For mission 5:
1. Build repulsors above the creep columns on the far left and right.
2. Set their beams pointing down, medium length
3. THEN start building a lot of rockets in the top center of the chamber. Make sure to upgrade your weapon range first, then firing speed.
Eventually, the columns will be pushed down, the shooting will stop, and you can sneak a nullifier right above the creeper spawner.
Note you'll also need to build a micro rift in the lower chamber to keep your weapons rearmed fast enough, and the techs Increase Packet Speed and Increase Reactor Efficiency will also be very useful. Still having trouble? Try putting a Maker right next to each of your repulsors, set to 2x.
Upvote if this helps you!
Not a fan of the viewpoint (with corners contantly blocking view, and my biggest frustrations come from fighting enemies off-screen (or behind irritating HUD elements). This may be the largest HUD I've ever seen.
I think the main reason you're getting a lot of complaints about enemies spawing on top of the player has to do with location. In Geometry Wars, enemies only spawned in the corners for the most part; thus, avoiding the corners meant you were almost garenteed not to crash into a spawn. Here, where they can spawn anywhere, this becomes the major threat; not fending off enemy's unique powers, but simply trying not to run into them after they appear. Once the spawn rate ramps up, the player tends to get boxed in by spawns very quickly.
I don't know what kind of deal the author has with MoFunZone, but when I can attribute most of my Game Overs to clicking the ad link in the corner of the window, it's just shoddy planning. Also, does have some rather nasty "stuck in the pile" glitches.
Minor issue: if you have 3 items in your queue, and you try to add another one, there's no warning or any message telling you that the new argument isn't added.
One thing I'm noticing is that new arguments can have a tough time getting traction, and it seems like the only way to promote them is for the creator to queue them. However, this doesn't neccisarily get the creator in the game quickly. Is is perhaps possible that, besides our queue of three, we could have the option of always having our own arguments queued?
Minor irriation: when an opponent is matched, then declines the game, it clears our your queue. I can understand that happening if you acutally play a game, but if the opponent declines, I just want to get into another game quickly.
I think one of the big things going into this is that moderation systems will be needed. Primarily, I'd like to see a way to report users who only argue with responses like "F*** you". But also, I'd enjoy being able to 'flag' users with particularly insightful or funny responses so they stand out in the community.
This should be an incredible game, but the designers seem hell-bent on keeping it from becoming one. You get a couple new cards when you reach a new level, but since you almost always lose a level when you lose, getting new cards quickly becomes impossible (without paying). And with such a short time allowed between logins before they delete free accounts, you're forced to play the game like a job, or else you lose everything you've collected (unless you pay up).
There's a lot of really cool mechanics in this game, and I've enjoyed playing it, but after a few plays, it becomes eminently apparent that this company wants your money, and isn't really interested in having you around if you're going to play for free.