I actually completed a run of single defense with only the encampments. I find that for a lot of these challenges the creeping cough is one of the most important upgrades you can possibly have.
I feel like what this game needs is the ability to enable/disable which card upgrades you can pull during the game once you've unlocked every upgrade so that you can have a smaller card pool to work with and try out different strategies without having to worry about having to select non-helpful cards.
i'd say a favorite card with a limit to keep the game balanced, every draw has 1 guarantee favorite, so you can get your favorite towers or just spam banditry early on lmao
42:00 - YES! This, all the way! That's the MAJOR flaw with this game. You can upgrade 2 towers - or just 1, ideally, but that's freaking tough. If you select too many towers there are so many upgrades and only 44 potential upgrades you water everything down too much.
I did a self challenge run that was very fun. I limited myself to Ballistas only allowed next to houses or on top of the tall fortifications. The other towers are limited to one of each tower type beside the ballista. So card draw and tower placement are very critical choices. I didn't get my Flamethrower until Wave 40 and I really needed it in its place. Super fun run, cannot recommend enough.
I suppose that mines inherently clump up units, since the faster units in any given clump will hit the mines faster than the slower ones. Any slow on mines leads to clumping.
Apparently the dev was against speedup in the game. Their reasoning was somewhere along the lines of, "the normal speed will become slow speed and the speed of the game is important" or somewhere along those lines.
@@prateekkarn9277 I guess, but not having it built in is going to cause some people to intentionally play un-optimally just to make rounds shorter or they'll all just install the mod. An option to speed up once 90% of the enemies are dead would help to curb a lot of downtime as the stragglers shuffle to the killzone.
I did the "no ballistas" challenge with encampments. They're quite ridiculous with a long path, and yeah, the mines do explode one by one not all at once (it's easy to see in normal speed!)
Yeah I tried them on a 3 way and wasn't super impressed. Hard to get all 3 lanes out long enough for them to be good. But I think they are probably one of the best for single lane.
Hey man love your content. I think you should be putting least armor and least shields before most health. My reasoning is that there is probably only one unit with the most health, so when they look for the least shield/armor within that category there is only one option, and so they'll all end up attacking the same thing. If least shield/armor comes first, there's probably multiple units with 0 shield/armor, so then you can specify another condition to spread out the damage. Hope that makes sense
finally the encampment video! i got my first win by investing deeply into shields and poison on the encampments, with creeping cough and anti haste upgrades
Nothing is behind "Monster Studies" cards I believe. That is the last of a string of cards even after the Crit cards. They are just there to still scale you if you dont have all cards unlocked.
They're somewhat comparable to mortars. Shorter range, but they can "fire" even if no enemies are around, and the "shells" will hand around until somebody comes too close. Since that sort of negates most of the short range, they might be much stronger on good ground (20+ rpm, +2/+3).
@@ACRPlaysGames i think there a mod to just reset card you want without reset all the progress unlocked card, you can give that a try to easily get the achievement for double tower ..
If possible Could ya do a new player guide. Explaining some tips tricks to make it past the different bosses, some knowledge of where bosses spawn and some good settings for priorities.
Having watched your vids and a number of other CCs, are universities working right? The probabilities involved suggest either everyone is getting extremely unlucky, or they are just bugged.
I was a bit bothered to see that he ignored the 'green island' on the bottom left- slapping an encampment in the middle of that would've been amazing with such a high path/non-path %age. He still won though, and that's all that really counts in the end.
I completed a no-ballista run using the obelisk/lookout combo from a few videos ago... Except I accidentally placed and sold a ballista so I didn't get the achievement lol
Imagine if you'd ignored your encampments near the tower and dumped those 10s of thousands of gold into the 4 universities... at least they would have done something for you.
www.overwolf.com/app/Thunderstore-Thunderstore_Mod_Manager has a bunch of mods for rogue tower - have the speed control and respec one from Jdewi (also the BepInEx_Rogue_Tower as it's required for the other mods)
18:31 the reasoning for not going for a 22 there makes like no sense? What if it doesn't reach that path, it's the same lane as the one it does reach at the left side? You've taken many other positions that were much worse than a 22 on a +3, this was just weird no?
The overwhelming majority of the openings/units are on the northern lane and that 22 is going to split it's mines between the north and south path basically evenly. Also it's fairly far up, especially on the southern lane so not as many mines spawn by the time units get there. Really it's closer to a 11 than a 22.
@@ACRPlaysGames But the reasoning was weird, as if it doesn't cover that bottom horizontal line if anything is better for you since it meant more mines go to the right side which is better. But it doesn't matter anyway since like 30 seconds later you do build it anyway 😅
I actually completed a run of single defense with only the encampments. I find that for a lot of these challenges the creeping cough is one of the most important upgrades you can possibly have.
To be fair for the dmg/g for encampments, you invested 10s of thousands of gold into the ones by your tower that did nothing after level like 15 lol
I feel like what this game needs is the ability to enable/disable which card upgrades you can pull during the game once you've unlocked every upgrade so that you can have a smaller card pool to work with and try out different strategies without having to worry about having to select non-helpful cards.
I think there mod for that, i forgot the name thought
Or just make it so that the "Reset Game" button gives you all your XP back instead of returning you to the beginning.
Maybe a deck system? Buy the cards, build a deck for your playstyle so it isn't so random.
i'd say a favorite card with a limit to keep the game balanced, every draw has 1 guarantee favorite, so you can get your favorite towers or just spam banditry early on lmao
wait.... where have i seen you before
42:00 - YES! This, all the way! That's the MAJOR flaw with this game. You can upgrade 2 towers - or just 1, ideally, but that's freaking tough. If you select too many towers there are so many upgrades and only 44 potential upgrades you water everything down too much.
I think this will mostly be solved when new game modes get added so you can fully develop builds (endless modes, more levels etc)
Needs 90+ levels and saves. Then multi towers would work.
Let's gooo, Al getting the attention they deserve
Me: goes out of the room real quick
The game sound: adios
I did a self challenge run that was very fun. I limited myself to Ballistas only allowed next to houses or on top of the tall fortifications. The other towers are limited to one of each tower type beside the ballista. So card draw and tower placement are very critical choices. I didn't get my Flamethrower until Wave 40 and I really needed it in its place. Super fun run, cannot recommend enough.
Hey, nice to see you went with the encampments. Try radar in a multiway game next, that's also a surprisingly fun and underappreciated tower.
Love your videos!
I suppose that mines inherently clump up units, since the faster units in any given clump will hit the mines faster than the slower ones. Any slow on mines leads to clumping.
encampment dmg/g is hugely underrep'd because the encamps with thousands of gold invested, in the back, literally never hit
Fast Forward mod is awesome. That'll definitely get built in at some point.
Apparently the dev was against speedup in the game. Their reasoning was somewhere along the lines of, "the normal speed will become slow speed and the speed of the game is important" or somewhere along those lines.
@@prateekkarn9277 I guess, but not having it built in is going to cause some people to intentionally play un-optimally just to make rounds shorter or they'll all just install the mod. An option to speed up once 90% of the enemies are dead would help to curb a lot of downtime as the stragglers shuffle to the killzone.
@@soviut303 Hey I'm not the creator of the mod XD
Anyways people will eventually just install the mod if they like the game enough :)
@@prateekkarn9277 I meant not having it built in will cause some to play un-optimally. That's what ACR was doing before the mod.
I did the "no ballistas" challenge with encampments. They're quite ridiculous with a long path, and yeah, the mines do explode one by one not all at once (it's easy to see in normal speed!)
Yeah I tried them on a 3 way and wasn't super impressed. Hard to get all 3 lanes out long enough for them to be good. But I think they are probably one of the best for single lane.
Hey man love your content. I think you should be putting least armor and least shields before most health. My reasoning is that there is probably only one unit with the most health, so when they look for the least shield/armor within that category there is only one option, and so they'll all end up attacking the same thing. If least shield/armor comes first, there's probably multiple units with 0 shield/armor, so then you can specify another condition to spread out the damage. Hope that makes sense
finally the encampment video! i got my first win by investing deeply into shields and poison on the encampments, with creeping cough and anti haste upgrades
Nothing is behind "Monster Studies" cards I believe. That is the last of a string of cards even after the Crit cards. They are just there to still scale you if you dont have all cards unlocked.
Ah thanks - I thought so - was just worried the haste mods were behind that! Wish you could see the upgrade tree ingame.
They're somewhat comparable to mortars. Shorter range, but they can "fire" even if no enemies are around, and the "shells" will hand around until somebody comes too close. Since that sort of negates most of the short range, they might be much stronger on good ground (20+ rpm, +2/+3).
@@ACRPlaysGames i think there a mod to just reset card you want without reset all the progress unlocked card, you can give that a try to easily get the achievement for double tower ..
This game looks so cool
btw, no all the mines in a square DONT pop at once, the exact amount needed to kill the mob pop for any given enemy.
he did eventually notice that, but i commend your effort
If possible Could ya do a new player guide. Explaining some tips tricks to make it past the different bosses, some knowledge of where bosses spawn and some good settings for priorities.
dude had a lvl 70 ballista and multiple lvl 60+ encampments and never got quality over quantity 💀
I feel like lookouts would be broken with encampments, when you set the focus to progress
I love you using the speed-up mod, much better
Instead of dumping so much into the end, putting more earlier would help clump things up a ton, as well as soften the waves in general.
you like Tower Defense games I recommend trying Bloons TD 6
I call this strategy “The Iraqi Incursion”
Having watched your vids and a number of other CCs, are universities working right? The probabilities involved suggest either everyone is getting extremely unlucky, or they are just bugged.
The encampments fire rate is related to how much path it can reach.
I was a bit bothered to see that he ignored the 'green island' on the bottom left- slapping an encampment in the middle of that would've been amazing with such a high path/non-path %age. He still won though, and that's all that really counts in the end.
Why didnt you put the encampents on the tall hills between the 2 split paths?
I completed a no-ballista run using the obelisk/lookout combo from a few videos ago... Except I accidentally placed and sold a ballista so I didn't get the achievement lol
I think for runs like this you should show what relevant meta upgrades you have.
I wonder how many viewers try to guess what card ACR will select between rounds. It's like a game in a game!! Game-ception!
Imagine if you'd ignored your encampments near the tower and dumped those 10s of thousands of gold into the 4 universities... at least they would have done something for you.
Encampments + Lookout towers set to progress
What is Banditry/Gold Rush?
I thought the +1/+2/+3 are related to range, not damage. Is it different depending on the tower?
The height of the land? It adds base damage and range. +1 base dmg and +.5 base range per height. Very good on low range/high fire rate towers.
can someone link the fast-forward mod?
The more line encampment cover the more rpm it get, i think 🤔
Why arent you selectin quality over quantity? I thought it was one of the best crit upgrades in the game.
How'd you get the fast forward option?
Would like to Know it too😅
its a mod i think
@@Forsaken246 but where do u get it?
www.overwolf.com/app/Thunderstore-Thunderstore_Mod_Manager has a bunch of mods for rogue tower - have the speed control and respec one from Jdewi (also the BepInEx_Rogue_Tower as it's required for the other mods)
@@marcelpolman7860 that i do not know
Hmmm I’m not sure if this guy is real. Very convincing, but I’m not sure
This comment section has the longest comments I've ever seen.
Not even gonna go universities? who are you, and what have you done with AlmostCertainlyReal?!?
3 upgrade cards and roughly 4k gold spent on universities for +1 health by the end of the game. They're such a scam.
18:31 the reasoning for not going for a 22 there makes like no sense? What if it doesn't reach that path, it's the same lane as the one it does reach at the left side? You've taken many other positions that were much worse than a 22 on a +3, this was just weird no?
The overwhelming majority of the openings/units are on the northern lane and that 22 is going to split it's mines between the north and south path basically evenly. Also it's fairly far up, especially on the southern lane so not as many mines spawn by the time units get there. Really it's closer to a 11 than a 22.
@@ACRPlaysGames But the reasoning was weird, as if it doesn't cover that bottom horizontal line if anything is better for you since it meant more mines go to the right side which is better. But it doesn't matter anyway since like 30 seconds later you do build it anyway 😅
21:53 Wait, you can get two copies of the same card in a draw? That should be a bug, I think.
There are 3x of the 15% crit ones unlocked behind +3 shields/armor/health. So they are different cards with same value if that makes sense.
High ground gives more range not damage.
It gives both