Orcs Must Die: Difference between revisions

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* The more sources of damage (different traps, different lingering effects, different attacks from you or from guardians) affect an orc as it dies, the more money you get for killing it. Seems a bit obvious, but a lot experienced players still try to space out their traps rather than create condensed areas of diverse death.  
* The more sources of damage (different traps, different lingering effects, different attacks from you or from guardians) affect an orc as it dies, the more money you get for killing it. Seems a bit obvious, but a lot experienced players still try to space out their traps rather than create condensed areas of diverse death.  
* On that note, you can add effects even in places you don't expect. For example, orcs that get flung into the abyss by a spring trap will still be comboed by any attack from you or various guardians that lands before they die. So shoot some skeets if you have the time.


* Use barricades to create chokepoints, and then heavily trap those chokepoints. Wallblades are awesome early on: If you can make the enemies walk past three or four wallblades with tar traps on the floor, you'll already get rid of most enemies except for goblins and boss enemies. Put brimstone before, in and after the main chokepoint to mop up those goblins. As soon as you get the clockword mace, use it whenever you can. Grinders are pretty good too.
* Use barricades to create chokepoints, and then heavily trap those chokepoints. Wallblades are awesome early on: If you can make the enemies walk past three or four wallblades with tar traps on the floor, you'll already get rid of most enemies except for goblins and boss enemies. Put brimstone before, in and after the main chokepoint to mop up those goblins. As soon as you get the clockword mace, use it whenever you can. Grinders are pretty good too.
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