for a playthrough just use the medic: 3rd gun is better than the one the commando would be using until his endgame rocketlauncher and he get's great perks and powers... for truly long-run use the tank with a shield and one of the later 70% accuracy pistols.
for those of you that can't tell accuracy is the godstat with range a close second, you can fire past the gun's range with most weapons but AI don't
please please PLEASE give full info on the weapons, it is always a godsend, is almost always necessary, and is never ever given, only one I haven't been able to test effectively is the flak gun...no idea what's going on with those couds
there IS a generator for games like this: it's called flash...
frankly there are only so many types of games you can put together, after that it's mostly a matter of quality of execution.
this game needs a debugging and a couple dont-be-a-jerk mechanics but it's actually pretty well balanced.
speaking of bosses, they should be room-based, not timer based, not sure what they were thinking with only instances of a boss every 2 1/3 hours and very good reasons for people to come in and hunt them way below their level.
...are you guys talking about a player-to-player transfer system? if so there are 2 good reasons against it. 1st: it drives inflation through the roof so fast it usually happens before the patch it's mentioned in is even implemented. and 2nd: ...actually, #2 would barely apply in FO so nevermind.
what we really need is better social functions, guild functions, party mechanics, and a few monster-type exp sources past level 93, even if it's a set of bosses.
...not sure why someone would be claiming veterans are causing inflation: they're actually cutting the market price on most crafted items down below the minimum crafting cost.
Lemme explain: Past level 93 the only things that give exp are dailies, exp tokens, abusing the party mechanics, and CRAFTING. so from level 93 to level 100 on second life and from 93 on to infinity veterans are literally crafting items purely for that little bit of token exp, if they can get their gold back from the market yay! but if not, well, they really don't have a lot of options, even gem items seem to be being deflated by this.
+up if you want a monster to kill in the thin-air levels.
this is the second TD I've ever played that was actually enjoyable: it feels like you were actually trying to make an enjoyable game, not torment, punish, and harass players with various instances of *fake difficulty*, *the computer is a cheating bleep*, and *prescience is a necessity* as far as improvements go you need to tweak your control system a little bit and auto-collected gold (not powerups) would make so very much more sense (the way it is now is clearly fake difficulty, and poorly implemented at that).
great game but the pacing is so very very slow: watching the bullets moove is like looking at the last few drops of molasses eking their way down to the mouth of the jar...come to think of it the mechs themselves actually do move about as fast as lukewarm molasses.
this game is insanely unbalanced due to the super low drop rates, spec for str and luck, conserve money and stones, reset merchants repeatedly until you finally get EXACTLY what you needed, use a scimitar, and abuse the on-death enchantments in combination with multi-hitting dead enemies and you might just barely be able to make it through the game, ps you're gonna need an entirely different set of enchantments for the last boss than for everything you've done up untill then, happy grinding.
the plasma bomb's "aoe" is a secondary attack of unstated but quite significant damage, think of it as hitting twice, usually only hits the one target though. The weapons big weakness is that the shots are to slow to actually hit a full column of horizontal enemies before they escape, means you have to ram the last 2 or 3 even if the line spawns right on your shots.
bullion drop rate needs to be upped further... or perhaps a gold to bullion converter: I've got a flying fortress equipped with a level 10 homing missile and 2 level 10 plasma bombs, a collection of all the non-bullion aircraft, AND 210k gold sitting in a bank vault twiddling it's shiny little thumbs, but I have only seen a grand total of 21 bullion.
really REALLY need to fix the crafting time on silver plates, it doubles the production time of the entire tier 1 production tree to have it set the same as the reinforced plate.
I wish you could sell missiles back, even at a pathetic rate it would make a big difference: this save file is at level 4 and its already at max missiles most of the time.
First off: Great game, hands down. about a 7/5 by flash standards (IS this on flash? it seems to run drastically better than I'd expect).
unfortunately that makes the annoying bits down right infuriating and they all consist of the same problem: NEEDING MORE INFORMATION. Not about the enemies but about yourself: you do not state a level cap, you do not show an experience bar, OR how much is being added to it for what, you do not state rounds per salvo in a weapons stats. you almost give us more info about the opponents behavior than about that of your own units.
That all said Great game, Excellent job, decent mechanics, and thank you very much for a couple hours spent with a tense smile.