I agree with this, I just played a game in Hard Playroom (TT) and at night I would build 2 MGs and 2 chargers... a LOT of damage. During the day I would use 2 Zappers and 2 Scouters... CRAZY RANGE!
I thought I would quote myself since I haven't seen an answer to my question about whether the campaign levels actually have an ending or whether they are endless. I do have Quest, I just thought I would start with BH first since I bought it quite a while ago and hadn't played it yet.
I know this forum has a tendency to just say EVERYTHING but serious question, what IAP's are worth it and what aren't in this game? And also, what spin offs are worth it and which aren't?
Actually, among all the gaming forums on the net, there are probably few where the likelihood of serious questions being answered is higher. Though if that is how you always beging you pleas for aid, I'm not surprised you rarely receive helpful replies Not much to choose between: Bug Heroes Quest is the only spin-off, and is, in my opinion, the best dual-stick shooter in the App Store, one of the best action RPGs, and, since Foursaken Media make those genres mesh so very, very well, one of my top 10 favourite games in iOS history (together with the original). IAPs: The three DLCs that add heroes and maps ("Death from Above", "LockednLoaded" and "The Grandmasters", each containing two new heroes, one new turret, one new map, and six new enemies) all give extremely good value for the dollar. One single hero is enough to turn all strategies on their heads, and two, including a new turret, plus new maps and enemies to work those new strategies on, adds tens of hours to the game. I really could not recommend one over the other. Possibly go for Death From Above and The Grandmaster first, as LockednLoaded might just be a little harder for new players to enjoy and make good use of. (Each hero has three weapons, four passive level-up skills, and at least 10 active abilities. Thus, a new hero means an entirely new way to play the game. Worth mentioning is that Bug Heroes is deceptively deep and strategic. What seems like a reasonably tactical tower defense-action rpg hybrid, soon expands into scores of different turret setups, hero builds and hero combinations (you bring three heroes into each battle), and TONS of circumstantial strategies.) The Reinforcements pack, might be just as good value, almost as, or even better, all debatable The IAP brings you one new skin for each hero, changing their visual appearance, but also replaces one or two of their passive level-up skills, often requiring new approaches and strategies, occasionally changing how you play that particular hero entirely. It also adds some unique traits to the replacement heroes, such as the ability to fly over poison, better or worse natural armor, or better speed. What makes The Reinforcements pack so very nice is that it applies to all previously bought heroes, so if you plan on buying all above IAP, Reinforcements just swell in usefulness and size. Treasure Trove is the one IAP I haven't bothered with. Had I not been busy playing Bug Heroes Quest, I might have looked closer at it While it is probably great fun in the long run, I would not recommend it in the beginning. It unlocks all unlockables (the top tier active abilities require a set number of kills before becoming available), and gives you an unlimited gold mode (which allows you to purchase all turrets and all active abilities right from the outset of a game). My guess is that it is not a good way to start enjoying Bug Heroes, as it ruins much of the pleasure of discovery. For veterans looking to play around with advanced strategies without bothering to grind up gold every game, however, it is probably a very nice option. (Yep, Bug Heroes is deep enough that people return time and time again to test new strategies and tricks )
I was just wondering this, I noticed that not too many people use them, including me haha! So I'm looking for tips for Hard Kitchen with Ant, Beetle an Termite, it seems that I always get overwhelmed by Round 20, for turrets I use 2 Zappers, 1 Scouter and 1 Magnifer... anyone got any tips or advice?
Yeah, Sniper turret is one of the turrets that start off useful and becomes less so with time. I wouldn't use em if I plan to reach round 30+ in a game.
Cool, thanks! Say, Oxy, you think you could shoot some tips for getting past Round 20+ in Hard Kitchen with Ant, Beetle and Termite?
In the context of any future attempts at written communication with a videogame discourse, the comment at the beginning of my post is probably the one that will aid you the most
Oh wait. I forgot, that was one of my favorite combos. -Use Termite Nail Gun to deal damage. -Try not to use Termite's turrets until you need them, to save money for other equipment and turrets. Autocannon is the best, so start with that one, and later on maybe add Rail Gun. Personally, I start using his turrets around round 25 to 30. -Use Better Base Defenses and Spark Plugs together for total destruction, although be careful because Better Base Defenses increases range of turrets and can make them target unwanted targets, especially with Zappers and Magnifiers. -Use Spark Plugs (and depending on the circumstances, Better Base Defenses) with Magnifier to toast centipedes and large enemies. -Get Beetle's Shockwave. Combine with Adrenalin and/or Colossus to wipe out enemy waves. -Use AOE turrets, because Kitchen is just full of fleas and small bugs. I like to do 2 Zappers, 1 Magnifier and 1 Scouter. -The abilities I always buy early on are: Teleport, Ant Hole, Shockwave, Warrior Gauntlet and Nail Gun.
Hey guys, sorry for the silence recently We've been transitioning to our new offices and a few of us are also in the middle of moving apartments as well, so we've been without internet for the past week or so. Anyway, looks like the BH veterans are being awesome with strategic advise, etc -- as always We really appreciate all the support and help that our loyal fans have shown throughout the past months
Awesome tips!!! I'm sure this will definitely help me, I'm always never too sure which abilities/turrets to buy first, haha. Thanks again! EDIT: Oh, forgot to ask a couple things, when should I start upgrading Ant's main weapon and around what round should I buy Spark Plugs and Better Base Guns?
Just saw this, lol. But anyways, thank you guy for making such an awesome game!!! Bug Heroes is my #1 favorite iOS game!!! I love it!
Well what can I say. I'm a loyal guy. Personally I don't upgrade Ant's main weapon until I'm done with everything else, or if I saw the need to use Piercing Bullets, but I ordinarily prefer to go with Howitzer for Ant's last slot. As for Spark Plugs and Better Base Defenses, get them whenever you need them. I don't believe in following fixed formulas anyway. I just evaluate my current situation and do as I see fit, depending on enemy waves, quests and such. Last game, I bought Spark Plugs when I saw a centipede approaching and wanted to toast it with my magnifier, and then later when a giant scorpion approached, I bought Better Base Defenses and used it along with Spark Plugs. Also, a trick I sometimes use is occasionally drop an Autocannon turret to take out stationary targets like Giant Spiders and Queens, but I don't start placing them regularly until later.
Whoa I actually made it to Round 30 in Hard Kitchen! That was intense! I finally got owned by all the caterpillars spawning really fast... how am I supposed to handle those? Thanks again for the tips, Oxy!