That's awesome, NullRoar. Thanks for the tip about landmines- I'll be sure to use that. I'm at round 96 right now, hope to see you at the top of the leaderboards. But why did you take a picture of your device instead of a screenshot?
There's a spot in Playroom north of the base where maggots stand, and are invisible to the turrets. Has this been fixed yet?
Dang you're crazy! All of those quests give the most xp and points out of any... Max honor quests give 1500 xp to EACH hero on completion... i usually gain 2, sometimes even 3 levels when completing that thing. Food Hoarder is tough, but imo its a shoe-in early to mid game if you feel like you're rolling... life support will be essential and you'll have to play cautiously, but it has big point rewards as well. Grub launcher quests... yeah theyre tough, but if my stash is high health and I'm not in the middle of a huge fight, I usually go for these. Anyway, GREAT stuff! Some really valuable tips in there. Just fyi, we've tweaked mines a bit since they seem to generally be underused. They now have a larger spread when thrown, but a bit faster cooldown -- something that can be done now with them is using them like grenades by just throwing them on top of enemies, which will do nice damage all on one target. @ oxynidus -- we'll check it out.
"But why did you take a picture of your device instead of a screenshot?" Long story. @Foursaken: I may be crazy, but remember that exp isn't important, as all your bugs will hit 20 soon enough. It's really about getting hte money for the abilities fast enough without putting yourself in too much danger. Then again, you guys made the game. I just love it. EDIT: really looking forward to the mine buff. I've been abusing them and this will make them THAT MUCH better. Bwuahah.
Just hypothetically, of course. Would you guys consider it cheating if someone backed up their progress every 10 or so levels and re-installed that progress if they died?
I mean, thats not really giving a huge advantage, but yeah technically it would be "cheating." Just fyi though, we are going to erase leader boards for this next update. With the whole cheating thing, and a lot of mid to late game balance changes, we think its a necessity. I know some people with the amazing scores might be pissed, but its just something we have to do to make sure everyone is on the same level.
Totally expected. I look forward to challenging your new system. I'll be playing on my iPad this time.
I wish I had remembered that highscores were going to likely be reset with the new update.... because I have spent a couple hours today.... currently on kitchen hard I have 140K points on round 61.... and now I would have to do it again. hmph. but THANK YOU for changing the food dropping settings, because right now the game drags on for way too long.
I notice that Execute can do critical strikes. Does the critical strike chance equal to that of Spider's regular attacks? Also, when will you give a list of all the buffs/nerfs/changes coming in the next patch?
Just got this game. Could I just ask, when playing, is there a need to make sure all heroes are properly leveled up? For example if I only use two heroes and neglect the other, will I suffer in the end?
Not necessarily. It depends, but generally you don't need to worry about the levels of a specific hero.
don't have to cheat to get the highest score please look at the screen shots: I don't remember how I triggered this, I was just playing Playroom normal. After I paused the game couple times, upgraded my turrets, I suddenly noticed my score had been changed from real one to an unreal one. I took the screen shot right away, and continued the game. I didn't take the quests anymore because I had already the enough high score. I don't know how I died at the end, because I am sure I had almost full of food storage at that moment. anyway, I tried twice to submit the score, but apparently Foursaken has fixed their database because I couldn't connect to the database. I just like to share this with everyone because it tells us sometimes what you see is not what you get. I think this problem should be fixed before the game center version is released. Once this kind of score is submitted to game center, I don't know if it is easy to erase or not. Now I am worried if I can post any REAL high score for Playroom normal to Foursaken database, because I will never beat this score in the future unless I use different player name.
Yes, the critical chance is equal to her normal attacks. I've made a bunch of tweaks, but the most substantial ones that I can remember are firecracker turret damage increase, MG turret range nerf, burrow mines have a larger spread but less cooldown, enemies drop food less often, but food spawns now occur more often later in the game to keep it more consistent, after a certain wave enemies drop 0 food, aaaand lets see.... thats all I can remember right now No its not a necessity, as long as you balance out your equipment and turrets to fill in the gaps (for example if you neglect Spider, you will likely need more high damage abilities and sniper turrets to compensate). Ultimately you can play as you want, however to do the absolute best possible, I would say you would need to make good use of all 3 heroes. Thanks. I'm fairly certain that the score doesn't count towards your highest unless you submit it... so you should be fine. P.S. We squeezed a new turret in for the update too So all in all the update will include Gamecenter, iPad support, 3 new equipments, a new level, new turret, and FIVE new enemies! This is turning out to be a much bigger update then we originally planned
So then, I could maximize the crit chance by activating Superior Assassin and equipping Night Hunter (or whatever it's called)? What about the other abilities, like Shoulder-turret, Plasma Gun and Poison Cloud? I haven't seen any of these included in strategies or tips, and they seem to be very underused. Any changes/comments? Also, a thought occurred to me. There are obviously a lot of balancing aspects involved, but I thought it would be cool for all the ultimate equipment (Assassin Cut, Howitzer, Colossus) to have passive effects. I love Assassin Cut, but its very long cooldown makes me reluctant to purchase it. I've never been this excited about an iPhone game update since forever!
Lets see, oh yeah I increased the range and damage a bit of shoulder turret, but its price has been upped accordingly. Its always been a great, cheap ability early game imo though. Its ability has a quick cooldown and it dealt surprising extra damage (it had a dps equivalent to more then an extra weapon upgrade). Plasma Cannon has not been buffed -- its an amazing ability. Its strength mostly lies in its lower cool down. It does 350 damage compared to executioners 200, and only has a 10 second more cooldown. Its downside is that you have to carefully place your shots as it will explode on anything in its way, and its AOE damage is tapered so that it only does that damage at the heart of its explosion. Poison cloud likewise has remained the same... the ability to control entire crowds speed AND do 200 damage over time is powerful... very powerful. In a way its better crowd control then a lot of beetle's abilities, and arguably better then Superior Assassin in a lot of cases where you need to output raw damage. As for the passive effects idea, we actually consciously chose to omit them from many abilities. We don't necessarily want players to just automatically go for the "best items." One of the great things about Bug Heroes I think is that (though we aren't quite there yet), there is a use for almost every single ability, cheap or expensive, depending on how you play or the situation you are in. Assassin cut for example can be a game changer and can single handedly take out an entire attacking force about to decimate your base... but yes, it has a massive cooldown. Its that risk/reward we want players to think about with all of their loadouts. Oh, and pro tip : Upgrading beetle and spider primary weapons will increase the damage of stampede, smash em, executioner, and assassin cut.
Oh wow, that last bit is extremely useful information. The problem with poison cloud is that Spider is not a tank, and you need to stay away from your enemies, which reduces the number of enemies it affects, and I've had trouble killing even fleas with it. I'll do some testing with these abilities and see what I'm missing out on.
I think poison cloud combined with spiders speed upgraded fully is potentially very deadly if your good at dodging, with speed upgraded fully you can dodge in between enemies poisoning everyone around you.
I agree with Oxy. I never used poison for damage, other than insta-killing baby spiders. Spider is simply too squishy to stick to a bug (let alone a group of bugs) for long enough to make the poison worthwhile in that respect. I use spider for dodging in and out, dancing in - getting an attack off, dancing to something else - getting an attack off - dancing back to the first thing - etc. Keeps the bullets from hitting me, but it keeps this poison from damaging anything. Does it reduce the target's armor to 0, like poison does for our bugs? If so, it would be great to use in range of your MGs.... (possible update / balance thought)