Right, I agree. I'd prefer that as well. As it stands, there is no cap or set number for the wave. The suggestion had been to increase the rate at which enemies spawn for these levels and I was just commenting that, if it is a constant flow that you could spend all day trying to overcome, increasing the rate of spawn would only make matters worse. Totally agree with you that spawning them all at once would be a better alternative or if there was a set number of respawns in the wave like 5 and split the total count between those waves. Even the saltiest of tortoise vets might have a hard time killing 150 beetles that all spawn at the same time.
This. This is why they circle. Sometimes you see them twitch in a direction because, for just a moment, they think they'll have a target but then that enemies gone. They are always my last upgrade. If waves were made up of larger spawns of peons for those levels, they might see a bit more action but, as it stands, they're useless. One thought to make them more effective would be to have their "home" be in the middle of the battlefield (with zep) instead of back at the main tortoise. Travel time to enemies, most waves, would be much shorter. This way, they might have time to react and get a round off before the enemies are decimated.
I've found a work-around for this - on your next regen, don't buy the weapon upgrades. Buy some damage upgrades if your not one or two-shotting the small stuff, but by avoiding the big upgrades things last slightly longer. This has two effects, the beetle waves seems to progress faster, and the sparrows get down range.
Alright guys! I need some help! I made it to about wave 5X but it got really hard then so I started a new generation and left the game on auto mode. After I came back the AI managed to have a much better balanced upgrade path than me as everything small died almost instantly while the big stuff had a very, very hard time reaching me. As I struggled more with the fine Line between greed (aka. Mining) vs. safety and the decision between main gun upgrades and support the AI did better. So I need some tips on how to go about it! I am on my 14th generation with +3500 Dmg total and some stuff in the screenshot. Which route do I go with my upgrades? The AI focused heavily on maxing out squads and (in comparison to me) neglected especially crit and damage upgrades on all fronts. I read some guides but those are very conflicting (upgrade main gun vs. not needed, take money perks vs. never take them, support troops really important vs. not needed early game etc.). Would love to gather some thoughts to get started in this game as well as some insight into the progression later on, so that I may not need to return here to ask more of the same questions Really appreciate the help, thanks guys! Great game so far Clickers never clicked with me, but this one kinda does hehe! http://imgur.com/wzcmSNe
I do exactly that! Works well until the wall forces you to upgrade weapons. Even then, it's alright until you restart the app and everyone is restarts back at tortoise. Still, this trick gets you pretty far along. Still vote that the sparrow home change just so we don't have to do work arounds.
Ok, You guys are going to hate me but actually Im for leaving the spawns as they are. Originally I myself complained a few pages back about the length of time a single wave can take later on in the game. I have changed my stance though. The reason is you really need to think long term with this game once you unlock everything. Right now Im pushing it as far as I can go. The long breaks where the waves take really long are actually really nice pauses that allow you to collect minerals and upgrade everything before the next harder waves. So this is why I am for leaving them. I just hit level 451. Its really awesome and intense..I really love the game especially after the update. Billy
I'm on 474 and have found the long waves are mitigated by *not* upgrading the weapons. This causes the mobs to last just long enough to make for a smooth wave process. I'd also add that the longer waves pose no real challenge... So it's really just a speed bump and nothing else.
I've been doing the same. In general I try not to upgrade the guns. I always seem to end up buckling and trying it but, depending on which weapons I get, it can be helpful or a huge step backwards for those "horde" waves. Miniguns and rifles = good Sniper rifles and howizters = mixed Either the long or short plasma rifles = terrible
Found another bug... After a certain point on damage to everything it seems you can't upgrade damage....
Wait, trying to make sure I understand. Right now, you can't hit any of those upgrade buttons for damage that cost 3868? Edit: I'm sorry. I also forgot to say the well deserved "HOLY $#%*ing $#%*!" Wow, man. Well done.
I can hit them, and spend the money - but the value doesn't increase the damage dealt - it stay's +0 and the original damage value doesn't increase. Edit - This started happening at gen501. Also - I haven't seen a money perk since the hotfix.... Not cool.
Wow, poor attention to detail on my part. Didn't see the 0's. Both those bugs are quite unfortunate. Ya know, I got a few Mortar AOE upgrades early on and haven't seen them since. Perhaps there's an invisible cap on certain trait bonuses like Mortar AOE and max income? My Mortar Rack AOE bonus is at +160%. What about yours? And I hope you saw the edit I made to my last post.
Right now I'm running w/ no upgrades (just white damage)... I'll prob buy the weapon upgrades for the bees and towers if the mobs start dying less fast - I think the key is the +8453k% damage to everything. This and the +823160% damage to support units...
Couple more thoughts: 1. Game is too easy. I went to dinner at level 185 and accidentally left on auto, came home to level 220 and 200 million gold. That's suggestive of little challenge. 2. Related, games take way too long period, no amount of level skipping addresses that core fact. 3. The "check for target, if none then slowly perform a full 360 turn" sparrow mechanic is not optimal! 4. The dominant damage buff being #generations progressed leads to a "suicide many times" incentive. It's really not fun to know that without doing that you are not competetive. I assume the generation mechanic is supposed to help monetization but it really damages casual play incentives. If you just removed generations entirely (thus not gating units except by money, and removing the scaling damage across games) game would be much more motivating. Great potential though.
Oh and bosses are trivial. I rarely even see them as they die instantly on spawn. The only evidence of their existence is 4 tokens, the non scaling cash reward is minuscule.
You can skip generations w/o suiciding. The trick is to get your starting level higher than what's required for moving to the next generation.