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Something interesting: all malwares that are exchanged actually exist in virtual reality, not just in virtual virtual reality. Try searching them up.
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i hate the fact that the computer has infinate reseources i had some yellow munchie things they blew a tower up he slaps another down i destroy that too he puts a new one down he just ceeps doing it till my troops are dead WHERE DOES HE GET THT MONEY
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Game started out fun, but the difficulty ramps up all out of proportion. I was all set to give you a 4/5, but the later levels are so ridiculously hard unless you know the exact right abilities/skills to have and strategy to use, it removes any element of fun out of the game. Too much too fast. 2/5
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Okay, so it says I can now upgrade to level 3, but apparently they hacked my user info. I still only have the same crappy first level upgrades. I looked in the abilities/skills whatever, and the wiki, but is there something I have to do in order to unlock the upgrades? Also, your math is WAY wrong on that money. Might need to recompute.
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i like putting power things and money makers at the back 4-5 rows of normal shooters and a row of walls and then just smash the opponent with a load of yellow muntchy things
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Two rows of firewalls, a row of resistors, and two rows of bombs behind it. I call it the "Dumbass Defensive", and it's ridiculously effective for stalling when you want to rush the opponent with the aforementioned strategy by Herly.
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@COJlucian: I didn't check it with lvl 3 antivirus yet, but selling damaged Antivir lvl 2 then buying new one and upgrading it should be still cheaper.
I'll show this with most typical price set : 150$ for buying, 400$ for upgrading
fixing: 400$
selling and buying a new one: 150+400-200=350$
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On the money issue, as best as I can tell, you get $21 per cycle for max upgraded Bank Hacking, $3 per cycle for each basic MoneyMaker, $6 for each upgraded MonkeyMaker, and $10 for each maxed out MoneyMaker. Basic MoneyMakers take 50 seconds to pay for themselves, upgraded MoneyMakers take ~92 seconds for their total cost, and maxed MoneyMakers take 205 seconds. Comparing just the upgrade cost to the extra money made per cycle, upgraded MoneyMakers need 133 seconds, and maxed MoneyMakers need 375 seconds to pay off their upgrade. TLDR: The descriptions lie, and upgrading is only worth it if you desperately need the space or expect the match to drag on for a while.
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@ noso - yeah, that seems to work well; if you have two toroids (lasers), with two neural networks behind each, two extra toroids about four columns back for safety, and a row of LED's behind, nothing survives. Add in Resistors in front of each row, and you're set. The only problem is setting this up; it usually takes me 5-10 tries.
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mwheh funny game but very easy, i figured out perfect defence impenetrable to anything and u dont have to change a single turret whole game ;p
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is it just me, or do you not get the same amount of money as you should? i had 20 upgraded moneymakers. it says it increase amount of money given by $15, but i checked how much i was getting, and it was only $144. 20x15=300, and whatever my base was giving also. so how was i getting less than half of what i should?
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@ anakin, its quite easy really. Later in the game if you're struggling because the enemy is spewing too many different kinds of malware, just put two lasers (attacks vertically) in the middle. With two rows passable uptop, two down below, and one in the middle. Upgrade each laser once, and put shooters behind the lasers (since they cannot attack foward), and presto! You have a inpenatrable defense (except for trojans, which isn't a hard fix). The blue virus's that turn invisible when they get shot, you'll need to put 2 more lasers about 5 blocks behind your original lasers.
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The problem is that there are just too many malwares. Even if you build an awesome defence, there will always be that one malware that renders it useless (namely Lehigh for close-range defense, Melissa for firewalls, and cyborg for pretty much everything, but others also have their uses). The solution to this would be to constantly change, but the limited funds are a real problem there, plus the fact that later on the enemy just sends so many and so varied malwares that you just can't keep up.
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@Kubboz: That is assuming antivirus X has not been upgraded. If you were to do that with an upgraded antivirus, you would have to pay for the new antivirus as well as the upgrade (assuming you wanted it to be upgraded in the first place).
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You ger the same amount of money for selling a damaged antivirus. Thus, it is actually cheaper to sell damaged turred and buy it again than to fix it.
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here is simple way to win all matches from level 8. as soon as you can develop worm in bubble and then the lehigh. All what you need to do is to send on one line ONLY bubble worms until PC build all the line almost only with green towers (there doesnt have to be any yellow tower). When it is, start to send every time 2 bubble worms and one lehigh. enemy will stil build only green towers and the yellows never falls to the end of line!
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@ GustavoMS ; Every level is beatable. You just need to know how to use certain elements at what times =) Although I must say it took me several turns to defeat the last level.
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When i was getting into it, it looked like it was going to be a crap game, then i played it and it a really awesome and addictive game.
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It would be nice if for example: Oppenents life is below 50. Every two minutes roll a dice. If 6 the oppenent will disconnect / turn off computer = win!
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umm... no black people? (come on... theres gotta be at least 1 black hacker...) no asian people? (so unrealistic) no brown people? (very unrealistic)
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Starting with Level 12, the only warez you need on the non-survival levels are Elk Cloner, Slammer, Downadup, and Cyborg -- use an early wave or three of 'Cloners to disrupt the enemy's infrastructure, then save up for the other three. Save up another 750ish Mind, then send 3 Cyborgs down the line with the most or biggest Coprocessors or Money Makers on it. This will cause your opponent to switch that line over to LEDs -- immediately send three or four Slammers after the Cyborgs to soak up the red shots. Follow _that_ with three or four Downadups. The Slammers should die, but that's okay -- your real goal is for one of the Downadups to hit the back line to trigger the Overload. Once the Overload clears, repeat the strategy on that same line -- the enemy will be down five or six thousand $ from your last attack, so it'll be easy to reopen the breach and finish off his last 90 HP.