For those of you who were disappointed with how easy Tyler made this game look, know that he was playing the easiest world on only Normal difficulty, and his starting lineup of towers (he didn’t show the selection process, but you get to choose from 3 sets of 3 random towers out of a pool of at least 10) contains the two best towers in the pool of potential starting towers. This game can and does get much harder than this.
range is pretty solid if you can attack from further away - IF you maze properly. Also the Stun mechanic from enemies lets towers from further away still keep firing which can be very beneficial
I really like that the enemies can affect your towers, I feel like that's something that's really rarely seen! Combod with adjusting the enemy path that makes a really cool mechanic where you want to adjust the path of the enemies in a way that maximizes your towers effectiveness while spreading your towers out enough that those stun attacks don't hinder you as much. Love that, really cool.
@@itsgottobethere9123 That's less enemies affecting your towers and more enemies straight up killing your towers but yeah, Arknights is great if you don't mind having to micromanage your towers sometimes (skill timings are important!).
This game's demo released about a year ago, and I loved it then but nobody I saw playing it had any skill playing tower defense games. Tyler, to say I am EXCITED to see you play this is an understatement!!
2:46 I only half-agree: in a game like this, you probably don't need range for most of the time, because you pretty much create your own map, but for games with set maps, there are often multiple spots that enemies get stuck on for a long time, and when that's the case, range is a really nice way to make sure your towers aren't just sitting there half the round. Sure, if both spots are occupied at the same time it really doesn't matter, but with many layouts and wave patterns you'll find the enemies all group up in some spots early in the wave and other spots later on
am I the only one mildly upset he didn't end up using like, any other towers besides the first three? Like come on, if you're crushing all your enemies anyway you might as well put down one or two new ones just to see what they do
I have this game myself, so I can answer this. When you first start off, there is nothing that carries between rounds, so there’s no reason to save your resources. Later on, you get a character that keeps a portion of your gold between maps, and a talent that gives you gems for every 50 gold you have left at the end of the map. Tyler completely neglected to show off either of these systems, which disappoints me greatly.
2:42 range actually does matter imo: a troop with more range allows it to attack earlier and later and be more reliable, thus increasing overall dps. That is why troops like tack shooters or snipers in btd 6 are balance, or why the shared vision for its subs is so good. It's not the end all be all, but I've never seen anyone claim that. Its just good to have
He said this in the video. Range is good if you can attack far earlier, but so long as your tower is attacking range is worthless. Though in this game specifically range is used to counter things such as the AoE stun because you get to spread your towers out more.
Pretty sure his point was that as long as the tower is attacking and doing damage, increasing its range isn't going to help. It's already doing damage.
it depends on the length of the rounds and enemy spacing. If the only point where you actually get to use the longer range is at the start and end of the round then it's not really adding much.
This was so nostalgic and awesome. It feels like this game is a mix of your old brand and your new brand, and it definitely feels amazing to watch. More videos of this game would be epic!
You might also like shapehero factory, which is mostly a roguelite factorio type game, but with defending a crystal, it's only a demo right now, but it looks like it will be quite cool when it's full release comes
Somewhat similar maze making tower defense concept is used in FIELDRUNNERS (1 and 2). You should try that too because in that game towers themselves are placed to block enemies path and create mazes. Also towers variety is really good for fun strategies.
I've put a healthy amount of hours into the demo & full game, and I've really enjoyed it. If this seems like your type of thing, I highly recommend it.
Not quite unique. I mean, a P2W chinese mobile game I play occasionally has an occasional TD event. And guess what? The towers are placed on the path _and take up space_ (with the only restriction being that you can't place 2 towers horizontally, vertically, or diagonally next to each other).
Despite the ease with which you completed the game, the core loop looked pretty fun! No additional upgrades on towers like you said, but the relics and other passive bonuses look like they have some depth to them!
finally a youtuber playing this game who's actually good at tower defense games. somehow it seems that all the coverage I found for this the players were just kinda on the strugglebus
2:40 How good range is depends on 3 factors: 1. path length coverage; 2. number of segments reached; and 3. overlapping coverage. Detailed explanation on that: If your range increase doubles how much path you can see, then it's almost like doubling the attack speed. Especially against "single huge unit" waves. Being able to shoot for twice the travel time means twice the shots, same as 2x fire rate. If you're reaching a new segment of path, then you can fire at targets much sooner and keep firing as the wave goes by. Then when they reach the 2nd segment of coverage, the tower goes back to hitting the front-runner again. And for 3: extra range means your damage towers can make more use of the slow-down towers - or any other debuff. And just checking at 4:00 That slowdown tower now reaching before the cannons means it can apply its debuff for the cannons to use. That's huge.
But isolated giant monster waves are not the norm. Once you cover a path longer than the space between enemies, further range is marginal. Slowing or stunning enemies is effectively granting other towers more range (except that it also compresses waves, so it makes AOE damage slightly stronger). Mostly, the towers and upgrades we saw in this video are relatively cheap and independent, which would mean individual tower dps per gold dominates all strategy. Towers that increase DPS for other nearby towers--or other similar positional effects--is what really mixes things up in games like this, by making specific areas of the map much more valuable. Maybe they just didn't appear this run?
As someone that was here before the original aliensrock50 break, that btd 4 intro hit hard. Also I'm onto you, stealing that top steam review of this game for this title 👀
Upgrade 1: +20 damage Upgrade 2: +25 to percent damage limit, inflicts poison that becomes AOE damage when subject dies, multiplying initial value of damage One is a flat increase and the other is a percentage+multiplicative increase. Upgrade 1 is almost exclusively better for enemies that are too spread out for AOE to work (rare), and with < 200 health (already get deleted by canons). Slowing enemies is an equivalent upgrade to increasing attack range, so as long as it’s backed by fire damage, poison chomper will be significantly better damage
Ok Aliensrock, Have you played Rouge Tower? I haven't played balloons, but watched it. So I could be wrong, but the depth of this tower defense game seems to be far greater than balloons. And after you finally beat the normal it can get more challenging in the way you want. More ways to enter your base; Also more ways ever turn (can be a bit much). Buffs to you and your enemy. Last, April fools which i will let you find out. Give it a try if you haven't its a great tower defense game.
Just wait until you try Heroic mod with Sacred flame (all battles are corrupt). It is hell. In bone desert the boss gets a little under 20k hp. As a side note try doing poison/electricity or poison/fire, they’re fun to use
range is also important for single target damage - if a boss has enough hit points to be targeted all the way through the tower's range and tank all the damage then range increase means that tower can have more impact of single targets - not important for aoe towers usually but range is a big part of what makes crossbow master good in btd 6.
Would it? I feel like air enemies in mazing tower defenses don’t add that much to strategies. You have less counterplay against them since your maze skills are invalidated, so it devolves into “did you make the dedicated anti air tower?” or “did you place your kill zone such that air units fly over it?”
23:33 weird idea here, but what if you placed the poison gate with sprinkler upgrade on the rails? circling the walls while covering like half the map in poison sounds wicked if it's actually doable, tho I suppose only single tile towers probably fit the carts