@risker34: It's not invincible, it just has a LOT of creeper in it. It can't attack you though unless you use the beam on it (yeah don't do that), so just set up some rockets near it and dump a ton of anti-creeper on it and it'll die eventually.
Should make it so things that Beacons always bind to indestructible rock if possible.
Tiny little thing, but would be slightly less annoying to make it stick to the things you can't get rid of instead of being stuck on stuff you might dig out.
Yeah alien campaign is completely unplayable with the ridiculous stat bonuses, insane reaction times, instant-hit explosives everywhere, and adrenaline boost abound.
What is with every tower defense designer and NEEDING to put in enemies that evade attacks randomly?
Seriously, the RNG shouldn't be the prime determinant of some waves.
Falls victim to a common problem: exp-based upgrades make it so the better you do, the less upgrading you can manage.
And if you upgrade, the less upgrades are available, since stuff dies faster and later guys can't shoot at them themselves.
When making a list of people to send, when several people have the same score for whatever it is you're doing, it should put people with few other skills up at the top so you don't have to deal with, say, avoiding wasting your experienced offense/builder on a clearing mission when you need building done.
Also would be REALLY nice to know where flyers will come from before you start the game. Especially since later archers are practically worthless except for shooting them down.
It would be so nice if archers would ignore the freaking fatsos with way too much armor unless there's nothing else to do. They're practically useless except for air defense later because they won't shoot the things they can actually hurt.
Level 26 is such a pain in the ass. Needs luck in order to not get fires going early so you can actually meet the orders (hold off on getting fire officers because otherwise you can't afford to get the workers you need) and then because of the unevenness packers will sometimes miss perfectly good orders because they choose to go for the ones from the other line. Needs to be scripted more "distance from end" than "distance from start".
Really needs to be made so that Counter Strike with Cattle Prod doesn't kill enemies if they get finished by the counter strike while holding the prod.
Would be nice if it would stop making low-height walkables above the exits that don't really even look like things you can land on. So that you could, you know, just drop down and leave instead of having to go to the side a bit to drop off and then go back again.