Yeah, this was a stupid workaround we had to do because the latest xcode was bugged (a problem Apple is now aware of and should be fixing). We've got an update in the queue which should bring it back to pre-update performance, as long as you don't have a 5.x OS.
I think Slug might be my next purchase (I mostly play Endless, so I only have about 300 stars). Termite is fun, though kind of a one-trick pony (one-trick horse-fly?) Of the Legendary heroes, I only have Field Mouse. He's fun, and his allies are a hoot to play with. I think I have issues with just using one hero, though, in general. Being able to move two bugs around independently seems to me to be a huge advantage AND more fun. Heck, it's really what makes BH2 a unique game. On top of that, I'm still discovering fun bug team combinations.
Slug is everything. His passive gives an aoe damage burst when overheated. His first spell gives massive deeps, similar to the one in TD Mode His second can teleport you and allies to a place, and back and forth until it disappears. His third spell is god mode. His fourth spell is more for killing bugs with much armor. One of his best buys are also his stim cell pack, which grants you +3 health per second, which is just insane. Only thing he lacks is constant long range damage, and that's it.
A couple things: Minor Typo- in the bugopedia, Ladybug Engineer's entry, 'nearby' is spelled 'naerby' Bug- when a mission that requires you to have a certain number of leveled turrets for a number of rounds crashes out and is saved, the number of rounds you've completed with the criteria met get reset. for example, say I'm on round 8 overall, and have completed two rounds out of four with the required 3 level 4 gunner turrets (does anyone use these things by choice?)- if the game crashes, I can open the game back up and continue from where I left off- except that the two rounds out of four has been reset to 0 out of 4. this can repeat multiple times in a row, so you could end up on round 20 having technically completed the mission multiple times over without any progress to show for it. very annoying bug. Suggestion- I'd like to suggest that Roach's 'Feast' ability be able to be used on any food that Roach is currently carrying in his backpack. this could give a strategic choice on whether to carry food around with you or bring it back to the base, or give you a boost in a last ditch effort to kill an enemy. if you think this is too powerful, you could balance it by increasing the cool down a tiny bit or something. Suggestion- Unrelated: Slug's weapon going through walls is completely awesome. My iPod 4G's been crashing/lagging more as well. Also, does Foursaken take hero 'requests'? Like if I said a firefly, mosquito, and scarab beetle should become playable heroes, would you guys consider them as candidates for future heroes? If not, then forget those three bugs I mentioned
Ran into another swarm of bulb ants lagging and overpowering me to death. Also, in the previous update, Endless round 18 (I think Normal mode) there was a "three strategic locations" round... Did that get fixed? I forgot to mention it earlier. Supposed to be two at most... Speaking of those missions, what about how annoying it is when one's destroyed and the timer resets? And my scrolls are still not ordered properly. Damage, Health, Speed. Then the versions of those with negative effects (Damage, Health, then Speed). Then all the others ordered as expected (Scroll without negative effect, same scroll with negative effects, repeat for next scroll.) Any word on this getting fixed somehow? Perhaps sorting options? That would do it.
Cool idea. Though, I don't think Roach is too powerful. He seems very middle of the road as far as heroes go...
Foursaken, you should really buff bumblebee sergeants. As a top tier unit spawning from honeybee's level 5 comrades and level 5 stash in skirmish, he is really weak. I think the main problem is that they have no armor piercing, which makes them extremely weak against other medium to high tier units. For some reason they also have less damage than regular bumblebees. So you should either make their damage something like 100, or give him armor piercing so he is actually useful. Or just increase their armor or speed or do something. They are way too weak.
Snail Cannon secretly not worth it? I noticed that the Gunner and Snail Cannon have the same damage, however Gunner shoots faster than Snail Cannon while Snail Cannon has dual-cannons and shoots half as fast, pretty much making their DPS the same. Gunner only costs 35 parts while Snail Cannon costs 125. The only difference I see are the HP; Gunner has 500 HP and SC has 1000 HP. IMO, I don't think SC is worth 125 parts, having double the amount of health is not a significant upgrade. That's why I suggest that you either: a) Buff SC's HP to 1500 from 1000 b) Add armor piercing c) Buff SC's damage to 7 from 3 d) All of the above Conclusion: Snail Cannon is basically Gunner with double the health.
It's no secret! Unless there's some hidden awesome under the hood, this is the most useless turret (even more than the slug Armory). But IMO buffing its HP won't do it. I think it needs something like 75 heavy armor, and 25 armor piercing, with range in line with an Autoturret. Though I would prefer something more tactically interesting, such as: - same damage/HP, but with sniper range & bullet speed - 35 cost, but its upgrades are more expensive than Gunner turret - when it kills a bug, has a 5-10% chance to spawn parts (similar to Roach's food-generating passive) OR it needs to cost about 60 parts.
In terms of usefulness, Snail Cannon isn't useless, it's on par with Gunner. Slime HQ and Armory, however, are 100% useless. Personally, I wouldn't like to see this turret costing 60 parts, as I think it could have the potential for more. Snail Cannon is based on Shooter Snail (obviously), and all Snails have 90 light armor. That's why I suggest that the SC should have either a lot of light armor, few heavy armor or half and half. It also needs either a damage bonus or a RoF equal to Gunner. Everything above is in case it retains the same cost. If it doesn't, then IMO it would be a waste of potential power.
I consider Armories useful. Compared to the Slime Quarters, it spits out cannon fodder much faster, and can receive better synergy from Bug Banners than SQs can. Problem is, is that Armories take a full minute to spit out a Flea (which is only to the melee variants for some reason), or an Ant (again, melee variants only, but counterbalanced by being able to spawn Armor Ants, at a chance) starting at level 1. Personally, since I have the Junk Gem (and I don't care about multiplayer scores either, really), I go the one Armory (fully upgraded) and three Bug Banners strat. Bug Banners with Armories really synergize well. Though it comes at a point where your units become insanely OP with 999 damage and 1500+ health. It gets funny, but this make a One-Armory setup the only way it can be even remotely close to useful.
What you said may be true, but you also mentioned that you had to use CHEATS for your strat to work. This means that in normal gameplay, you have to get your own metal, which is tedious. So yes, IMO, I think it's useless.
Yup. If cost isn't factored in, you really can't compare balance. The whole point of any price of any thing in any game is to balance it against other stuff! When I say Snail Cannons are useless, I mean given the existence of Gunner turrets. For the cost of one SC, you can build about THREE Gunner turrets. In which case, you get 1500 HP worth of pew-pew, as opposed to 1000 HP from SC.
Doesn't snail cannon have two barrels, like the nasty snail gunners? Edit.. Yes, it is two. So effectively you are getting two cannons stacked for the price of.... Almost four