Investor implings are too strong for part 2. It doesn't take very long at all to get to the 60k required to max them out, and then they just beat everything else. The crabs enabled by the shrooms only get to 15. Why would I use that (also sacrificing a slot to shrooms) when I could just throw investor implings (a tier 1 instead of 2) down and a couple row/column boosters to jump up to 2k+ really easily?
Really neat game overall by the way!
Needs more detail on many things. "Shield damage" "armor damage", etc. What's the difference? Is my total health essentially the sum of these two? What does the energy on the ship stats do? Needs a little ? icon with more information.
post scripto: I recommend altering multiplayer so that demon hunters are more balanced. One can start a multiplayer battle, select defend, and beat pretty much any team. I'm currently using 3 legendary demon hunters and 2 legendary legionnaires for multiplayer, all circa level 30; I haven't lost any matches (even played that guy with 5 divines, the team with around 1000 loads). Possibly placing the initial starting points of the opposing armies a bit closer would make things more fair? I'm not sure if all/many ranged units are overpowered, or just demon hunters. Cheers
Does anyone know what the best melee walls are? I'm looking to make a multiplayer team that is basically 3 heavy splash range users + 2 melee walls (because the current weakness is that sometimes the enemy gets too close for the rangers to hit)