Defense Grid: The Awakening: Difference between revisions
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- Despite being the most basic tower, the gun tower is a solid tower and should be the cornerstone of your strategy throughout the game. Cannon towers are also essential, and should be behind the gun towers since they do not suffer from line-of-sight issues. | - Despite being the most basic tower, the gun tower is a solid tower and should be the cornerstone of your strategy throughout the game. Cannon towers are also essential, and should be behind the gun towers since they do not suffer from line-of-sight issues. | ||
- An upgraded gun tower gives you the | - An upgraded gun tower gives you the same DPS as using your resource to just build level 1 gun towers. However, upgrading is usually the best choice due to the importance of positioning. The same is more or less true for other towers, although Cannons and Temporals do well at level 2. | ||
- Do your best to setup "kill zones" where you can have upgraded towers efficiently clustered around a Temporal and Command towers. Try to make it so that enemies pass by these towers twice. | - Do your best to setup "kill zones" where you can have upgraded towers efficiently clustered around a Temporal and Command towers. Try to make it so that enemies pass by these towers twice. | ||
- Press "backspace" to auto-load a checkpoint. This is very handy | - Press "backspace" to auto-load a checkpoint. This is very handy when trying to use the least amount of money possible without having any cores picked up. | ||
- While it is technically possible to build a maze with two exits and rotate which end is closed and open | - While it is technically possible to build a maze with two exits and rotate which end is closed and open (to force enemies to travel back and forth) it is unnecessary in this game and difficult to do. | ||
- Some levels will let you build large mazes, but this is usually inefficient; use the free space to make an ideal kill zone. | - Some levels will let you build large mazes, but this is usually inefficient; use the free space to make an ideal kill zone. | ||
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- Laser towers are powerful but useless against shields, so use one after your main cluster of guns and cannons which will take care of the shields. If you use more than one, spread them out so enemies get the full burn damage before getting hit again. Laser towers only need to momentarily strike an enemy to start the burn damage. | - Laser towers are powerful but useless against shields, so use one after your main cluster of guns and cannons which will take care of the shields. If you use more than one, spread them out so enemies get the full burn damage before getting hit again. Laser towers only need to momentarily strike an enemy to start the burn damage. | ||
- Inferno towers are better than gun towers if they are hitting 3 enemies at once. | - Inferno towers are better than gun towers if they are hitting 3 enemies at once, and should be placed on the outside corner when paths make a sharp L-turn. Concussion towers are only worth it if you can get the enemy to walk on both sides of them. Meteor towers can be used when you have filled spaces near the alien path with guns, further spaces with cannons, and have much further spaces available. | ||
- Area of effect towers quickly lose their usefulness in a level if you don't upgrade them. | - Area of effect towers quickly lose their usefulness in a level if you don't upgrade them. | ||
- Missile towers are very effective against air. Usually only one level 1 per "air alien" symbol is plenty. Temporal towers do not affect air. | |||
[[Category:Games]] | [[Category:Games]] |
Revision as of 17:37, 3 May 2011
- If you are having trouble beating a level, replay it using only cannon and gun towers and see if that helps your strategy.
- Despite being the most basic tower, the gun tower is a solid tower and should be the cornerstone of your strategy throughout the game. Cannon towers are also essential, and should be behind the gun towers since they do not suffer from line-of-sight issues.
- An upgraded gun tower gives you the same DPS as using your resource to just build level 1 gun towers. However, upgrading is usually the best choice due to the importance of positioning. The same is more or less true for other towers, although Cannons and Temporals do well at level 2.
- Do your best to setup "kill zones" where you can have upgraded towers efficiently clustered around a Temporal and Command towers. Try to make it so that enemies pass by these towers twice.
- Press "backspace" to auto-load a checkpoint. This is very handy when trying to use the least amount of money possible without having any cores picked up.
- While it is technically possible to build a maze with two exits and rotate which end is closed and open (to force enemies to travel back and forth) it is unnecessary in this game and difficult to do.
- Some levels will let you build large mazes, but this is usually inefficient; use the free space to make an ideal kill zone.
- Laser towers are powerful but useless against shields, so use one after your main cluster of guns and cannons which will take care of the shields. If you use more than one, spread them out so enemies get the full burn damage before getting hit again. Laser towers only need to momentarily strike an enemy to start the burn damage.
- Inferno towers are better than gun towers if they are hitting 3 enemies at once, and should be placed on the outside corner when paths make a sharp L-turn. Concussion towers are only worth it if you can get the enemy to walk on both sides of them. Meteor towers can be used when you have filled spaces near the alien path with guns, further spaces with cannons, and have much further spaces available.
- Area of effect towers quickly lose their usefulness in a level if you don't upgrade them.
- Missile towers are very effective against air. Usually only one level 1 per "air alien" symbol is plenty. Temporal towers do not affect air.