Fun map. Managed to beat all the waves up to 26? The last one with giant changlings.
Some issues:
Weapon upgrades are bad. They are not worth it. Plus the cost goes up fast for very little pay off. I think upgrades need to be more worth it for the first 1-3 levels or the cost needs to stay 1 for all levels. Right now it's not worth +10-20 damage for 1 gas then another +10-20 for 2 gas and so on. Gas better spent on unlocking stronger towers. I'd suggest 30% boost to base damage per level. So it is worth getting the first couple levels then you'd have to seriously consider further upgrades.
Heroes do not scale well. At the start they are super strong and can, mostly, solo some waves. Then later they are pretty useless. Their damage scales too slowly with the attack power ups. Some abilities don't seem to work or are incredibly weak. Like the proximity mine and kamikaze attack. Considering you get very few uses out of those you'd think using them would really make an impact, but they barely dent the mobs. I managed to beat all waves without a single hero. I found the adept to be a good hero early on since they can teleport to catch stray mobs that got past.
The difficulty spikes after wave 20. Yeah, they aren't implemented, but I thought I'd mention it anyway. I was 100% until wave 20 then more than a few mobs started to dart past, I only managed to beat all waves with 25% remaining. Mostly the air units are a huge problem because you have very little options to deal with them. I managed to deal with a bunch of lightning and bug towers and slowing them with 5+ chrono towers. Still 5-6 still manage to get through.
Primary towers are useless. I didn't use a single one. For the first four waves I just used the turrets that can be salvaged for 80%, then once I got siege tanks out I just recycled them. It's more of a beginners trap to make them use primary towers when later they are terrible.
The building that gives 15% haste sucks. Only 15%? So where before when my towers shoot 7 shots they can squeeze in 1 more? Definitely pales in comparison to chrono towers.
I think that's all I can mention. Solid map overall, just some things need better tuning. I managed to beat all waves using lightning towers, swarmer towers, siege tanks, and chronospheres. NO HEROES as mentioned.
You don't get any money back from salvaging upgraded towers.
It's rarely worth using kamikaze. The damage done to a single target is greater than the time it takes to cast kamikaze, and it's difficult to time kamikaze on a group of units.
Destroyers channeled missle AoE attack seems pretty crap.
Air units are very strong, I'm not sure what to do against them. (On waves 20+)
I like the bosses, very original. You had me going for a little while there with the Twin Archon boss.
Anything else I've noticed has already been mentioned.
1. The acid worm's upgrade is designed to remove the stack limit, that's really all it does :) The tooltip isn't clear about this though, and I think the armor reduction is possibly too strong.
2. Upgrades are balanced to give an identical DPS/mineral increase to building a new tower. So upgrading is almost always a more efficient use of minerals (since the extra damage isn't mitigated by armor.)
3. Upgraded flamethrowers do a DoT so it's probably that.
4. Proximity mine, kamikaze, and all other hero abilities do scale with attack matrices, even if the tooltip isn't updated.
Great TD. Here are some issues:
•Upgraded worm towers don't have a stack limit on the armor debuff while regular ones do.
•lightning towers sometimes show an attack animation after the unit dies
•after using the adept's warp, the phoenixes try to fly back to their last target or order
•lack of anti-air towers; mutalisks always get through.
•I die on wave 21-23 every time.
•Upgrades (for classes of towers)are very weak since they only give 10% of the base damage of a level 1 tower. On a lvl 3 tower, it's the same bonus.
•The only reason to upgrade towers is to overcome armor which is a need negated by worm towers.
•Some hero skills seem pretty weak given the limited vespene. 2 vesp for truesight? Whereas the engineer's haste buff or the adept's shield drain are pretty powerful.
•Adept's shield drain can continue functioning on a unit that's hit the nexus and been removed.
•those nydus worms are mean, but I think they're weak enough that it's fair.
•Something's doing damage through shields besides the vile towers' poison. is it unupgraded flamethrowers or is it worms?
• The engineer's proximity mine can be hard to cast since it can't be put on top of enemies. 400 dmg is also pretty weak unless it scales with attack matrices.
• phoenix's kamikaze takes too long to cast. the phoenix tends to expire before it goes off.
Hope this helps.
After further play...
I made an effort to try the other game items this play through.
The Chronosphere (the tower that slows 90%) - is even more powerful than Tractor Beam, and stunning siege tanks, litterally stopping armies in their tracks for 20 seconds. Maybe a little less slowdown or shorter duration. I built two of them wrecked the enemy force.
Nuke - I tried it once, and either I missed or it did ineffectual damage.
I finally discovered the fact that there are specialty enemy units that must be destroyed to weaken the troops (sentials and medivacs spring to mind), this instantly made some of the units I had problems with much easier to handle (you even had a tool tip for this)
So to recap my previous suggestions - I think the Hero units are good, the BC is a little slow, maybe an upgrade to speed would be good.
Basic towers - after a few play throughs I do not even build them anymore, I just save my resources for advanced buildings (basically the photon cannon and missile turrent are resource sinks that will really hurt you later).
Specialty towers - need to exparament more, however due to gas costs, I generally pick a tower type and run with it (be it spire, siege breaker, lightning, etc)
Map Size - I am on the fence here, for solo play I really like the fact that I can bottle up the enemy at the top of the map, but still need some defenses further back later in the game. I think that if the north choke was eliminated the game would require specific long range units that can reach across the map (basically siegebreakers).
Recap. Very fun map, lots of replay value, and really enjoyed the 'gas' economy, made for very interesting game.
Units/building issues:
Enjoyed Hero units very effective, although BC is too slow to move around without teleporter unit. Hero Synergy is way powerful. using 'tractor beam' with virtually unlimited energy due to BC is overpowered (I could literall stop whole processions in choke points indefinately with tractor beam).
Missile Turrents - very ineffective at all levels. Fire too slow, always miss and do little splash damage. Even when I chocked enemies with tractor beam and dropped rocket death on them it was ineffective.
Flame Bunkers - extrememly useful early game, just obliterates units, worhtless late game.
Lgihtning towers - seem to be pretty good all game (although paled in comparison to the mighty spire)
'cheap' machien gun - really liked early since it could be recovered for 80%, but completely useless later. Even dropping a dozen against 1 unit in the red they couldn't defeat (of course red might mean 100 health and 20 armor).
Siegebreaker - I didnt' tink they were to overpowered, even with stun, but I did have hero with tractor beam which indefinately stopped all untis at choke.
Spell effects - never tested, too vague description
Recomendation - work on north choke point too easy and effective to camp. add more descriptions to purchase options, i ddint' try many because I wasn't sure what they would do (also could never figure out best tower to counter defense types).
The map is very large, yet I completed the game using maybe 10% of buildable terrain. You put in the worm that spawns in a random location, but I simply tanked the units it spawned while killing it with my hero.
Destroyer is far too slow, especially the acceleration. It takes ages for him to come to a complete stop and start firing.
Siegebreakers with stun are gamebreaking. Just a few well placed ones will keep entire waves stuck in the first choke forever.
Too few anti-air towers to get far past wave 20. I know it's in dev, but more than just the swarmer for late AA would be nice.
By the time you get enough slows and stuns to make missile turrets viable, they do too little damage to matter.
Fun map. Managed to beat all the waves up to 26? The last one with giant changlings.
Some issues:
I think that's all I can mention. Solid map overall, just some things need better tuning. I managed to beat all waves using lightning towers, swarmer towers, siege tanks, and chronospheres. NO HEROES as mentioned.
Feedback/bugs/problems/balance issues;
You don't get any money back from salvaging upgraded towers. It's rarely worth using kamikaze. The damage done to a single target is greater than the time it takes to cast kamikaze, and it's difficult to time kamikaze on a group of units. Destroyers channeled missle AoE attack seems pretty crap. Air units are very strong, I'm not sure what to do against them. (On waves 20+) I like the bosses, very original. You had me going for a little while there with the Twin Archon boss.
Anything else I've noticed has already been mentioned.
Helps a lot, thanks. Just a couple of notes:
1. The acid worm's upgrade is designed to remove the stack limit, that's really all it does :) The tooltip isn't clear about this though, and I think the armor reduction is possibly too strong.
2. Upgrades are balanced to give an identical DPS/mineral increase to building a new tower. So upgrading is almost always a more efficient use of minerals (since the extra damage isn't mitigated by armor.)
3. Upgraded flamethrowers do a DoT so it's probably that.
4. Proximity mine, kamikaze, and all other hero abilities do scale with attack matrices, even if the tooltip isn't updated.
After further play... I made an effort to try the other game items this play through.
The Chronosphere (the tower that slows 90%) - is even more powerful than Tractor Beam, and stunning siege tanks, litterally stopping armies in their tracks for 20 seconds. Maybe a little less slowdown or shorter duration. I built two of them wrecked the enemy force.
Nuke - I tried it once, and either I missed or it did ineffectual damage.
I finally discovered the fact that there are specialty enemy units that must be destroyed to weaken the troops (sentials and medivacs spring to mind), this instantly made some of the units I had problems with much easier to handle (you even had a tool tip for this)
So to recap my previous suggestions - I think the Hero units are good, the BC is a little slow, maybe an upgrade to speed would be good. Basic towers - after a few play throughs I do not even build them anymore, I just save my resources for advanced buildings (basically the photon cannon and missile turrent are resource sinks that will really hurt you later).
Specialty towers - need to exparament more, however due to gas costs, I generally pick a tower type and run with it (be it spire, siege breaker, lightning, etc)
Map Size - I am on the fence here, for solo play I really like the fact that I can bottle up the enemy at the top of the map, but still need some defenses further back later in the game. I think that if the north choke was eliminated the game would require specific long range units that can reach across the map (basically siegebreakers).
Thanks a lot for the feedback guys, it's very helpful.
Crap, lost post.....
Recap. Very fun map, lots of replay value, and really enjoyed the 'gas' economy, made for very interesting game.
Units/building issues: Enjoyed Hero units very effective, although BC is too slow to move around without teleporter unit. Hero Synergy is way powerful. using 'tractor beam' with virtually unlimited energy due to BC is overpowered (I could literall stop whole processions in choke points indefinately with tractor beam). Missile Turrents - very ineffective at all levels. Fire too slow, always miss and do little splash damage. Even when I chocked enemies with tractor beam and dropped rocket death on them it was ineffective. Flame Bunkers - extrememly useful early game, just obliterates units, worhtless late game. Lgihtning towers - seem to be pretty good all game (although paled in comparison to the mighty spire) 'cheap' machien gun - really liked early since it could be recovered for 80%, but completely useless later. Even dropping a dozen against 1 unit in the red they couldn't defeat (of course red might mean 100 health and 20 armor). Siegebreaker - I didnt' tink they were to overpowered, even with stun, but I did have hero with tractor beam which indefinately stopped all untis at choke. Spell effects - never tested, too vague description
Recomendation - work on north choke point too easy and effective to camp. add more descriptions to purchase options, i ddint' try many because I wasn't sure what they would do (also could never figure out best tower to counter defense types).
Overall very fun map.
I liked it. Couple of points:
this game run on fast mode? make the game more faster please~
have u based urself on the Advanced TD of ONETWO?
didn't played yet.... i'll do a game and rate it