Incidentally (and not just to bump a thread for a game I currently love), is it me, or is the Paladin clearly the best class? I have all my characters above level 10 and most around 20. Granted, my pally is almost 40, but his abilities are just ALL so good. Not a single weak point to the class, imo. Whereas all the other characters seem to have at least 1-2 mediocre / largely useless skills, without good compensating factors. I love the Assassin, for instance, but her killing speed and prowess just can't make up for her lack of broader battle support abilities / bonuses. Any contrary opinions?
My opinion is that it depends on your play style sure the paladin is good but I don't play as that hero so much as the ranger or the assassin because I prefer the ability to stop a problem before it has a chance to manifest like the trolls with the paladin you may be able to keep your troops alive and deal massive damage but after a time your going to be forced to abandon the troops in order to guard the wall because they never seem to do enough damage to make them worthwhile although wall archers and riflemen do deal quite a bit of damage they lack the time survival due to the Emmys that do have the ability to fight them. So the point is not everyone likes the way a paladin works some prefer to have much more reliability on their heroes while others prefer full out support although some do indeed prefer the paladins strong build in abilities. I hope you understand this because I have no idea what half what I just wrote is... On another note some like cooler abilities that have a more obvious effect like the growing of a sapling with the tree people. I haven't played this game in a whole so sorry wherever I may have made a confused statement.
Co-op Sync error I had a few Hinton co-op games in a row with sync errors, when using the vet. The sync error happened between 4 and 8 minutes into each game, when spawning clockwork defenders, at the same time another was shutting down (and giving the boost). Not sure if that's the cause, but may be worth a look. Thanks!
For Foursaken_Media: Just a post to nofiy that Multiplayer is still unplayable for me since you started 'fixing' multiplayer connections problems two updates ago. I can handle a bit of lag now and then in an online game but when the baddies don't seem to be affected and I keep crawling around at super slow motion it's hardly worth it. I seem to be having this on every Multiplayer coop game. Can't seem to find any match so I just play endless nowadays till you can really fix it. This is on an iPhone 5/WiFi with 50 Mbps internet connection by the way. I'm assuming I get pitted a lot against non-europe people or people on 3G or something like that. Before the 'patching' I did get a decent amount of disconnections. I'm geusstimating around 1/3 somewhere in the coarse of a coop match (I usually do 20+ minutes) But at least it was enjoyable up till the moment they got the boot. Just a little heads-up
Given I have time to write it up now I can't coop anymore: The ultimate Hinton Endless or Coop guide to max time/xp gained: Build order: Mine, Mine, Mine, Mine, Rifleman, Rifleman, Rifleman, Longbeard, Dwarven Hut, Captain's Tent, Mortar Tower, Mortar Tower, Forge, Ballista, Ballista, Ballista, Rifleman, Rifleman, Rifleman, Catapult X 12, Walls In coop, try to have everything maxed out. If you don't have everything maxed yet, max one item on the buildlist before moving to the next instead of spreading it out over everything. Only build stuff you have maxed out. Best runes to have: +2 gold (if you have one of course), -% unit cost or buildings cost. If you're struggling in the beginning to kill the early mobs fast enough you can 'cheat' by using a +XXX starting gold rune. I advise against it because on longer games it's really a very poor bonus. Tactics during the game: Make sure you stick to the build order and handle the early mobs any way you deem fit. Once you have your catapults set up every enemy will hit your catapult-wall which will make them freeze or crawl to a slow. They'll be easy pickings for your riflemen/longbeard squad from there on in. Don't worry about killing enemies near your wall from there on out. Take up position around the catapult/riflemen slaughterzone and pick out the following priority targets in that order: Wreaths (you don't have wizards, they suck, you'll need to handle those) Catapults (rush kill those) Archers/Goblin Snipers (try to keep a look out for those) If you have any spare time after that go help out your Riflemen/Catapult wall by doing some added damage to the 'frozen' Trolls/Mummy Kings. Don't worry about anything else unless you're really bored. Using this tactic I can easily hit 20+ minutes on any character that's leveled up enough to handle the initial 3 minutes of the game. It's been a while but I'll guess any lvl20+ character. With my lvl82 assassin I always last 25+ minutes and top out around 30-31 minutes. p.s. Another one for Foursaken_Media: After the latest patch I played 4 30-31 minute endless games at Hinton and only received a couple of uncommon runes to show for it. For 30 minutes investment of time that seems a louzy return on investment. I'd be better off quitting the match after reaching the 3 Crystals time-mark and crafting runes. I do it anyway to level up my character but you might want to take a look at those numbers. The mobs intensity increases dramaticly so why not up the reward more for reaching really long times on endless/coop?
New update coming soon with a few more fixes and tweaks... Fixed a Dwarven Hut bug (it was doing something funky with Rifleman range) Added LAN over wifi and Bluetooth multiplayer options Fixed a bunch of sync errors You now have a 100% chance to earn a Rune after 5 min in endless. The chances for special runes are still rare though, by design. Remember its all chance based, so its very possible you could get 3 legendary runes in a row, and then 10 uncommons...
Thanks for the write-up! This is terrific stuff. I have some questions though, if you don't mind. 1) Do you build three Ballistas because you assume one of the Mortar towers will get destroyed? And you you want to ultimately shoot for 4 Ballistas once you have your wall o' cats lined up? 2) Why the Captain's Tent so early in the build? I'd have thought that would come after you filled your wall with pew-pew. 3) What do you do when the pair of Trolls shows up? I often lose there, because it seems to be followed soon after by those $%^$ing mages. 4) What stats does your Assassin have? (thought I read somewhere that her attack maxes out on its own, so not to put any points in it, but that sounds suspect)
I generally dislike Ballistas as they get no bonus from buildings, are very slow to fire, and can only take one target at a time. Mortars get bonuses from the Forge, fire quickly, and have an AOE attack. But, having played with Chiboust the other day I realized that I'm massacring enemies way too quickly, causing their stats to fly sky high way too quickly. It's just my impression that you may be able to coax them into having lower stats for longer if your setup isn't too powerful. Then again keep in mind that is from the point of view of a Level 99 Engineer.
Could we possibly get a fresh leaderboard soon? The current leaderboard is full of scores I believe have taken advantage of bugs which no longer exist.
Enemies stats are increased based on time, not wave... so there really isn't a way to game it. We may end up switching to a kill based leaderboard sometime in the future anyway. Also, re: multiplayer, we're still working on improving it, and are making some huge progress behind the scenes with things like matchmaking (we've done away with the limiting GC interface, which will allow us to look at things like player ping and match players with good ping for ex, etc), adding LAN/bluetooth multiplayer, and some other things! Thanks for being patient with us everyone!
Ok, hmm, a question, would it be possible to get a list in game of what hp each baddy type has at any given time during the proceeding? I always find myself either leaving without finishing something off or wasting time standing around to make sure they're really dead. I see the numbers flying off them as I squash them, but its almost like confetti out of a piƱata as I rarely have a clue what they're supposed to be adding up to.
Coop crash every time I just bought this game, got to level 10 paladin and tried to do some auto match coop. I tried 5 times and I crashed every time at the screen where it tells me what class and level my partner will be using. What's up? I'm on the 4S with the latest ios 6 version
So I rebooted my phone and now i was able to get in a few coop games... Holy crap is it hard! Awesome game
If you continuously get crashing in the future, try switching to low graphics in the options menu as well (from the main menu), at least for co-op games. This game is admittedly a RAM hog, even for 512 meg devices... it will run fine if you've restarted or have closed most other apps down, but if you've got some apps trying to run alongside it, it could crash occasionally (but still most likely only in co-op, which has to load a bunch of extra stuff, 2 heroes, etc). The low graphics options is actually surprisingly good for the benefit it actually gives - some people might barely notice a difference! Re: difficulty... yeah, its tough - but thats one of the games charms, imo We also do that so you constantly have something to work towards, and as you level your character up you should notice a pretty big increase in how long you last! Speaking of the RAM stuff, for anyone that cares, the reason why H&C uses so much RAM is also the reason we are able to stuff 75+ units on screen even on old devices like the iPod Touch 4g - something mainstream engines like Unity and Unreal may actually have difficulty with (at least with characters that actually have arms, legs, etc). Its basically a trade off: more RAM, but also much less CPU intensive characters. This is actually one of the best "features" of having our own engine... we can tailor it specifically to whatever game types we want to make!
assassin is the reason for the damagecap (699 i believe) which she hits easily, she is one of the 3 heroes that gets 100% crit by lv 99 (others are ranger/pally) and because of her backstab bonus her basic power is very high. assassin gets +1 damage/level which gives 113 at lv 99. is the bonuses stack multiplicitivly (which i believe they do.) her damage is 169.5 (no backstab/assassinate) 254.25 (no assassinate) and finally a 10% chance to deal ~635.625 damage with a backstab bonus. all this doesnt inculde enemy armor. also every 1 point of damage increases damage potential by ~5.625 im fairly certain it stack multiplicitivly because with only 101 damage i was hitting the cap back when it was 599 albeit the full power multiplier was 7.875 instead of 5.625. dont put anypoints into the assassin's damage, run (12.8seconds at 32...), or crit. just boost your health and armor. Foursaken makes a rediculosly powerful hero only to throw a damage cap in same update that the hero hit incredibly easily so they nerfed the damage boosts of backstab and assassinate and then raised the damage cap and she STILL hits it easy. imo that just funny.
Interesting. I find the Veteran hits the damage cap darn frequently, and mine is only level 25 or so. Though I do use a 35 damage / 10 run rune on him.
android I recently purchased the nvidia shield and love playing games on it rather than the iPhone. Any chance of this getting released for android. This is by far one of the best games iOS has to offer and its the longest standing game on my iphone
1) Should be two ballista's and two mortars. I experimented a bit with both. The advantage of Mortar's is that they pick off Archers and Snipers at the far end of the field now and then. The advantage of the ballista's is that they target Trolls and Mummy Kings. By splitting the lineup you do some damage to both since you're either downfield or mid-field. You could camp out on midfield with your hero and go for Mortar's only or you can camp out on the far end and go with ballista's only. I personally, and I think every long-match player, constantly zaps between endfield and midfield so I go with a balanced approach to help you out a little bit on both sides. 2) Personally I prefer building a few riflemen and 1 longbeard and then upgrading them over building my entire Riflemen/Longbeard line-up and then beefing them. Beefing them early on makes them one-shot the early mobs. That way you have a better overview on the battlefield if it's necessary to help out in certain area's. 3) You should have your full Riflemen/Longbeard and support-buildings set up by then. No? I think I even have some if not all catapults. Depends a bit on your setup. I use a -20% building cost -8% unit cost rune so that helps Concentrate on the trolls. Leave the wizards alone. They'll be dropping their protective shield right after they hit your Riflemen/Catapult combo which instantly obliterates them anyhow. Just make sure you're not in the path of their offensive casts and get the trolls out of the way before they reach your catapult lineup. 4) Characterbuild for assassin: Counterstrike: I don't put a single point in that one. It's simply not usefull. As an assisin you run out of melee range when the biggies target you and let your allies do the work or you lay down massive damage when the mobs are frozen by your catapults. Assassin Juke: Not 100% necessary but I max it none the less. Just for that extra second faster you can teleport across the battlefield. You'll be constantly running around the battlefield. This skill allows you to pinch a few nanoseconds from the time when a catapult or something like that appears and you're midfield. Shadow: Max it. Should be Obvious. Use when mobs target you and you want to concentrate on taking out catapults or when trolls aren't frozen by your catapults and you want to lay down the hurting Assasinate: Max it Backstab: Max it Escape: Your personal preference. I rarely get the benefit from it but I max it nonetheless. Nothing throws a coop match down the drain like an accidental death far in the game. If your partner needs to resurrect you chances are you're going to lose to much time. It's basically an oops-i-####ed-up-and-got-killed-get-out-of-jail-for-free card. Stats are easy: Get 10 points in armour. That makes sure you don't get knocked down. Any more is hardly worth it. Mobs that matter will be hitting you for 200+ damage anyhow. If it's 278 or 245 damage doesn't make a whole lot of difference. You shouldn't be getting hit a lot anyhow. Let your catapult wall do the freezing for you and then attack those mobs. For the same reasonning I don't put any points in health. As an assasin especially you shouldn't be one-on-oneing anything that you can't insta-kill or isn't frozen by your catapults. Running and criticals get maxed out on their own so that's pointless too. So drop everything else in damage. The idea of the assassin is to get your damage output up to a level that you insta-kill anything that isn't a Troll/Mummy King. And those two you should let your catapults freeze for you and then finish them while frozen.
but the assassin hits twice on every attack, so technically double his damage output, he also attacks faster than almost any other hero (i think the barbarian can match his attack speed)