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Tigrosaur

Junior Defender
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About Tigrosaur

  1. Again, if the upsides of having a piercer servo / tenacity would not outweight the downside from losing a MOD slot, there is no point in using it in the first place. so with your proposal you will have 7 lanes with hornets and ONE with the special needed "solution" :P i don't see how this is an improvement Well first of all, kudos for you to actually see and quote that line. During re-reading of my response I had noticed this paragraph was badly written and did not reflect what I was trying to say, so I removed it instantly hoping that no-one saw or would jump onto it. I just don't li
  2. I'm tired of repeating so I'll quote myself: I'd really like to know where you've got your numbers from, a C8 piercing servo does 100% damage and has zero downsides besides taking up a MOD slot. You're only mentioning the downsides of having one less MOD slot with big wild numbers like "60%" but you're forgetting the reason of why you'd want to use a piercing servo in the first place: Because that specific defense has some advantage compared to the alternatives you'd have to use if there was no piercing servo - and this advantage more than outweights the downsides of losing one MOD slot:
  3. Since I'm tired of repeating my answer that I'm seeing onslaught as the competitive game-mode where I'll eventually attempt to go higher in floors than other players have before me, I'll just reply your question with a question instead: If there was a MOD that increased defense power of defenses by 1000000%, would you think that's okay? Going by your logic that MOD would be fine - if you don't like it nobody is forcing you to use it. Your whole explanation of how you've handled Geo-Zerk Controlled Burn lanes sounds more fun and strategical than what piercing servo has turned this into, I'
  4. @DoctorJace So what you're saying is we should just remove mutators and chaos enemies from onslaught, essentially turning onslaught into 'Gobu & Orc'-slaught with scaling HP depending on the floor numbers, only differing in the bosses that appear while allowing every player to build each lane with however defenses they want/like. Because this is exactly what you guys are talking about here, it fullfills every criteria of every reply to this thread.
  5. Woops, corrected the list of defenses you cannot use against cyborcs. Thanks! So from all the 38 defenses (including Barricades) in the game, cyborcs prevent you from using 6 defenses. (~16%) Strategic and clever means maxing range and abusing the range scaling they have? I can either give up a shard slot to max out my aura range, or i can give up a mod slot to reduce the stun time on them ([...]) I don't see much of a difference. One way makes you think and experiment positions on the map that might work, talk and share your ideas with other players - the other just simply ignores chaos me
  6. I admit the amount of cyborc lanes in this game is sometimes a little high, but you guys are talking as if every lane in this game was a cyborc or geode lane. It's not like removing the MODS mentioned above would completely prevent you from using some defenses in every lane, most of them are still without cyborcs - and without geodes! I've got a better idea, instead of preventing all towers in all lanes from being used we'll add an effect to a few of the lanes that only prevents 'projectile' towers so it's less restricting and players have more choices how to deal with them. Actually we cou
  7. You're correct, that is exactly what I want and hoped (high floor) onslaught to be. A game mode where you cannot use the same defense combination in each and every lane, a game mode where rules and conditions apply that force you to build different and/or with different defenses. Pressuring you with new situations and design choices you'd have to make every new map. Don't get me wrong here, I'm not talking about limiting your options to only one choice. But I'm neither talking about what onslaught is currently turning towards with these new MODS which basically allows you to ignore most enem
  8. Your assumption is that every defense is equal to each other and by using up one of the MOD slots to be able to use a defense in a situation that previously did not work, would be enough disadvantage to make up for it. Your statement might be true in a few situations but in practical use giving up this one slot is not gonna change a lot. A lane has spellbreaker geodes? A ballista with piercer servo will still be the strongest physical AOE defense. A lane has controlled burn geodes? PDT is and remains the best defense in the game to apply a debuff even with piercer servo. The game will always
  9. I've always seen onslaught as a challenge and competitive game-mode in which you cannot apply and build the same defenses on every lane like you did in trials/expeditions but actually had to use your brain to build with limited options against the specific lanes and mutators. Either requiring different types of defenses or different placements of defenses, for example flame auras/slime pits on the side of a lane if there were cyborcs, a projectile tower shooting in the back of vanguards - which could have been problematic if there was an EMP lane above so you've built an obelisk or measures th
  10. Very rarely my game used to crash when tabbing out with Alt+Tab and returning back to the game (Either the game froze forever and did not recover or I've received a "File not found" error upon returning to the game) Since the new expansion I've started to use two steam accounts and have the game run two times, tabbing back and forth between them. This constantly caused one of my game windows to crash every few hours and while I eventually found a way to consistently replicate the Alt+Tab crash I also found two solutions (either one works) ! Windows+Tab is handled differently than Alt+Tab and n
  11. It has been a few weeks now since the protean shift expansion launched and while it brought many positive and fun changes to the game, it has also given me a few concerns about MODS drastically impacting the strategy and decision making you had to do in high onslaught floors before the update. While some of the MODS have been acknowledged to receive a change in a future update, I'd like to list every MOD I believe to have negatively impacted high onslaught floors in this game. Shocking Revelations:=> I don't think there is much to say about this MOD, it completely stops enemy movement in
  12. I really love the idea of maps where you have to utilise each build phase, for example adding a new random lane like in TLT. Most maps in this game are built during Build Phase 1 and then unchanged for the rest of the game.
  13. I've got the feeling that many players are getting tired of farming specific chaos tiers for shards and take the shortest way of blowing the dust from their credit cards to buy shard packs for gems. Thus adding more options to receive shards (either via trading or buying them for gold) might have a negative impact on Trendy's income, which in return is used to further develop this game. Fun fact: In your example you'd be better of buying 5 shards one by one (5 * 50K = 250K) than paying 500K for a 5-Shard-Pack.
  14. My perspective is the end game, pushing onslaught floors as high as possible. If you have 12-14 lanes in TLT every floor, the HP scaling from the extra players is too punishing. I believe the opposite is true here with people complaining that solo/duo players have a much easier time. Just imagine a group of 4 players doing floor 250, if we're comparing that to solo onslaught that means we're dealing with enemies as tough as floor 400. Maybe the scaling isn't the problem here but actually the fact that we're using the same onslaught leaderboard for both solo and 4 player teams.
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