I have to say, first, that my son (nearly 6) and I love this game. He's been playing it a lot longer than I have, but when I noticed how deep the game actually was, I started playing it with gusto. My son has so much fun with it that he wanders around the house pretending to play the game even when his iPad time for the day is depleted. He flipped out at the v.2.0 update and he's already super excited for the new skins ("have you updated it yet today dad?" "no, son, it's not ready yet, we need to wait"). For the longest time, I couldn't get past level 20 or 30, on "Easy" even. A couple days ago, I started on the Office with Fly, Beetle, and Termite (turrets=3laser, 1MG) The game is still going and I'm up to level 108 or something. I think it's finally time to move on to "Normal" difficulty. I'm looking forward to the modifications to Termite in the coming updates. I am slightly concerned about Fly's changes, however. I love fly for his money making abilities (and his maneuverability/slime invulnerability) and I hope it isn't hindered too much. Money isn't so much a problem in the later levels of the game I mentioned above, but early on I struggle to keep up with upgrades because of lack of funds. Things I hate: *Getting stuck and being unable to escape. *Sticky controls and loss of control when a window pops up (example, when the "huge group of bugs..." notice window pops up, very often my character just STOPS when the window disappears and I have to reset my d-pad thumb position). *Some of Termite's abilities that only work while Termite is active, etc. Some of these I understand, though. *When "I smell food" seems to mean there is one or two plates with only 30 units each out there. C'mon. Things I love: * 1 minute Grub Rush Quest which results in practically no rushing grubs. Free money! Finally, Foursaken Media: you are to be commended on your fine game and the amount of attention you pay to updates and your user/fanbase. Good on'ya, thank you, and keep it up!
Wow!! Just got my highest score of all time on hard: 143k!! Took 2nd place on Playroom: Hard! Team: Worm, Stickbug, Ladybug Besides being extremely intense and difficult, it was very very fun. Damn worm died in my second to last round from a elephant snail! haha he's such a fragile lil thing Oxy: how the EFF did you get 660k+ points on playroom....JESUS!
Just want to be clear Fly will NOT be getting nerfed hard. He is getting a few tweaks here and there, but just minor little things. Oh, in regards to Worm, I tweaked his HPs vs regen ratio a bit... his innate heal is a bit less, but he now has 200 HPs (hard) instead of 150.
Really? My first instinct was to use Spinning Shot that way. Simple. I took advantage of Fly's overpowered abilities, and used Mushrooms to boost them. Mushrooms + Spinning Shot is sick.
Yeah... spin shot was supposed to be a crowd control ability.... it now does longer stun but significantly less damage.
To elaborate on an idea from Oxy, I think there should be an ability that has only a passive role and no active one; once his health gets to one, he then gets a five second invulnerability. The ability is only recharged once Worm gets to full health. This would be a balanced and useful ability; expected cost, 1000-1200 dollars.
Bummer. I found it a nice way to finish off big bad bugs, like Centipedes. I'd start with Fly's spinning shot, then move to Scoundrel a bit, then on to Beetle Colossus and Squash 'Em and a few standard Beetle attacks, then by then Spinning shot is ready again and often times is enough to finish off the baddie.
FM: How about the ladybug? I think it were a hybrid of beetle and spider but turns out it is just nowhere in between the two.
Depending on what you upgrade, she can almost fit the shoes of either... And if you power her to the max, at level 20, with Fencing Mask, Extra shields, and Lucky Stab, she's almost as good as both.
Evidence suggests otherwise. I'd like to see someone make it to higher rounds on hard in either Coliseum or Adventure with decent use of Ladybug. So far, there are ZERO Ladybug players in the top 50 of Treestump, and there are exactly three players in the top 10 of all the hard adventure leaderboards combined, two of which happen to be in Playroom due to the suitable nature of the map. I know, the low use of heroes doesn't accurately indicate how good a character is, but it's the logical assumption until someone proves it wrong. That's my opinion anyway. I wanted to prove myself wrong, but she always ends up useless at some point in my games. Maybe it's just my style. I want to give her another shot though, but as a support hero. Think that would work?
I've never thought of using that ability in that way... though I have yet to even try spinning shot yet. But on my next game through I will have to try and see how good it is.
Ladybug had a few minor tweaks... Seven Stabs had its cooldown majorly reduced -- it wasn't worth it before. Lucky Stab's passive % was buffed a bit. Added a TINY bit of knockback on her slashes to help her keep fleas off her a bit easier early game (Spider can handle fleas easily because of her innate speed + weapon range -- early game ladybug does admittedly have a bit more difficulty). Nothing major, but she should feel a bit better now and all of her abilities should now be viable. @ Oxy, I had her in the top 50 hard coliseum, but she was replaced with Worm (since I saw neither hero in the top 50). Later I'm going to see if I can't really get her >18 or so, as I only played a few semi-serious games to do some balance tweaks.
I have a few questions. 1) Fly's Elephant Snail Rifle. What's the point of it supposed to be, and how it's supposed to be used? I noticed that it's nowhere near the damage of Stick's attacks, and the side effects are just too much, and I notice that almost no one even mentioned it here except me. 2) Are you going to remove the ability to swap staffs to do continuous attacks? 3) Ladybug's Good Luck ability gives a great increase in speed and decrease in damage. While it's nice, I'm not sure what the point of it is supposed to be. In which situations do you imagine using this ability being ideal? 4) What's the point of Nailgun? It doesn't seem to have any special features whatsoever, and Termite's slots are too scarce. 5) How much food is a fully upgraded Cultivator turret supposed to generate, and compared to a lvl1 one?
@FoursakenMedia I like the changes. I welcome any change you make since you are the one creating all of this. Oh btw, any idea on when the next update will be? The one with the new alternate skins. I can hardly wait for it.
Sorry to butt in, but I think you meant great decrease to incoming damages. Well, Im no foursaken, but it looked like a passive ability that can be used by any hero. I think that alone can make it useful. I can think of using it while switching to multiple heroes like worm and his autoturret, or to protect ant while he's using the trench. Unfortunately, Im only speaking from my experience while playing on Normal level, not on Hard one. I think my issue with it is that it's too short and the cooldown is too long for my taste. When I need it the most, the cooldown period just wouldnt hurrying up
Right. Other heroes. It makes a good support ability. Now that I think about it, this would be AWESOME with Worm.
1) Elephant Snail rifle does over twice the damage of stickbugs attacks, and still does a good bit more then fire staff (with the added benefit of a fully upgrade Fly still being WAY faster then stickbug even taking into account the move speed debuff; and of course you can just swap out rifle while its in cooldown)... For its cooldown, it has an absolutely ridiculous amount of damage compared to any other ability, which is what it should be treated as, more so then an equip-able weapon. It can especially be powerful while under the support fire of your base turrets, in a shield generator, or behind a tremor bomb where you have free reign to snipe larger enemies in 2-3 shots. 2) No we are not going to remove staff swapping. 3) Good Luck is useful for other heroes just as much as for ladybug. It gives +50 armor and + speed... it pretty much allows you to take any softer hero and do whatever you want with them in a huge fray (even worm). It also is an excellent escape tool if you just need to book it out of somewhere. We have buffed its duration though to 30 seconds. 4) Nailgun is actually pretty powerful dps wise -- its nearly on par with Ants mini gun, except it also has innate armor piercing -- not to mention it gives a traditionally weaker combat hero a viable alternative to stay out of combat. With no real cooldown, you can use freely and swap it out for any other ability when needed. 5) Uhhh, 2 minutes per food for lvl 1, 45 second per food for lvl 5. They are definitely a very powerful turret.