Does anyone ever get a StarCraft feel when you play Zomblocks? I do, cause the Zomblocks are a ton like the Zerg from StarCraft. Except without that badass Ultralisk. Now I want one for Zomblocks.
[QUOTE=heringer; A lot of games changed dramatically thanks to updates and the reviews don't reflect that. Cough...PVZ 2...cough
Sons harsh review comments but generally I don't care what some reviewer thinks as it's only one persons thoughts same as with movies, one person could give a 10 the next a 1. I generally just look at the views of others in a group like the forum here to see what people think and like to see if I may like it.
Since when has depth become the sole determining factor of fun, or how a game should be rated? Single player isn't a desktop RTS for sure (mind you, thats not to say its a "very simplistic game" either... not even close imo - not to mention mp, which has a TON of depth), but it has tons of content and tons of new stuff to constantly discover - I think most players will stay constantly entertained to the end as they discover new races, equipment and heroes - in the end, thats what a game is all about. For ex I had a blast with Kingdom Rush, despite it being a very basic TD, with very basic hero control, and thats about it (thats NOT a knock on the game, mind you). Besides, like I mentioned before there are definite layers of strategy, though more nuanced. There is a reason some people who understand those nuances can wade through the level 4 and 5 missions, and others cant. Because this isn't a twitch game like Flappy Bird, the only thing left that determines a win or loss is strategic play... some players "think the game is really simple" and keep dying on later rounds, blaming it on the game, but if there was no threshold for skill, there wouldn't be variability in how well people are doing. Now don't get me wrong, thats not to say difficulty doesn't need to be toned down, or the game tweaked and refined, or that we don't appreciate the feedback (bc we really do!), but imo there are lots of different ways for a game to be fun other than simply tons of depth! At the end of the day, we'll continue to make BFW the best game we can (thankfully most people right now really seem to be enjoying it)!
How do you beat B'ock planet with Zomblocks? I am stuck at 40%, the map where the AOE ranged units that knock back show up and my units and my hero cant get close enough. For example, i am using Shroud Totem, Resurrection totem, Healing totem, Fear Totem and spamming alot of Tough or Chameleon units but they seem to be detected at max range and just blown up or knocked back until they die. I honestly don't see a way to beat this especially since the AI has plasma turrets, 4 of them so that first battle on the last stage of the game is always a losing one, then after that it is all down hill. I already took all the power nodes available and even started to summon some Tier 2 units and even tier 3 units, but none of it matters as i cant get close. I usually lose in about 9 minutes and it just seems i cant do anything. I even tried a strategy to build some damaging turrets but they dont do enough damage to make any difference. I tried all 3 different Zomblock heroes as well. Any chance for knock-back to be diminishing returns? Its not fun being permanently knocked around by AI Foursaken, any chance to allow us to attack our own home planet? It would make somewhat sense as there would suddenly be 5 more missions per race and would be fun.
It's not the sole determining factor of fun (if I thought it was, I wouldn't say the game is still fun, would I) but it's a very important one to me, and since I was merely expressing my opinion, I think it's a valid way to look at the game just like your perspective is also a valid one. Now, it might be that I'm completely off and the game does have some hidden depth I'm not seeing, but that's not where I stand right now (things can always change though). I hope you don't take my opinion as personal! I really like your games, but I value my opinion too.
So if I understand correctly, endless will be more like the original Block Fortress with heroes and units added? If so then I'm totally excited for it. Also can you change it to where you can build on your barracks like in the original? As of right now you can't really build a defense around your barracks unless a resource node is near enough. I really miss being able to build a defensive position around my barracks and push out from there.
Shroud and Camo dont work very well vs AoE... try stacking Attack totems (increases speed and damage), Healing Totems (reduces stun chance), and then equip fast, tough, and spikes. Also if you're using Overlord, use your first 2 abilities smartly. Also you can use the terrain to your advantage! Bring your hero around the side creeks to avoid being shot, then use use his ability 2 to pretty much charge in and cut everything down. You can also just use your hero as a decoy to absorb firepower while the rest of your army gets in the fray! As for general game flow, you should make sure to capture all the strat points, and make sure you're on T2 before killing the 1st barracks!
Not at all - hope you read my last paragraph - Yours is as valid an opinion as anyone elses. Even if we don't agree with everything, we still listen and take to heart everything said, good or bad Endless is more like a mix between BFW and the original BF. Square map with barracks in the middle, slowly creeping out taking strat points, building huge bases, etc. Its a really fun mode that adds a TON to the overall game. As for barracks build aura - already added (though its small)
I'm playing as humans. Gobs, get overrun, B'ock can't deal with long ranged cannons, planet Z getting over run. Basically what seems like it should be a counter, is terrible. There needs to be better unit to unit target selection. My jet packs with machetes shouldn't be attacking blocks near a ranged unit when they jump in. They shouldn't still be able to die while in melee with a LONG RANGE rocket launcher unit which still seems to be able to win in melee against my unit geared specifically for melee. You need to make unit counters more obvious, because atm stats and how combat exactly works in regards to melee, ranged units meleeing is a mystery. Did I mention I think melee is terrible?
By the way, I have a question. Is there any way there could be a possibility for dedicated siege units? I've been speccing my units on side of the Block Men and Blockoids to siege, meaning long range, high building damage attacks. It's not the best, but I can support my units well enough to keep a steady supply of units coming on the base. But I would love to see a dedicated siege unit category. Maybe I should just have the majority of cannon fodder types be infantry/gunners.
So the only reason I am loosing battles because my spawns are wrecking everything so quickly that the mass spawns overwhelm me at once. Anyway to halt progress a bit? Its a bit ridiculous that I loose only cause 15 - 20 large gobs spawn and wreck everything at once.
this game is superbly done! I got slightly stuck with the slightly weak block men, but once buying the blockoids campaign it truly opened up the game for me! my only annoyance with the game are the slightly op "surprise attacks" where tons of enemies spawn right behind your defences, these attacks are devastating especially later on in a level and because there's no way to recover resource points :/ (Also does anyone have any tips of how to beat the 3rd zomblock mission? (The one where a huge, seemingly endless wave spawns) I'm playing as the blockoids and I can't figure out how to do it!!