Each of these tower colors has 2 or 3 different types of towers. Basically, a Level 2 tower does more damage than a Level 1 tower, and a Level 3 does even more. #FLASH VECTOR TD UPGRADE#Īfter buying a tower you can also upgrade it up to 10 times. There are 6 different types of enemies and each has its own strengths and weaknesses. This combination of weapons and enemies makes for some great strategies. If you have played any of David Scott’s previous games you had better just start on the hard maps. I started on the normal maps and I beat them all the first try with a score in at least the 40,000s and over 15 lives left. One of the new game elements that Vector TD has is that the waves of enemies don’t come until you are ready and hit a button to send them. This makes the game a little easier because you don’t have to try and rush to et your stuff upgraded before the next level comes. Another thing that makes the Normal levels a little easy is that there you know you only have 40 waves of enemies to make it through. So, if you can make it past level 30 you might as well start spending a little money. The final new element I really like is that you can specify which enemies you want your towers to target first, individually. Each tower can be set to target the closest enemy, the strangest enemy, or the weakest enemy. This really helps later in the game as you can have your strong towers know enemies down a lot and them have the weaker towers finish them off. If you are a fan of Tower Defense games I’d highly recommend Vector TD. It has a lot of the great elements that the previous Tower Defense games that David Scott has put out had, but with a great new towers and enemies.I am getting owned on the harder maps. The Blue 1, Red 1, Red 3 strategy doesn't seem to be holding up to the later waves. Has anyone crunched the numbers on creating more towers versus upgrading existing ones? I seem to get more bang for my buck with a bunch of level 1 towers, but it's hard to say. Technically, building new Red3s yields the best damage/$ (12 dmg/$), but upgrading Red3s isn't a terrible investment (~11.5 dmg/$, IIRC), though you run into damage localization issues if you start to spread out too much. Part of the advantage of upgrading a Red3 vs buying a new one is that your upgrades cost 1250 (iirc) and thus allow you to save more money for interest to build in the event that you didn't need to double your output and since Red3 is the only worthwhile damage tower having options with it is nice. Of course, factoring in range is important too. HOWEVER, increased range on a Red3 might be a BAD THING. Red3's rate of fire is not a consistent stream, it only fires a second shot when the existing shot is ~.5 secs from impact (though it does not go machine gun at extreme close range so it does have some fire delay)so if you had a Red3 with extreme range (especially when the enemies are moving away from the Red3) it will not fire again for a long time. Keeping that in mind in order to maximize DPS of the Red3 you probably want them to target closest and have them position somewhere that gives them a lot of face time with the enemies. Ok, just finished my analysis on blue 2's. I ended up losing to the yellow vectoids on level 49. I was selling and rebuilding and selling and rebuilding, testing out different combinations of of blue 2's and never piled up enough money to max out my red 3's. Note in the pictures below, that my red 3's were far from maxed out. The highest I upgraded them were to level 6.įor starters, at the initial rush of vectoids, the blue 1s are clearly superior to the blue 2s. The blue 1s can hit 4 at once and during an initial rush there too many vectoids for a strip of blue 2s to deal with them adequately. Note how only half of the greens get picked up while the rest completely zip by. Notice the degree of seperation a minute or two later in the same level: In the subsequent corridors, fewer vectoids pass by any specific point at the same time, so blue 2's start to be better.
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