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Scoring & Tower function questions!

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jsj42
User offline. Last seen 2 years 17 weeks ago. Offline
Joined: 10/05/2009

 I'm new to the game and have a bunch of questions:

1) The score multiplier.  If I kill creep it goes up by one, but the closer I kill it to the exit it will go up by more (x5, x10, x20).  Does this multiplier then increase the number of points I get for every kill thereafter by that factor?

2) Lasers.  Do lasers do damage to every creep that it passes through, or only the one it targets?  Also, when I double tap on an upgraded laser I can "lock it down", but how do I aim it in the direction I want it to face before locking it down?

3) Missile Towers.  When I upgrade from level 6 to level 7, the firing rate slows way down and the missiles "circle" a bit more.  It seems the only advantage is a dramatic range increase.  Are there other advantages to this final upgrade?  Also, I read somewhere that missile towers will target creeps that are close to the exit... is this true?  I'm having a hard time on really advanced waves with my lasers shooting creeps that aren't even close to the exit while allowing the ones dangerously near the exit to pass by...  Maybe it would be a better strategy to use missile towers near the exit?

4) Thump Towers.  Why do they have the stupid range circle when they only affect creeps in adjacent hexes?

5) Supposedly I can tap on a creep to "target it", but when I try to do it I usually just select a nearby tower instead of the creep -- like I'm missing with my finger.  Sometimes I do tap correctly and the creep will have a red circle around it, but it doesn't seem like any weapons start targeting it... this is really frustrating especially when my towers are ignoring creeps near the exit (see #3 above).  Tips?

 

Elysium
User offline. Last seen 1 year 22 weeks ago. Offline
Joined: 09/10/2009
1) Yes.  It is to your

1) Yes.  It is to your advantage to start getting higher multipliers early (incidentally this is when it is easiest anyway) because each subsequent kill score will be multiplied times your total multiplier.

2) Lasers damage every creep the beam hits.  You can't aim the towers to lock it down, you have to wait for it to point that way.

3) Level 7 missiles deal higher damage and more splash than level 6, in addition to the range, however, they are almost never better than level 6.  Level 6 missiles shoot way faster and don't spend as much time simply going in circles not targeting anything.  Only level 7 missiles will target the creeps closest to the exit, but since they shoot so slowly this is not much of an advantage.

4) This will change with the next update.

5) Not really sure, but I think towers will only attempt to target that creep for a second, and if it can't at that moment will immediately stop trying, and if it can will only attack it once and then ignore it again for closer creeps.

nsxdavid
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User offline. Last seen 8 weeks 4 days ago. Offline
Joined: 08/05/2009
Tower questions

The level 7 missles do more splash, and have a larger splash radius too.  Plus they do a lot more damage.  Mathmatically they are more powerful than level 6 even though they shoot slower.  And thats without even factoring in the more adventagous targeting.  But, on levels with faster creeps the level 6 might be better.  Yet if you can create an artificial bottleneck, their destructive power comes into full effect.

Here is what happens when you tap a creep....

Essentially it breaks the target lock that all towers currently have.  They are then each told to target the tapped creep.  However, they will then follow their normal rules.  If the creep is out of range, they will be like "Okay, nevermind... back to what I was doing!" etc.  The net effect is this can let you focus some firepower briefly, but it's not a way to just concenrate everything at one creep (which it did at one point, but was waaaay overpowered so I changed it).

-- David

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