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Thumpster, use Tribal Axemen with the skill ''totem of spirits'' it disables shaman's aura and trickster's revive. Also, necromancer, crossbow forts and axemen for savages, and atleast oen DWAARP for spidies. If you use cronan it's gonna be easier since he can stun (and kill all spidelrings) with stampede. Hope that helps. PS: I didn't use soldiers for any of the jungle rounds.
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Wow...this game is seriously difficult on the jungle level where the shamans mass. Nothing i do is remotely effective. What am I doing wrong?
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After I load this game and press PLAY, the screen goes black and nothing happens. I refreshed the page twice. Same thing. Any suggestions?
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On stage 4, what determines where the sandworm appears? I'd like to get the Mau'dib achievement, but I haven't figured out how the puppy thinks.
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Ironhide Games, congratulations to you for an excellent second game in this wonderful series. Kongregate, shame on you for making a "like" on Facebook mandatory for one of your badges.
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I got raped on veteran after the first boss. Is this difficulty spike normal??? Are you supposed to have a full playthrough before veteran?
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strategy guide doesn't work half of the time, no fast foward, our units on barracks are too weak, 1/5 incursion is WAY better than this shít
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This is a great game. Smoothest gameplay yet. I'm puzzled why the stars and the end of the campaign don't match up. Also why I'm left over with 7 or 8 stars and nothing to spend them on.
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I like it...(a freakin' LOT)... but the fact that after an enemy gets through, you both lose rift-esque points (bad enough) and you lose money (really? I expect more from you Ironhide... brilliant game though, loving it!).
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PLEASE hotkey for the hero! or if there is one, TELL US WHAT IT IS! And, if you click a spell's hotkey twice, please CANCEL the effect. I have wasted fireballs before because I freaking couldn't cancel it in time! THANK YOU FOR THE AWESOME GAME!!
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I enjoy the creative tower options, but there may be balance issues. The Necromancer tower solves a need for most barracks, and I've never used the other mage tower path since. And the ax throwing missile tower seems too slow to be useful. If you made its weakening effects permanent, I might consider it. I also rarely use the mechs' oil slicks for the same reason.
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Is it a bug that the earthquake tower uses the range aura from the archer tower to "increase" his range so he will fire earlier but still only deal the same AOE?