Hope to hear your reaction to the big update! there is even previews of the paths the enemies will take now, so no more guessing for flying or anything.
@@Aldenfenris That's a nice quality of gameplay improvement, however the update overall seems a little rushed to me. The aesthetic and some of the new art is a little off from the existing style ... but it's still early days so I'm sure they'll optimise everything and polish it up soon.
I’m very far ahead on recordings and I won’t have any time to play the update for a while unfortunately ^^. Read the notes though and seems like a lot of good/cool things got added.
@@Caseous703 Oh yeah, sorry, not sure why I spapped like that, guess because saying 'early access' makes people think 'oh boy, more content is coming as a guarantee' while right now they are doing extra things hehe.
The update, tower defense mode is very janky and needs some really big map changes and gameplay optimisations to make it really work imo. The game wasn't designed with it in mind so the game mode doesn't really fit with a lot of the other game mechanics or battle length and pacing. That said the developers are obviously passionate about the game and it's great to see they're trying new things and if it's really a 'weekly' mutation, like it says, and they've got other modes already in the works for future weeks then I look forward with eager anticipation to what else they've created. As this is a really solid and unique game. Some of the new update towers are cool, the giant mecha bunnies are fun 😂
Tower defense is pretty easy though, especially if you know what to do. Just funnel all direction of attack into one. Zigzag the routes, and late game allow only I routes to your mobile base and when having enough power to spam turrets just build from your base outward
@@nguyendi92 I'm assuming you've played a bit of the update. You can make a strategy work in the new td mode and still win, but it favours cheap low cooldown towers, makes guardians basically worthless, and traps only hit once as you can't lock enemies with the guardian taunt in a spot to get hit multiple times. And the map layouts weren't made with a td game mode in mind to make maze paths very well ... and the flyers just go straight around. It needs a bit of a rethink as it's kind of half baked as it is right now. I was very amused that the red circles that target you in the lava levels also going round your cluckmech, even orbital cannons or mortar targetting can't passthrough a Construction Cluckmechs position 😂
Yep, true on Trap and Guardians and low cost turrets. I played on difficult 15. I realized in normal mode, trap also can only hit once majority of the time and guardians also very squishy early game. It can tank long enough for maybe 2 extra trap hits and then that is it. Barracks unit like ants and Warriors units become your taunters, amd you dont care if your barrack is in your walls, it still can stop the enemies. Also your character is also a very good taunter, since you can move through your towers and they cant. And flyer only required less than half the firepower since they move at half speed AND arrive later than most other enemies. I found the mutations eassier on 15, since you dont have to upgrade your Guardian at all. And you can always pull enemies in the worst case scenario
It's a shame your recording banks got outdated by the update. In the second run, I would not buy the turtle and went all out with the Rabbit. Especial early game, one single upgrade of 1500hp or Surgery make it more than double the effectiveness. Turtle Tower need perfect upgrade and would get obsolete in around 3 to 4 rounds
Lets gooooo
Hope to hear your reaction to the big update! there is even previews of the paths the enemies will take now, so no more guessing for flying or anything.
@@Aldenfenris That's a nice quality of gameplay improvement, however the update overall seems a little rushed to me. The aesthetic and some of the new art is a little off from the existing style ... but it's still early days so I'm sure they'll optimise everything and polish it up soon.
@@Caseous703 But ti is not early access. The game is fully released, they are now adding content, but the game was complete since a while now.
@@Aldenfenris Meant to say early "days". The Update needs a patch is all I meant.
I’m very far ahead on recordings and I won’t have any time to play the update for a while unfortunately ^^.
Read the notes though and seems like a lot of good/cool things got added.
@@Caseous703 Oh yeah, sorry, not sure why I spapped like that, guess because saying 'early access' makes people think 'oh boy, more content is coming as a guarantee' while right now they are doing extra things hehe.
The update, tower defense mode is very janky and needs some really big map changes and gameplay optimisations to make it really work imo. The game wasn't designed with it in mind so the game mode doesn't really fit with a lot of the other game mechanics or battle length and pacing.
That said the developers are obviously passionate about the game and it's great to see they're trying new things and if it's really a 'weekly' mutation, like it says, and they've got other modes already in the works for future weeks then I look forward with eager anticipation to what else they've created. As this is a really solid and unique game.
Some of the new update towers are cool, the giant mecha bunnies are fun 😂
Tower defense is pretty easy though, especially if you know what to do. Just funnel all direction of attack into one. Zigzag the routes, and late game allow only I routes to your mobile base and when having enough power to spam turrets just build from your base outward
@@nguyendi92 I'm assuming you've played a bit of the update. You can make a strategy work in the new td mode and still win, but it favours cheap low cooldown towers, makes guardians basically worthless, and traps only hit once as you can't lock enemies with the guardian taunt in a spot to get hit multiple times. And the map layouts weren't made with a td game mode in mind to make maze paths very well ... and the flyers just go straight around.
It needs a bit of a rethink as it's kind of half baked as it is right now.
I was very amused that the red circles that target you in the lava levels also going round your cluckmech, even orbital cannons or mortar targetting can't passthrough a Construction Cluckmechs position 😂
Yep, true on Trap and Guardians and low cost turrets.
I played on difficult 15. I realized in normal mode, trap also can only hit once majority of the time and guardians also very squishy early game. It can tank long enough for maybe 2 extra trap hits and then that is it.
Barracks unit like ants and Warriors units become your taunters, amd you dont care if your barrack is in your walls, it still can stop the enemies. Also your character is also a very good taunter, since you can move through your towers and they cant. And flyer only required less than half the firepower since they move at half speed AND arrive later than most other enemies.
I found the mutations eassier on 15, since you dont have to upgrade your Guardian at all. And you can always pull enemies in the worst case scenario
It's a shame your recording banks got outdated by the update.
In the second run, I would not buy the turtle and went all out with the Rabbit. Especial early game, one single upgrade of 1500hp or Surgery make it more than double the effectiveness. Turtle Tower need perfect upgrade and would get obsolete in around 3 to 4 rounds