I think the issue i was seeing with adding new gunners is that i'd already purchased weapon upgrades ; when i started out on a fresh generation the damage went up the way you described, but then i purchased weapon upgrades; i have screenshots of the following, all with level 10 damage upgrades, my recollection of squad size + weapon level upgrades, and the total squad level + damage values shown. (Base damage value was 3814 at this point, although i'm just calling it X) With 2 gunners + 0 upgrades, lv11, i have 2X dps With 2 gunners + 2 upgrades, lv13, i have 8X dps with 2 gunners + 3 upgrades, lv14, i have 12X dps with 3 gunners + 3 upgrades, lv15, i have 12X dps again ...another weird screenshot, lv15, i have 6X dps, same generation, a few stages later when i can afford to continue the experiment... with 4 gunners + 3 upgrades, lv16, i have 12X dps again (expectation: 13x) clearly this needs to be done again more systematically, the screenshots are tough to interpret after the fact given that you can only see the level and the dps / damage upgrades at any one time. Anyway, this is my bug report, let me know if you want the screenshots.
Yep, I'm seeing it thanks - investigating to see what the deal is (might just be a display bug)! Whatever it is it'll be fixed in the first update for sure!
Game crashes on me every time I die. 8.1.1, 6+ Not a big problem, gives me more encouragement to avoid death e: also after I select a perk too
Same here. And now that I know that it's really dps on support and secondary, I'll be able to balance my spending between them. I only miss knowing what the weapon upgrades will bring each time.
Cool game definitely. I've purchased the two non consumable. Just started, only at 2nd gen. Still figuring some aspects out. Will peruse this thread thoroughly.
Is it possible to incorporate head shot for sniping? One shoot one kill? It's horrible to see enemies surviving after 3 snipes!!!!
First, the praise This game was the big hit of the last week with me and my son having a blast telling each other how far we'd gotten and what sort of craziness we encountered. Certainly my favorite Foursaken project since Bug Heroes 2. However, I can already see the shine wearing off, and it's looking more like Heroes and Castles 2, where I played a ton for a week or so and never touched again. I realize all things in this area are subjective, but wanted to give some feedback because I'm finding the time required to depth of gameplay to reward ratios on this game far too grindy to stay with it long enough to see the end (or even anywhere that could be said to be approaching the end), and I play some pretty grindy games. I dropped a $10 spot on day one after liking what I saw in the first half dozen or so generations so I could snatch up the doubling perks and have enough left over for couple of the 3X L10 perk packs. That was a blast, and I went from a previous record of level 16 to level 30 in a single game with the boosts from the purchased perks. Since that time, I've gotten somewhere into the 50s for level before falling. Here's the problem: nothing scales effectively yet games take well over an hour and the new generation bonuses are already almost meaningless. I got something on the order of +1000% global damage and $8500 starting cash after an epic two hour game yesterday and all I could do was sigh. That's roughly a 10% net increase in damage, which *might* buy me another level or two, yet I won't get any more perk points until I beat level 60, which is probably another 6-8 hours of gaming away. And $8500 starting cash will do little more than slightly speed up the twenty or so completely uninteresting levels (in terms of challenge). I already spent perk points so I start in the second "world" (wave 6), but that leaves me just sitting there watching things blow up until somewhere in the late 20s where I might occasionally need to pop off a sniper round. But, earning the perk points to skip that far is prohibitive to making progress given that the only way to actually progress at this point is hoping to score earned money perks, because that's the only real progression factor, and that's a problem when the new generation only grants damage bonuses and modest starting money. Past a certain point, the only thing that increases your DPS meaningfully is adding additional units, but their costs far outscale earning to a seemingly ridiculous degree. For example, in my game yesterday, I got to a point where the only meaningful upgrade I could make was $320,000 for another support unit, which was something on the order of 100% of my earnings for the next few dozen levels, for which I had zero chance of surviving. My other upgrade options were no more useful than trying to raise the ocean's level by peeing in it I get that we're supposed to hit a wall so we next gen and come back more powerful, but the system is breaking down for me at this point. Next genning doesn't help where I'm at, and so the grind is becoming truly *grind*. Some ideas: - Add earned money bonuses with each generation automatically. Lucking out and scoring two +30% earned money on the 3X L10 perks I got yesterday did more for my progression than the past half dozen generation's damage bonuses have. Probably should reward higher earning bonuses when beating previous record to discourage throwing games just to up earning significantly, but something needs to be done or else so much of the late game is just seemingly endless grinding away from being attainable financially speaking. - Adjust earning scaling for mining. Right now, what I do is I use the starting money to push the mining to 4X orbs and 3X pay out (roughly $20K invested), but any further upgrades are pointless at my current earned money bonus, upgrading to the next level for orbs and value would take the bulk of a game before they broke even. Never mind that even that earning rate becomes increasingly meaningless as enemy and wave earning soon outscales it significantly. - Reduce the new perk points to every 5 levels throughout the game and increase the reward as your reach higher levels. A whole 2 perk points for making it from level 50 to 60 feels insulting when $5 buys me more than 20X that instantly. This seems particularly important since the value of perks diminish severely the further you progress (i.e. adding +1X damage to something when you're only at 1X-2X is a fun upgrade, adding +1X when you're already at 12X is meh). - Base away money *only* on highest level achieved and take a look at the amounts rewarded. The most I've received is evidently a hard cap of $2500, which is meaningless. One of the things about true clicker games is that you *don't* have to sit there staring at the screen to progress. You soon reach a point where you can go away for several hours and come back to enough currency to make multiple and meaningful upgrades and only have to invest a limited amount of time clicking to run through a boss battle before you put it away again for several hours. I get that this game has a different thing going on, but the balance is off. Even getting $100K-$200K overnight would be little more than a decent enough bonus amount for my state of progression, so only ever seeing a hard cap of $2.5K is laughable. - Increase the rate of boss generation. Bosses are the only real source of progression in this game since they reward 4 perk points (hopefully that amount scales but, based on everything else I've seen, I'm not confident it does). Getting a single 3X L10 perk pack every 3-4 days of gaming is not much in the way of rewarding progress when, again, the relative value of each individual perk diminishes so quickly. - As others have asked for, better indication of weapons targeting the tortoise. It feels pretty cheap playing a game of Where's Waldo in the later game to avoid going from full health to dead in the space of a second. Speaking of that... - The whole end of an individual game is anticlimactic to say the least and would be nice to see something done to make it feel more like I went down fighting. Even when you try to keep up with upping the tortoise's health and armor levels, we don't get an epic battle of attrition where we can't target threats quickly enough. Nope, we sit there doing virtually nothing but clicking on buttons in the upgrade UI for over an hour then... game over in a second or two as a sniper unit either goes unfound or an assault unit leaps to or, in the case of my death last night, spawns practically on top the tortoise. - Howitzer secondary weapon needs a major overhaul. Yes, it does some seriously heavy damage on paper, but with only one shot a minute, it really ought to feel like it does something meaningful, which currently it does not. Would like to see it be a true active targeting weapon where we get a circle indicating its targeted AOE and an active fire button so we can take out large masses of enemies effectively. Currently, in upward of two hour long games, I *might* use it once or twice at most, and that's more for S&Gs because the way it works is pants. Because it takes so long to fire, the only time you can really use it is if there's a huge enemy stationary because it is tied up by your assault support units, which, more often than not, means you don't actually need to do anything at all since your gun towers and other secondary units will take it out anyhow. - Either better scaling or lower upgrade caps for mouse gunners. As others have pointed out, they currently scale too poorly to be worth investing in past early game, which is a shame given the big generation gap between when you get howitzer beetles and war zeppelin. Speaking of which... - Just remove the generation unlock system for later units altogether. Their cost alone means players who haven't upped their damage and earning bonuses sufficiently will be unable to get them, and the current system encourages advanced players to just throw a bunch of games in order to unlock them and that feels off.
I have one suggestion to other players after spending waaay too much time playing this game over the weekend. You should regenerate as sone as you can. I was refusing to regenerate for so long I ended up being about 10th generation with a max level of 26. So now I get to "grind" my way up to the necessary level over and over again to catch my generation up to what it should be (somewhere around 40) before I can progress any further. Two tiny things I would like to commend the devs on. 1. Good job with the coin eruption sound effect. To me it sounds like bullet casings and for some reason it ads something to my enjoyment of the game. The second thing also has to do with the coins and the way they're used to simulate gore without actually being gory. So thanks for not going with the real gore, I'm really glad I don't have to see animal parts laying all over the place.
Is there any way that after we have reached level 20, for example, we can start off at that level with a sum of money to go along with the start? After a ton of runs starting at level 1 wave 1 and taking 25 mins to get back to challenging levels can be... Long... Takes awhile to get back to the good stuff =D
Great feedback, thanks for taking the time to write that out. Just a few notes: - The away money is capped based on your current wave when you leave the game... its only capped at 2500 if you turn game off at the VERY early levels, for ex. The cap at level 60 for ex is something around 50k. But actually making it based on your current best might not be a bad idea! Boss tokens do scale with boss strength. Your Next Generation bonuses go up significantly and exponentially based on how many levels you beat your best by... this is a key metric in getting the biggest bonuses! If you can beat your best by just 2-3 levels, you will get a significantly larger next gen bonus! Also, Howitzer and Sniper are keys to "late game" play... you say the weapon is worthless, however in beta and in our tests these manual weapons are what allowed players to "get over the hump" once they get back around their old best level and need to progress another few waves... It also has reload time as an upgrade - one shot per minute is the worst case howitzer - naturally, if you don't upgrade that weapon it will become increasingly ineffective! Noted a bunch of other points for discussion!
I love my war Zeppelin. Is there any way you could add skinning to the side of it, from the camera roll? See Turbo Dismount for an example. Anything that makes my Zeppelin of death more a centerpiece of the battlefield is a good thing
Thats pretty much what the 'Head Start' store item does! Could definitely be cool - but I'd have to check about the feasibility of that!
Played again today, and I came to complain about some things, but C Hannum did tell everything I wanted to tell, and more, so thanks to him. I would just like to add to the list that when you say that perks are balanced, well, that's not my point of view... I'm at gen 27, bonus to damage 21000%. When I get a 100% damage on a support, it's not important anymore. But if I get a "rare" upgrade, like money earning, increased range, it's a hundred time more meaningful, obviously. So I don't know how you could arrange things, but for now I'll stop playing, waiting for some meat being added to the game, it has become a chore quickly, as the progression becomes more grindy than I like.
The original Bug Hero's for iOS is to me as Metroid is for NES... One of the best classics of gaming. I've enjoyed everything you guys have done. BH got me through one of the hardest times of my life by allowing me to take my mind off of the situation for a few hours and just unwind... It helped so so much. You need times of pain in life to grow, but there needs to be positive distractions to help the process... And BHs provided that in spades. Loved the survival fight on the tree stump.
Any chance you guys could take another look at the mouse gunners? I haven't bought the gunner squad for generations, but I still pick up the Biggin squad, only to watch as 2 or 3 out of its 5 or 6 bullets go directly into the ground in front of it. Which I highly doubt is actually reflected in its dps. Also, please add a few more perks like: Increased ammo capacity for units -- how long they shoot for before having to reload. This would help the mice tremendously (slow-firing, miss as much as they hit, long reload) ... but would also be cool on the zeppelin and other units. Increased reload speed for units. Increased movement speed for the sparrow -- the darn thing spends more time checking out the scenery than chasing down enemies. Not sure if it's because it has an empty clip or such a poor turn rate. Also, are the perks supposed to be additive or multiplicative with the next generation boosts? Generation 20-something, +8k% damage to everything, I picked up a perk that took the howitzer beetles from +25% damage to +100% damage. And their damage barely moved. (Going from 125% to 200% damage is about a 60% increase ... right?)
Yep, thats a noted point on our to-do list! I think we may explore some option to further scale up lower tier units.
The amount of requests people are dishing out is just absolutely insane. Everybody wants everything tweaked down to finite detail so that it is their perfect game. You do realize 4 people made this game right? They've been really cool about it but Christ... Let them fix the major issues first and then they can sift through everyone's requests.