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I've got some ideas now though. Less Lightning, more Violator. There's not much room to work with on the individual platforms, so I may as well, get some long range bang-bang working for me. Looks like Slow Fields are a must have on that map too.
TF2 Backpack
I agree. I've always found the lightning towers to do the most damage when they are placed on the corner of wrap around areas. By doing this, the lightning will be getting in multiple hits on the mob and giving your other towers easy kills.
I can't such much about the violator yet as I'm still testing their capabilities but they prove to me more useful against tall armored enemies than anything else. While the other towers, except the penetrator, just pump the enemies full of damage at a quick rate, the violator acts almost as a supportive sniper.
One unit I cannot get the hang of is the penetrator. I've been testing them on the Arc and at 15 waves, my two penetrators have a total for 3 kills and average 7% each of the wave damage. They have been placed in the front lines, giving them enough time to detect the enemy and fire, in addition to having slow fields placed around them but I am not seeing good results from them. Is this something on my part or are these the expected numbers for this unit?
TF2 Backpack
placement is also hugely important, TheGerbil's setup sounds like the correct way
I think combined with Gatlings, a couple of Penetrators can do a lot of damage to Walkers, Runners and Chargers.
The problem I have with Penetrators is that they're not great on 'ideal' maze setups due to the 90 degree turn that enemies in Sanctum do and the chargers (or is it runners?) that discourage long hallways where Penetrators seem like they should be optimal. That said, I want to try some with holos and slow fields and see if I can make them work for me (maybe Amp would be a better?).
Also, the other benefit of Violators over Lighting is that they target air. Lightening may target air too (mine haven't been placed well enough to hit air), but it would be tricky placing them where they actually get enough time on target.
Origin: Viycktor
This. I ran 29 waves with level 5 Penetrators placed in wrap around areas on the Arc and they only got six kills combined while the surrounding towers accumulated much higher numbers. Perhaps the charging period should be decrease a tad as I believe it's hurt the units efficiency. I admit I haven't tried them in long hallways behind holo towers but they surely must have other placements that will get results. I'll play around with them next time on multiplayer to see.
The Dude with Herpes, why no fancy thread title?
Plus, just having the game name makes it stand out more on the thread list against all the long ass names.
EDIT: Also echoing issues with the penetrators. Problem would be solved if they increased their range to whatever the equivalent of 1-2 block is. Right now if you put one behind a holo you can hardly hit anything. I think you get one square so you better hope the enemies don't cut the corner, and you pretty much have to have a slow pad for it to hit anything.
You can still set them up in sequence and they do ok, but they do shoot slow, but lined up they actually do pretty well.
Not as well as other options, as far as I can tell, but they do something.
I'm surprised they haven't been tinkered with yet by the devs. It's pretty glaring.
TF2 Backpack
I don't frequent the Sanctum boards on Steam but users should be discussing these issues about the Penetrator as they are clear to anyone using the tower. Hopefully the discussions will reach the devs and they will provide some changes for it, as it should be giving better results for a DLC tower. Like Gerbil states, a simple range increase to allow for charge up or a reduction of the charge up would make it more useable.
So, now I'm on Glade and was wondering if anyone has solid tips for it?
I'm on wave five and I'm getting by with two snake mazes at both ends and placing myself as an addition damage unit on the side of the map my offense is lacking, the right. For the moment it's working as my offensive side of the map, the left, is providing enough damage that all I have to do is clean up after I finish helping the right side but I'm unsure if this little thing I'm doing here is viable for high waves.
Short version:
Should I stick to 60-40 when setting up my offense in Glade and place myself in the 40 to balance it out or go 50-50 and just jump around during the attack?
I like idea one better but I'm always feeling that the enemies are going to breakthrough the 60 area due to me not being there to manage the situation.
-EDIT-
Got through Glade with the 60-40 set-up. Worked wonderfully as the core never got touched.
Origin: Broncbuster
Origin: Broncbuster
They don't shoot that slowly and on top of their great range, their attack is an area hit so you're bound to nuke something even if it wasn't the initial thing it was aiming at.
They're definitely one of the better towers IMO.
Will be giving them a try then. Perhaps it's time to give the Scatter Laser a reset anyway.
And if anyone is still interested in the Penetrator, ZeroTKA posted an informative reply to my thread on the unit in the Sanctum boards.
http://www.sanctumgame.com/forums/viewtopic.php?f=16&t=335&p=2433&sid=06d49e8d0959c2c5c933a3db5a51ba75#p2433
Summary of ZeroTKA's post:
Though it appears logical to place the Penetrator at the end of long corridors so it may shoot into incoming mobs, this is actually hindering its effectiveness. Reason being that the Penetrator's tracking will have it taking shots at enemies diagonally and thus not do the job it was created for. The suggested method to fix this problem(by ZeroTKA) is to place the Penetrator in a position that it will be firing behind the mobs. So instead of placing it at the end of a corridor, you should place it at the start surrounded by blocks to act as blinders to keep it tracking straight ahead. A holo in front of the unit is optional but it obviously would give better damage.
Example:
XB
P =========>
XB
ZeroTKA tested this himself/herself and stated it gave good results even in moderate corridors(read:You don't need some long ass hallway).
Having read his reply, I can see this making the unit effective but the set-up required for it does not justify deployment in my view. Hopefully the devs will look into this.
:lol:
The Complex was a fun map. I had the same idea but went with the holo in the middle, holo in the front, and just placed two Violators where you have the Gatling units. Then the inner spiral was made up of Gatling units to increase the pain. Like I said, it was a fun map.
All the DLC is also 75% off too, you can buy the whole shebang for $5.17 (it's cheaper to buy the game and the DLC's individually than the "collection" for some reason").
I can virtually guarantee you that if you like tower defense games you will not get the sort of value out of that five bucks than you can from games that cost $50.
Just thought I'd mention it to make sure people grab it before it inevitably goes paid.
I doubt it will go paid simply because it's part of the Christmas Steam event coming up. There's an achievement where you have to collect 10 presents, but I'm not sure what you have to do to find them yet (haven't loaded it up).
Amp Field and Holo Blocks are stupidly good, the only downside being that if you're running solo you probably won't want to pack both
Just did a map with Violator, Gatling, and Amp Field though and my very first choke point was a complete meat grinder that allowed almost nothing to pass
In other news Sanctum 2 was announced. Out in 2013 and for PC and consoles. No information otherwise though. The game seems a perfect fit for consoles in the first place, more so than other tower defense type games like Dungeon Defenders. I was surprised it never came out on XBLA or PSN anyway. But next year the sequel should rectify that.
Here's hoping for some more rpg-ish elements ala DD, or a bit more fluid gameplay like OMD. I love me some Sanctum but sometimes after putting so much time into those it's hard to go back.
The only reason I didn't put more time into it is because I beat every level they had
PSN ID : DetectiveOlivaw | TWITTER | SCREENED | STEAM ID | BUY SOME STUFF!
Titty sprinkles! That's good news.
In honor of the sale, I'll be playing this tonight. Hit me up for coop goodness.
Origin: Broncbuster
Pretty fun game for the 5 people who don't already own it via indie bundles and whatnot. Check it out for free this weekend.
http://store.steampowered.com/app/91600/
There's a new free update:
There's a map pack in the store too that I wasn't aware of, with some really odd looking maps (pack 2, already had 1).
Sequel is still in development. No clue if there's been any news on it.
And some screens:
http://www.joystiq.com/2013/03/23/shoot-a-glance-at-these-sanctum-2-screens-and-trailer/
Looking nice. Uses UE3.
Looks also like more of a focus on multi? Also appears to be more of a focus on the FPS'ing aspects (or at least cleaning them up; they were fairly clunky in Sanctum, all things considered). And angled walls!
No clue about release. Last I heard was "Spring 2013" but it might be pushed back.
Hit me up if you want to do some Coop.
Origin: Broncbuster
http://store.steampowered.com/app/235250/
I'll probably buy it just because it's $4 and I want to support the Coffee Stain folks but...looks...odd.
So Sanctum 2 is out on May 15th.
When the fuck did that happen?
Also you get that Super Sanctum TD free if you preorder Sanctum 2.
There's also a Sanctum 2 Season Pass. Not sure if I'll jump on that as I would be amazed if the individual DLC's don't go on sale prior to them all being out.
Side note: I hope they have super cool hidden areas again. I really dug that.
Origin: Broncbuster
There is going to be a free weekend for the first Sanctum too.
It's just kinda weird since 2 will apparently be out in 5 days but there's still not much info past some of the teaser stuff.
I'll see what I can dig up. And I'll load up the 'free' game later and see what it's all about.
EDIT: Also a bit cornfused because I can't tell if the 'free weekend' that it has listed on the Sanctum page is now since I already own it; or if it's an ad for a long dead promotion.
There is a Quick Look EX on Giant Bomb which explains a lot of the game. I know that there's now four characters that have their own unique traits.
That's not the vibe I got.
Just that it'll have 'classes' and it looks like a pretty basic level of persistence. Nothing like the Dungeon Defenders grindy nonsense.
But yeah, like I said, kinda weird to have it so close and still not a ton of info.