The two new towers are both grayed out and cannot be selected.
FoxURA
The EMP was obviously replaced by what seems to be, according to the stats as it's locked for me, a far superior tower. The other one leaves me a bit confused. I would have expected the mortar to replace the corrosion mortar, but both are still in the game. What tower was replaced? I can't remember what was there before.
Neither of the new towers is available to be selected even though I've cleared much of, if not most of, the campaign already. Is there any way to set them to being available for those who have already cleared their unlock levels?
[quote who="SchismNavigator" reply="6" id="3756977"] On the subject of dual purpose you'll see some changes in the next update for that. [/quote] I think I remember you mentioning that the Ion Cannon will be getting some buffing in the next update and now you saying there are more towers/tower changes in the works has left me wondering. When will the next update be?
Here's two minor must fixes that have occurred to me. 1. Create a tower guide online/a non-spoiler wiki for the game. I looked previously and couldn't even find the names of the towers and didn't have the opportunity to boot my game up. It seems like, beyond the easier reference, it would be good marketing for Siege of Centauri. A full forum on the website may also be good where people can share strategies, stories of epic matches, or write fiction based on the game.
1. Better visual feedback on firing arcs past terrain 2. More varied heights in maps, IE peaks to place towers on, overpasses or bridges for enemies, valley routes for enemies 3. More neutral buildings that have strategic purposes like special unique defense structures like napalm cannons or drone plants that manufacture movable defense drones; ion fountains that disrupt nearby shielding; buildings to decrease the cool-down time of orbital abilities, decrease the cost of
Awesome! As soon as Steam notifies me that there's a new update I will definitely be revisiting the game!
I thought I would revive this topic rather than posting this. I forgot the name of the cannon, the huge railgun turret, but it needs some work. The deep thudding is great. I love the feeling of satisfaction each time that thing fires a round. I even love the slight screen shake each time it fires. It gives wonderful feedback that meaningful and powerful tower is doing its work. But, the tower screen shake needs to be reworked. As it is, when several
Here's an example of what I was trying to describe from Defense Grid 2. http://www.tech-gaming.com/wp-content/uploads/2013/01/Defense-Grid-Containment-DLC-Review-2.jpg In this level there are paths at three or more different heights. The lowest level shown in the bottom right offers great tower placement options for taking out the en
Speaking of terrains, would it be possible to add more variation to the height of the terrain? In Defense Grid 2 there are drastic changes in the elevation of the levels such as some tower placement areas being on top of a tall mesa while others are in a low lying valley that doesn't offer towers much coverage of the map but can serve as a choke point for one of the paths. This would especially make things more interesting terrain-wise because while the taller tower placement ar
I'm sorry if I came across as being a bit critical. When I read the open invitation for early purchasers to provide feedback on the game I was excited. While I'm not doing it now, I have a background in game design. I saw this as a chance to assist Stardock in making a wonderful tower defense game, which is one of my favorite genres. While I don't expect constant responses to everything, it seemed like there was a lack of customer engagement. This left me a bit a
@honkwomp3 Do you think it would make it easier if they had a feature that caused the entrance point for a wave to highlight when you're hovering a cursor over a future wave and maybe a snap-to-location if the wave was clicked on? Adding the potential routes of ground-based units when control is pressed down in addition to the routes of flying units. The different routes could be color coded according to the direction they're coming from.
Ub3rMayer, did you find the Ion Cannon good for anything or do you share my opinion of it being a slow-firing waste of money? And since it seems the level is beatable, by spamming a single tower, >_
Often times I put down a tower in what seems like a key spot to defend the path only to discover that due to the terrain, that looks like it should be out of the way, the tower's ability to fire on the path is greatly impaired. When this happens the tower I placed is virtually useless and I'm out whatever portion of its price isn't refunded when I sell it. Would it be possible to add indicators during tower placement that shows where the tower's firing arc would b
[quote who="SchismNavigator" reply="1" id="3752947"] Thank you for the feedback, I'm forwarding this on to our dev team. [/quote] I have a question on this. I've seen a lot of worthwhile feedback on this and I've brought up some things that I consider major issues like the apparent uselessness of the Ion Cannon out of very specific situations. Do the devs view these forums as well or do we simply have to hope that someone will pass on our concerns about the game
I love how games put tutorial like-messages into load screens. These are screens that people are forced to look at while the game loads so it's great when some insights about the game at least be learned while staring at them. I think Fallout 4 is a good example of this because helpful messages rotate out periodically. Now, the problem I have with any game that does this, is that the load screens often don't stick around long enough to see what the tutorial or tip messa
I discovered that you can go into a slow-mo mode by hitting the pause button on your keyboard. To actually stop things requires entering the menu. It would be nice if you could get to the slow-mo through the speed selector though.
(I thought I had made a post about this before ... but may have accidentally closed out my browser before submitting it.) Edit: It seems I just missed the old post but I have a new suggestion I think. Sorry for the double post. I think the Ion Cannon needs some rebalancing. When I got to the dreaded Mission XIII I faced a hoard of heavily shielded units so my other defenses could have some actual effect and could make progress on
I was able to get through missions up to this with little difficulty. There was a nice learning curve as I adjusted my tactics a bit to the point where I was able to beat many levels without hardly touching orbital abilities and kept them in reserve to reinforce my towers. Then suddenly Mission XIII happened and the learning curve became bashing my head against the wall of a sheer cliff. I've replayed it multiple times and only made some progress toward acing it, like all pr
I have a few different suggestions. 1. I've been focused on earning as many stars as I could and it occurred to me that they don't have any in-game value. What is earned stars can be put toward unlocking upgrades or buffs for the support abilities like reducing cool down, increasing duration of deployment. 2. SmartGrid - SmartGrid is a simple feature that, when activated, will shift the tower placement outline over by the width or height of the tower being placed.&nbs
I couldn't find a proper bug reporting function anywhere so I thought I'd post this here. On mission X when I upgrade my metal refinery, may apply to the power plant but haven't tested, I get a notice that I failed the "Do not let any buildings get destroyed objective. The only other possibility is if the flying swarm units are attacking my towers directly but I haven't seen any in-game prompts notifying me that the enemies can do that.