(large pics incoming, but this is to make the stats showable) Gunner Stats: Digger Stats: Digger has an AoE to his ranged attack. Also, damage is shown only for their primary attacks, which is their ranged guns.
I normally equip T1 with gun and my T2 with hammer, jump pack, helmet. Use the best melee weapon you have available if you don't have hammer unlock
Well, he has to be T2 to do that, and if he saved up to build 4 beast blocks (160 minerals), he should have a VERY vulnerable defense... I hesitate to say it shouldn't get to that point without you having complete map control. That being said, its a legit strategy, so against Diggers it is definitely important to have some base defenses (even if its just some t2/t3 blocks to give you time to react). Re: striker - he does have an ability that doesn't allow him to be targeted, but it definitely doesn't last forever. He also has camo, so if he's not detected you can't attack him. You have to play a specific way against a striker, depending on your race. He is definitely quite vulnerable once he's detected, and he isn't great at busting blocks, so strong defenses can be difficult for him (turrets also have a good detection radius). Yes, endless mode will have units. Best way to describe it is a mix of the original Block Fortress, and Block Fortress: War. Imagine the regular Block Fortress: War game, but you're in the middle of a larger, square map with enemies coming from all directions. Mineral deposits are all over the place, and you can slowly build up bigger and bigger defenses as you try to push out and last as long as possible. Depends on the race you're playing against (goblocks are actually my primary race)... they are probably one of the most versatile races, having strong melee, pretty good ranged, and any combination of the 2. Against ranged units, one of my favorite setups is actually to make my T1 pure "meatshields", giving them mass and small shields - their sole purpose is to take hits and tie up the enemy ranged units in melee. They don't need to do damage, they've already done their job if they can cancel out the enemy's heavy ranged. T2 is really where I tend to vary it up depending on the race I'm fighting and the situation.
Hammers, Shields, and Jet Packs. That's where the true fear comes out, yo. Also, just beat Zom 3 as Goblocks with no flaws in defense whatsoever. It was hilarious to see it because I thought my main 'walltower' was going to get absolutely destroyed. Turned out I was very, very wrong. Here's a picture of the setup in case you guys want it and are having difficulty with Zom 3 as Gobs.
I destroyed the barrack on zomblock 3 before the wave was even over by using Goblocks and just placing beast blocks and targeting their barracks
Try Zomblock 5 with Goblocks. I basically always end up with a deadlock where their tier 2 "big spiky zombie things" kill 1/2 a wave of my T2s, I kill the rest, rinse and repeat with no team advancing beyond the mid zone. If anyone has any pointers, I'm all ears
Have you tried going all Ranged with Disintegrator Beams? Also, try using jet packs and axes for t1 units. They're basically there for cannon fodder after the last two Barracks awaken anyway. Also, Zom 4 as Gobs is like a punch to my nuts. The second invasion always wipes out my defenses almost immediately. Anyone know how to get past that?
Thanks mind flame for the zom 3 tips! That tower is pow-er-ful! I'm trying to work out the best equipment still, but from what I've heard so far I have the following setup: Tier1- small shield, armor (soaking damage. No weapon though) Tier2- small shield, axe, jumppack (because it's apparently really good?) Tier3- small shield, axe, jumppack, battlescars (because if they survive they heal or something) Suggestions and comments are appreciated
When you conqueror like 60% of the blockverse with Goblocks you should unlock the hammer for your units which is a melee weapon with more damage then the axe so be sure to buy and equip that. I would replace the small shield with helmets as I do not find small shields effective myself but that could be just me
With goblocks, my setup for which I got 100% was: T1 - jumpacks, flamethrowers T2 - disintergration beam T3 - Hammer, growth, melee banner and shield. Flamethrowers do more damage than their melee weps and can melt most t1s. Vs blockoids however, grab axes. This setup uses da boss to tank so dont just run in with say a digger. You have to build your forces to play to hero strength. Edit: Dont forget the jump packs knock back on landing too. It can displace blobs well enough and thats why i call jumps and flamers a blob killer.
Phew, finally beat Mecha 5 for Block Men. Thank you Explosive for showing me your stratagem. :3 Edit: 1600 one, bought it. But now the third invasion of Zom 4 is punching my balls harder than I can control it, and it's pissing me right the hell off. Anyone know of a wall/tower setup that works for Gobs?
Well, build a big tower that consists of about 100 to 150 lvl one blocks to use as a distraction, so the zomblocks don't target your base. Make sure its near your turrets and base, so while the zomblocks are caught up in destorying the tower you made, your turrents and men pick off the zomblocks one by one.
Beat Zom 4. Mecha 4 and B'ock 4 were both a breeze as Gobs (I just DESTROYED the Blockbots 4 mission in 06:08. Disintegrators really give the Blockbots a good run for their money.) Also, I didn't get the 1,000 RM bonus for conquering Earth III with Gobs. I thought it does so when you conquer a planet with each race? Either way, now all I have are Zom, Blockbot, and B'ock 5. (I do hope I have an easy time with B'ock 5. I can use the same strats I did with Block Men on the other 5, since these missions are essentially the same thing.)
ALARM ALARM FOURSAKEN! SOMEONE CLEARLY COPIES THIS GAME! I have problems adding pictures here so I tweeted one.