all seem to be based on using extremely long-range turrets that are positioned somewhere relatively safe (out of the way of shadows, conventional melee units and shooters) and central (covering the entire map with their long range) and hoping that they blow away rocket and disintegrator Goblocks before they fire and wear down melee tanks as they cross the map, while short-range turrets are just shadow or rocket bait unless fairly convoluted construction techniques are used, rarely get to fire on anything if everything's going well, and only get to fire briefly, if at all, before dying if things aren't going well, which means the resources they require are usually better spent on more howitzers/lasers/mirvs which can deliver their DPS almost all the time and over the entire map rather than just for very brief periods in a very small area and tend to last a long time, rather than needing to be replaced frequently.

    How about a heavy flamer and some other barracks level 3 short-range turrets, and how about a damage type system so that short range turrets can be made resistant to melee attacks, while requiring protection from ranged attacks? It would work well in conjunction with the ability to set target priorities, since then medium-range turrets like the .50 cal could be paired with short-range turrets, with the medium-range turrets set to target ranged enemies in preference to melee enemies, protecting the flamers and other short-range turrets from ranged units. Short and medium-range turrets shouldn't be something that gets abandoned as soon as they've been unlocked and the barracks has been upgraded in round 3; they should always be relevant and useful.
     
  10. Dreathor

    Dreathor Well-Known Member

    Mar 7, 2013
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    #1070 Dreathor, Mar 26, 2013
    Last edited: Mar 26, 2013
    Exactly, it gets updated too.

    Are you just here to insult touch arcade members? How many accounts have you been banned from now for posting nothing but advertisement links to your 'dedicated forums' I know it's been more than two. Maybe if you had content about the game written and not just advertising spam for your website it wouldn't seem so insulting for a start. Also your post is paradoxically flawed. 'real discussions?' Try posting something here that doesn't include a website link!


    Yes flamethrowers do seem to be rather underpowered. Though I must say minerals are actually easier to find in the late game. Just move your mines into the middle of the base and you barely even have to concentrate on defending them. Try it out :)
     
  11. Cooler King

    Cooler King Well-Known Member

    Mar 11, 2013
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    This isn't so much of a bug as it is a useless mod for this weapon. The Heavy Plasma Gun is a one shot weapon, increasing its rate of fire does nothing since you have to reload it after every shot. Now if the HPG had a mod that let you increase the clip size then your ROF mods would let you take the 2nd shot 16 seconds after the first but sadly you can't mod the clip size on this weapon.
     
  12. dwerny

    dwerny Well-Known Member

    May 9, 2012
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    Nice ideas from Goblock. I agree that the flame thrower seems difficult to utilize effectively. I agree that a "heavy" flame thrower with more HP and/or longer range would be more useful.
     
  13. dwerny

    dwerny Well-Known Member

    May 9, 2012
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    Target priority for turrets would be a nice feature that would open up even more strategy.
     
  14. Sambobsung

    Sambobsung Well-Known Member

    May 19, 2012
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    I kind of wish lasers were back to it's original damage output again. I'm about to hit wave 60 and lasers are just, well they have lost effectiveness. Even my Plasma turrets have more effectiveness at that point.
     
  15. dragondude123

    dragondude123 Member

    Aug 22, 2011
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    Quick question. After depleting your mineral sources, do mine shaft and drills still provide resources after each round? (And if they do provide resources, how much do they provide?) And where do you guys place your shafts/drills after you have depleted the resources?
     
  16. He just juked and jived right back into an advertisement for his forum... BAM!

    I had written a similar response earlier, deleted it thinking it was mean, but got frustrated tonight signing into the REAL COMMUNITY for this game excited there was a new post and it was THIS.

    Las Vegas, I applaud your entrepreneurial spirit. I see that on a couple of your other forums, one in particular (a trading card game I believe?) but man... you are obviously creating fake accounts within the forums to make it look like people are having conversations.... I do not remember which forum I had read through just for fun, (it is associated with another account of yours that is no longer here?) and you or someone had forgotten to sign out of the same user name and had posted entire 4-5 comment "discussions" under the same user name...

    Like I said, I got your back and hope you strike it rich, but starting out like that is just not going to work brother. Add to the conversation here, on IGN, etc. and then say "Hey, I've got a blog/forum" etc. where we go much further into detail and have a little more freedom, etc. and maybe you will make it.



     
  17. Sambobsung

    Sambobsung Well-Known Member

    May 19, 2012
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    Amen to that.
     
  18. Goblock

    Goblock Member

    Mar 26, 2013
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    Thanks for the tip; I can now get 100+ minerals per turn quite easily after all the deposits run out sometime around round 20-25.

    I did some experimenting, and mine shafts provide 3m/turn while drills provide 4m/turn when on bare ground or on a fully depleted deposit (versus 20m/turn and 28m/turn when on a mineral deposit that hasn't been depleted). Depleted deposits don't offer any advantages over putting them on the bare ground right beside your barracks; the mineral production is identical, and bonus rare minerals won't be produced in either case. I put a ring of shafts and drills on the bedrock right around the base of my barracks and entomb them in techmetal blocks.
     
  19. Goblock

    Goblock Member

    Mar 26, 2013
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    I played around with the power hammer to figure out the splash damage mechanics, and as far as I can tell, the damage drops off linearily from 100% at the point of impact to 0% at the edge, so a weapon with an AOE radius of 4 will deal 75% damage to an enemy 1 block from the point of impact, 50% damage to an enemy 2 blocks away, 25% damage to an enemy 3 blocks away and scratch damage to an enemy 3.9 blocks away, while a weapon with an AOE of 1 (the small plasma turret) will be lucky to do scratch damage to anything it doesn't hit directly. Try adding 5 AOE mods to the power hammer and see the difference it makes and the value of AOE modding weapons and turrets.
     
  20. Mrdoller

    Mrdoller Active Member

    Mar 17, 2013
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    I hope Foursaken doesn't mind me quoting them.
    Therefore, most plasma weapons will benefit from having 1 armor piercing mod attached to reach at least 96% armor penetration.
     

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