Nice! I'm trying to see if I can get further with Ladybug in the Restaurant map. This fencer can hold very well against devourer flies better than I thought. I find Parry + fully maxed out Needle weapon useful against scorpions. EDITED: Didnt meant to posted twice, but cant delete the old one...
Turret target selection One thing I've wondered is how the turrets go about choosing their targets. Obviously, certain turrets work better on certain bugs, so to see a sniper or magnifier turret firing at fleas when a centipede is marching down on you can be a little frustrating. One thing that might be interesting, though I have no idea how easy it would be to implement it, is to include some sort of sub-menu for each [firing-type] turret position where you can assign a simple hierarchy to how it chooses its targets. For example, you might want to tell your machine gun positions to target bugs eating your stash above all else, then the highest HP bugs in range. Sniper turrets could be told to prioritize high HP munchers or highly armored bugs. Again, I'm not sure how tuned the AI is already on this topic, but it's just a thought.
Turrets already have AI depending on what they are supposed to counter. Sniper Turrets for ex will always fire on the targets in their range with the highest HPs. MGs fire on the targets with the least HPs, and some turrets have no desired target. What you are seeing is that once a turret is locked onto a target, it cannot change until its current target is dead. So for ex if a Giant Grub walks into range of an MG turret, the MG turret will lock onto it (assuming no other targets were in range). If a horde of fleas come afterwards, it won't change targets until the Giant Grub is dead.
Hey Foursaken... In TreeStump coliseum, I noticed a green circle on the mushroom just disappeared but 'shoom remained still for few seconds before it finally disappeared. So does it means the effect in speed and attack will be less after the green circle disappeared? Also, is the duration shorter if I pick up the shroom too early?
The duration will remain the same but the buff is proportional to the size of the mushroom... you only get its max buff when the green ring is there, otherwise you will get less of a buff the smaller the mushroom is. You have a ~60 second window where it'll stay fully grown.
It seems to me you could make it a bit smarter. I can understand you might not want it to constantly change targets, but some simple heuristics would make it more effective.
Gnat Banditos is awesome, but I generally lean towards Money Shot (provided I have the funds) simply because of how I use Fly. I typically don't struggle with smaller enemies any, and since I'm usually using Fly in place of Spider, I really need him to help take over the "Big Bug Killer" role. But yeah, depending on the niche you're assigning him to, Gnat Banditos or Gamble could each be a better choice. And it's almost mandatory to purchase Quick Draw, but I rarely keep it among my top 4 skills. I just switch one of my other skills out for it when I start facing a lot of armored bugs at once (a single armored bug gets Money Shot or Roulette). I haven't really played much with Elephant Snail Rifle. It's possible I could use that as a Money Shot replacement eventually. One of his best skills? He has so many great skills, Gamble doesn't really sit at the top of the list. It's a very, very useful skill, though. If you're ever surrounded, you can activate it and the worst case scenario is that you get free healing (best case scenario is a huge stun bomb are nice area attack). If you've ever got a free cooldown to burn and nothing to use, you can activate it and pray for the healing. It's not something you want to rely on full time, but it has plenty of situational uses and it's better than letting your cooldowns sit around unused for minutes at a time.
Just to clarify, this does not apply to zombies right? Seeing as how they are invulnerable, could just make towers useless. And also, is it possible to make the autocannon not lose its firing speed whenever an external notification or level up or prompt come up? Especially for external notifications, because it's not really controllable. Also minor but the bayonet doesn't bobble with the nail gun when it recoils, like the mk rifle.
Thanks for the info on turrets targeting, Foursaken. Have you thought about including level maps at the level-selection screen, and a list of levels that each of the bugs appear in in the Insectopedia? These would help beginners and anyone who wants to develop level-specific strategies. Thanks again
I think I read somewhere that the zombies could be killed.. But it is very tough to do so. EDIT: I also think it would be a nifty feature if I could tell specifically what I wanted my turrets to target if multiple targets were available.
zBest way to kill zombies is to knock them off the edge (Assuming the necromancer is out of reach). I would really like it if Sniper turrets targeted the most dangerous bug rather than the one with the highest HP. Like, if there was a Grub Launcher and a bumble bee, I'd much rather it targets the Grub Launcher first. Same goes for Butterfly / Caterpillar over Snail, Flea Gunners over Armored Ants...etc. I might actually start using it if it were this smart. What do you guys say?
This is exactly how I'd use Snipers and Lasers if I was given the ability. Having the ability to target the Firecracker turret would make it MUCH more useful as well - say, putting it's priority on mobs of grubs/siege maggots/etc.
Sorry if this has been asked, but do the special weapons have a set amount of damage regardless if you fully upgrade your weapons or do special weapons damage stack when you upgrade you weapons(i.e. Nail gun, boomsticks, elephant rifle, riot gear, auto cannon, wolf pistols, etc...)?
Thanks for the response and for reading my mind on my next question regarding Worm+Aim with either Riot Shield or Auto Cannon. Kind of a buzzkill with his Aim ability doesnt apply to the special weapons. I take it that the damage on special weapons are set/balanced high(er) enough than normal weapons to suffice as long as the games last then to make up for it?
To some extent I suppose. I know the damage Auto-cannon deals is really great, but unfortunately greatly reduces Worm's mobility, something he simply cannot afford. Spider's pistols deal great damage early in the game, but doesn't compare to fully upgraded blades with Assassinate; I wish it scaled with Assassinate at least. At least Stick's staffs do scale, making them by far the most useful of equippable weapons.
Very true. Despite the mobility setback; the main reason I stopped using Worm's auto-cannon almost completely is due to the pop-ups resetting the skill once you've gained complete momentum. Whether it be a quest, level up, etc... It became to bothersome and not worth it while at times you have the upper hand on a horde of enemies coming towards you, then a pop-up causes a complete cool down. I prefer using his riot shield for it's perks with exploding bullets. still good to know it Aim doesn't stack with them, so I can feel more comfortable switching back to his normal attack when I really need to. Just always wondered the set damage on the special weapons, but I do enjoy them for what their worth I guess...
Sorry, fellow Bug-Heroers, but I have a nerf to propose. See all my games that reach round 100+? (Btw, I'm about to break 100 on Restaurant. Beat that) It's a really nasty combo I use: Fly + Mushrooms. I can generate insane amounts of gold this way, comparable to that of nuke + pickpocket, except I don't need Worm for this, and I can utterly destroy any bug by unleashing my abilities: Spinning Shot, Scoundrel, Quickdraw, Gnat Bandits, and/or Money Shot. I don't think Mushrooms need a nerf, because it's only Fly that can cause such destruction with it. Also, I think Termite's upgraded drill really sucks and needs a buff. His basic drill is really useful though for taking out armored enemies early-game.
I think it is fine damage-wise but it should provide a passive buff to turrets as well. It does do fairly good damage, the problem is that Termite is such a slow and weak hero to use. If we got a permanent, spark-plugs like effect when using a maxed drill, it would be much more balanced.
Yeah Termite Drill is anything but weak. Its dps is higher then a fully ugpraded Spider, fyi. It is of course counter-balanced by the fact that Termite is relatively weak and slow. However if you use other buffs on him like Ladybugs Good Luck or in conjunction with Overcharge or Shield Generator for ex, he can do some real damage. As for Fly, we already pretty much addressed everything you mentioned in earlier posts. In the next update Spinning Shot will be primarily used for stun + knock-back and have pretty much meaningless damage, Scoundrel will be more unreliable, but give meaningful stuns, meaning its not just used as a "tiny stun just to get more damage," and Money Shot is not affected by Mushrooms (which is true in the current build as well mind you; nothing has been changed on that front).