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I've only played long enough to get the easy badge, but honestly I don't want to continue with this game already. So far it's been incredibly repetitive and grindy. Each level takes a good twenty minutes to complete, and for what variation? All I do is build stripes to make the longest possible route, then throw maxed out stun towers on the end of rows and surround them with high damage towers, then rinse and repeat. So far, I've not seen anything that did well against this tactic. Maybe it changes up later into the game, but when it's already taken me well over an hour to get through the first five levels, I don't want to throw multitudinous hours into the rest in the hopes it may become more varied at some point, when after the first eighth of the game I'm seeing no variation. Maybe once I run short on badges to get I'll come back and take a look at this again, but as things are? No thanks.
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This might be the easiest hard badge ever. For the special levels with no ghosts, you can get super fast wins by summoning EVERY wave at the start and using the bubbles to make a single area tower with lots of damage/range boosts
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For the love of god...ENOUGH WAVES!!! You didn't listen to anything anyone suggested about the first game...which doesn't surprise me at all. Hero never does. It's just as bad as the first. The main problem being there are way...wayyy...WAYYYYYY too many waves. You spend 30 to 45 minutes on a single level just to die near the end because of some specific type of enemy...it's the most frustrating thing ever. Have you noticed how almost all of the comments are complaints, suggestions for improvements or just plain saying it's bad? Take the hint..stop making games Hero. You're a greedy company who makes terrible, dull, clone games and never listens to players.
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for make the badge more fast here is a tip with the dodge stages. make at the start of the map a mini labyrynt arround a area burst tower. reach it lvl 3-4 (the 115 gold) and spam the dodge round until 15 without stop. and when you get 350 upgrade the area burst soo boss cant scape, create another burst at a new mini labyrint (continuation of last) and spam waves without stop. if you see that monsters are reaching your 2nd burst tower create a 3rd and continue withotu stoping the waves. :3 is the only stage (dodge) where you can run 10 + consecutives waves at same time.
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for make the badge more fast here is a tip with the dodge stages. make at the start of the map a mini labyrynt arround a area burst tower. reach it lvl 3-4 (the 115 gold) and spam the dodge round until 15 without stop. and when you get 350 use it soo boss cant scape, create another burst and spam without stop. if you see that monsters are reaching your 2nd burst tower create a 3rd and continue withotu stoping the waves. :3 is the only stage (dodge) where you can run 10 + consecutives waves at same time.
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Wow, the pop up windows over the waves sometimes bug out and stay there forever, blocking your vision until you refresh. How irritating.
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STILL haven't fixed that bug: it WON'T give me credit for beating "down and over" on normal-making it IMPOSSIBLE to play ANY of the "open path" levels on hard, or insane! that's nearly half the levels completely blocked!!!!!!!!!!
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closest to goal seems to break slightly when ghosts are involved, period. Probably best to count for ghosts separately...
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Ugh...I absolutely hated the first and I cannot stand Hero. I know lots of people also didn't like it. I'll try it out, but I think these are 2 badges I won't be trying for. Would be nice to get something other than TD games badged today.
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This game has such potential, but for some reason the developers refuse to fix its flaws.
-The next level button puts you on the easy mode automatically
-The targeting does not work out how it is supposed to
-When adjusting a tower's targeting, if you click on a tower behind the pop-up, that new tower is automatically selected, likely messing up things to come
It would be easy enough or a programmer to identify these flaws and correct them; they are not bugs, just simple oversights. But they must not care.
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Nightwatch is cool, but it'd be nice if there was a way to upgrade the light towers, either directly or through a range boost tower.
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Actually the targeting doesn't reset with _every_ upgrade, but it is resetting quite often. I have noticed that "target closest to goal" wrongly targets heavy ghosts before ordinary ghosts that are closer to the goal.
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Please stop the targeting priority from resetting each time I upgrade a tower, also opening that menu is very slow, and also also clicking a target priority which has a tower beneath it moves the selection to that tower...
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Charge = target everything. Splash = target everything next to everything. Lightning = and then jump 3 more targets. Poison = target everything that's next to everything that's next to everything when anything dies, which happens a lot from everything being targeted and also everything next to everything (and then 3 more time for lightning) and everything that dies doing this recursively for each and every critter death (well at least THOSE don't jump 3 more targets after, but you get the idea... LAG).
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To get the mega tower achievements, you need to use survival, it becomes useful to make only ghost-non-targetting megas and sell your anti-ghost stuff when you're done. Otherwise it may take an entire overnight for the creeps to win and the level to end (I'm not even sure that's enough).
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how to earn easy quick exp: unlock the all splitter, dodge, decoy and ghost modes. use only 1 area burst (ghost burst for ghost). start with all dodge on closed mode, area burst dont miss on dodge. pick a 4x4 corner so you can make a mega tower later on. 200 starting money on most levels so lvl 2 burst and lvl 1 range boost. start waves send 6 waves at once. you have to be quick on this one. add a damage and fire rate boost. max them out. (tip: if you dont have enough money just send 5 wave at once). if possible upgrade 4 towers to mega tower for 1125.
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Just found an exploit/bug that I used to get massive damage on my mega and mega-mega towers. If you build a mega-mega tower, then three maxed towers in the upper left corner of it (so the mega-mega tower is the 4th quadrant), you can combine them, and it will make a 2x2 size mega tower. After doing this three times, with as many surrounding damage up towers as I could fill the screen with each time before the combination, i was able to end with four mega-mega towers, one that has burst/splash damage, and 3 supporting mega-mega towers full of only damage-ups. The one tower that could do damage had 13,849,211,345,168,428 damage, 4&4 reload and full-screen range. That is 13.8 quadrillion damage!!!!!
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I tried survival one time, but it's just an exercise in how ridicoulusly powerful you can make your mega mega towers. For people who do that remember that multiple damage bonus towers stack and that they still work when you turn them into a mega or mega mega tower. Make mega mega towers which mainly consist of damage boost tower but add at least one area burst tower (and 1 ghost burst) but not too many. Add as many range boost and speed boost towers as necessary, fill the rest of the map with damage boost towers. Maybe add weaken and slow somewhere. If the 4 mega mega towers touch each other you should get a few million damage, my best tower had 17 million. Maybe you can make a better tower than that but the monster strength in survival grows slowly. You will probably lose interest long before an enemy manages to enter the map.
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finished a 4x4 tower around spawn 300 ... now heading towards 800 and NOTHING can survive .... kinda feel overly happy with my self over it
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survival is way too easy lol. im at wave 3095 and i only built 2 mega mega towers, one for ground creeps, one for ghost creeps, each doing about 500k dmg with 4 reload time. had 4 mega mega towers but was tired of not seeing enemies on the screen. im gonna let this thing run over night and see how far i get in the morning.
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A bit buggy. For instance when I try to choose all ghost on down and over he just sends normal waves. And Area Burst (and the ghost version) destroy everything, the only danger is EMP, but with full upgrades and a range bonus tower they usually die before reaching the tower. Also having to unlock everything is a bit annoying. All in all it's inferior to the old bubble tanks.
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Lagged out the game doing mega tower from sniper, fire rate, and both types of charge towers. Only this page crashed.
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On the Over The Hill map, ghosts, heavy ghosts and cursed creeps are disabled, except on the All Boss mode. But even though there are ghost-types, the anti-ghost towers are still disabled. None of the other maps work that way.
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Little problem on the back-n-out map, in one life mode, I start with 20 lives, and even without letting one pass, I don't get the achievement
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Few things I want to add to this: First of all with survival going over wave 250 isn't worth it because you get all the EXP bonus at 250 and beyond total and it is fixed. Second I don't see this getting badged anytime soon because it seems to lack the Kong API needed for stats. ( I draw this by the lack of stats under the tabs for high score and that stuff.)
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@Chubawuba I guess it depends on your computer. I got up to wave 3000 with no creeps getting a chance... I think the devs should have the health ramp up a lot faster after wave 100
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My game broke at the 700th wave. My towers were firing and turning, but the bullets got stuck at point of origin, making for a cool blur effect, but quite ineffective against the creeps who wiped me out >:(
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How high will the score go on survival before the game breaks? I have two wicked mega towers on survival, and I'm up to wave 407, and advanced it from about wave 200. And they don't even make it out of the opening gateway.
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For the levels where you need the Light Towers, I think that there should be ways to boost the effectiveness. The Range Boost towers don't do anything to increase the light radius, and if you make a Mega-Tower out of Light Towers, it stops providing light entirely.
Which is lame.
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Beam tower badly needs a buff. Even with 2 damage boosts and a range boost, it can barely kill a wave 1 creep on survival.