![]() For example, do you really want to unlock armor and burn damage on shredders? Ask yourself why you’ll want to unlock that tower in a game and if you’ll have other towers to pick up the slack in other ways. Focus on what the towers are good at when it comes to upgrading them.This can be mildly annoying to nearly disastrous if you’re going for certain achievements. This can quickly pollute your upgrade pool if you’re not careful. Any card you unlock (yellow background) can appear whenever you get a chest or upgrade in game as long as you have the prerequisites. This not only locks everything, but also sets your XP to zero, so be careful. In the current state of the game, the only way to remove a card from your unlocks is to reset your XP. Two can work for turrets meant to pick off stragglers but avoid jack of all trades if you can.įeel free to suggest more clever combinations in the comments! ![]() Generally I recommend focusing on one stat for maximum damage. You can replace the stats for something like least armor and least health later in the game when the fast enemies are shielded. Good for killing weak enemies before they wander into some other turret’s range and cause that one to fire and go on cooldown for instance. With things like ballista with slow arrows, this will usually cause them to focus fire too. ![]() Obviously, you also want your turrets to shoot at the things they’re good at killing, so here’s a few combinations that I like: If they spent most of their time “looking” at health only targets, then that’s what will level. Basically, they gain XP for what they target rather than what they damage. Priorities are super useful and even if your turret isn’t actively firing, it affects which damage type they level for. It’s a potentially powerful mechanic, but it is essentially gambling and you could get unlucky. If it succeeds, every tower will deal more damage of that type. Then, every time you start a level, a dice is rolled for each stat and each university. You can also pay to increase the percentage on a particular stat. Once you place a university, depending on your upgrades and the cards you picked, they will have a percentage associated with Health/Armour/Shields. Those usually start spawning around level 25 and later, but they are not guaranteed to appear. For example, this means you can control which stats will level on tesla towers for example even if they hit everything in their range.Ī: They need to be next to an occult shrine. Check the section on priorities for more info.Ī: They gain experience over time based on what they target within their range, even if they don’t fire. If there are two targets with the same value, then your defenses will shoot the closest to the tower. For example, if you use Most Health + Most Armour, your tower will aim at whatever in range has the the most cumulative hitpoints of both of those. Each priority you set has a hidden value. Selling upgraded towers only returns the purchase price of the tower, not the value of any levels gained.Ī: The order in which priorities are put in does not matter. ![]() However, towers can be upgraded by paying money and they will gain levels over time naturally. Q: Is there a downside to selling towers?Ī: If they are level 1, then no. You should always use higher terrain if possible. A: It not only increases their range, but also their base damage. ![]()
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