It also makes them more efficient as they will stay facing in one direction instead of taking time to track their targets. ![]() It increases towers' power - and RANGE - for almost no money at all. To take advantage of this you need to save some money (so be restrained if you can - rewind helps). ![]() More towers and higher levels means more interest. If you build comm towers then they will earn you interest at the end of each round. You might want to ask yourself what you're really getting from your fourth and fifth towers. I pretty much never finish with more than three, though. I use it to clear supply crates to begin with and it pays for itself quickly. I agree that it's great to set up a bomb tower right at the start. In fact, the game encourages it - sometimes these buildings hide the secret star. I haven't noticed any side effects of bombing the scenery. Once you have comm towers, you should aim for small 'clusters' covered by a comm tower for extra range. A small number of upgraded units here is almost always the best choice, as they take part in every wave.Ģ. If you set up there then your turrets can hit units whatever path they choose. In a lot of levels there's an island or ridge near your base. Anyone have better perk builds and start tactics to share?ġ. I see its being tracked on my stats though.Ĭurrently, I'm going with Ironback II (turret armor), Greenback II (more money at start), and Special Delivery (more valuable crates). I accidentally passed by this info when a game was running and I don't understand what Interest is. I normally spend 20 of my points at the build phase for at least one bomb tower and I try to always have another one built in the first 2-3 rounds. For these units specifically, does it matter if you drop bombs in close proximity to them? I understand on the maps that tell you to protect the AA guns or defend the secondary target (like a bridge), but I'm referring to the tents, water towers, and other building structures that do not have a health bar. ![]() I notice that bombing near your forts/bases ruins some of the architecture (non-health bar units). one of the hardest elements to the game is not being able to predict which path they will be taking at the onset of the wave, making precious resources possibly squandered. Have you found that it is better to have a massive amount of turrets, or go with a few (at chokepoints) and upgrade these to more powerful varieties? I'm finding a mixture seems to work well on some maps, others not so much. I have a few things I would like to ask others about:
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