Thats already in... if you're using the right equipment with zomblocks, they should be pretty tough to kill with range. I think the #1 player is Zomblocks too
suggestions: 0. Is it possible to have this game run on web browser or PC version? I would love this! 1. Campaign fastest mission completion Leaderboards - we can compete for completing every mission in the record time! I'm not sure how complicated/time consuming this would be to implement but it would be a feature that would make campaign more competitive and allow for a reason to repeat all the missions again. (Hardcore/hard mode was already discussed) -Time attack mode, (no consumables allowed) also shows which hero u did it with. 2. Allow us to inspect our opponents troops closer, so we can see what stats they have and/or equipment. 3. Why cant we select enemy base and "target" it for our troops to focus it? 4. Repeat earlier suggestion: Make power nodes brighter/some sort of glow effect so they are easier to spot on dark color ground areas
Hey guys just wondering, will the new update include pvp leaderboards? We can see our opponents score when we first face them so I'm assuming they are already in and not visible to us, unless of course I just missed it.
The mass of bots spawning near your base in that mission is a bug, which is fixed in the next update (they're supposed to spawn from the enemy barracks). Pretty ridic as it is now... :-/ This is probably due to a bug when you select enemies and mark them as priority targets. If so, it's fixed in the next update, too.
Possible bug: When my hero gets knocked "off the map" he instantly dies even at full HP. I would assume that the edge of map is a "wall" not so much a endless instant death drop platform like in Super Smash Brothers? Working as intended or? It is also possible to knock off enemy hero off the map if you have any knockback, you bait them then knock them off seems pretty exploitable
And advice for playing as goblocks against the earth men level 4. they end up building up ranged units and hitting me before i can do anything.
Mecha lvl 5? Their range is huge and does tons damage. The one after the first barrack dies have huge range and deals alot damage (the electric rockets guys). I tried miniguns, snipers, machine guns and nothing. Machete and armor seems bad on the game overall due to lack of speed and lack of hp and armor boost
Yeah, just tap the GC button on the main menu to see leaderboards. Scores are per race, and then all commanders is the highest scores period, among all races.
Random crashing I AM having random crashes all the time, im just playing and it crashes. its the only thing running on my ipad 3 and it happened in a variety of missions so there seems to be no correlation. IT happened the most on blockoid level 3 as goblocks and on mech level 4 as goblocks, i never had any crashes with earth men.
Help on a mission? I'm stuck on the last mission in th zomblock campaign because every time the map goes black leaving only the units (all blocks turrets and bunkers disappear). I can't control my hero and my units can't attack the enemy bunkers is this a glitch or is it supposed to happen?
Zomblocks are normally slow so try to kill em before they destroy your expensive blocks. I like to build 5 block high defense around my power node in a chess board style so i only build on the black or only on the white. That way top blocks fall down. Gives your hero time to clean up around your power node. Biggest Zomblock weakness is AOE and very long range attacks. Also, always try to keep your power blocks alive so your base can lvl up faster to your tier 2-3 units. I personally go full ranged attack with no defense at all on my units so i can blow up all the Zomblocks before they get to me. When killing their totems, prioritize the sword icon one because it gives Zomblocks move speed (and damage) so if u can kill those the zomblocks will be slower and give your range more time to kill them. Later on when Zomblocks use tougher more armored troops use some piercing equipment! Also always try to be hitting zomblocks with your hero as much as u can because it will help u lvl up your hero and make him stronger and harder for it to die Hope that helps?
Foursaken, balance feedback in Multiplayer Some abuses: 1. Radioactive Zomblock hero rush. You rush straight for enemy base and kill it under 2 minutes. Very hard to counter! (I want to say impossible) Taking one power node close to their base and building attack totem when/if u can as a distraction their base just dies. People ask me "how do i kill u" in first 2 min and i say sorry u can't until u get t2 units. Another good example is when facing a Scout sniper hero, who does 122 damage and 100 pierce. Vs radioactive hero the sniper shot does a whopping 25 damage and by the time Scout fires again the damage is healed through basic regeneration. Now consider that the totems also affect Zomblock heroes fully (an oversight?) and if i have just one healing totem u are impervious to death pre T2 units. The effects of totems need to be cut in half when affecting heroes imo. 2. Heroes with teleport skill camping on top of trees... They have crazy range from safety and can make your troops try get at them (and fail trying) waste time trying and even ranged heroes fire misses and sometimes hits tree 3. Camping power block in general for ranged heroes, stand on top of it and absorb enemy troops fire forever self heeling while your troops fire freely ---- My suggestions: -make bases immune first 3 min of game. -Make enemy side 2 power nodes bound to enemy hero for first 2 min so we can't just rush steal their base side nodes at start. -Make Radioactive Transmutate skill a lvl 3 skill but give it longer duration, it is too OP as spammable lvl1 skill in light of Radioactive being so tanky already -Add a "defend area" command we can tell our troops to defend an area like power node or base -Make power nodes have diminished returns on healing so if the enemy hero keeps camping they will eventually get healed less and less -for longer games / stalemate, make units do more and more damage to heroes and respawn timer even longer past 10 min game. I understand damage increases as T2 and T3 are unlocked and heroes of higher lvl take longer to respawn. I'm talking about an increasing damage buff as game goes long -Decrease totems benefit to heroes -make Radioactive hero heal when damaged skill have a more visually noticable effect for the entire duration, the current effect is very small and hard to keep track of when in battle surrounded by gun fire/enemies etc. - decrease the explosion fog effect of Aoe weapons and the flash effect on impact of lasers. The Aoe explosions especially limit the view of battlefield. Perhaps just decrease the time these effects linger so an explosion would have a quicker resolution/anikation and multiple explosions calculate as one explosion visually not continuous explosions delayed by a second each making for continuous explosion smoke cloud fog
My fav is Gunner hero. General tip is don't rush your enemy take and control power nodes so your base lvls up quicker. Try to keep hero alive and attack enemy troops as much as u can so your hero lvls up quicker. Equipment u generally want defense vs ranged and u want high offense and pierce vs melee. Don't let any enemies tie up your ranged units in melee because your units will do tiny damage in that case. Build defenses in chess board pattern either all on black or all on white so as your bottom blocks get killed top ones fall down and take their place. Turrets get range boost if they have elevation bonus. I got a giant multiplayer guide some pages back u can search all my posts it's about 15 of my replies back. Just a bit below I gave some vs Zomblocks tips Hope that helps