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  #491  
Old 08-03-2012, 03:53 PM
TicTac TicTac is offline
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There's actually another thread for Fieldrunners 2 in this forum.

http://forums.toucharcade.com/showthread.php?t=145493

To developers, what are the requirements for completing the "Defeat 10 units in one shot using one item" card? I tried this on Clonehenge casual, sandwiching the path of the units between 2 ice towers right at the start ($30 was provided) and killed 10 using the plague item in one shot. However it didn't count.

Last edited by TicTac; 08-03-2012 at 03:58 PM..
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  #492  
Old 08-03-2012, 11:15 PM
Kenny91 Kenny91 is offline
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Anyone here figured out whether the power towers stack with each other? I mean could 1 rail gun be boosted by 2 power towers?
Btw, I really think the next patch should add Fast Forward x 3 (or 4). Since im aiming at endless ones & it takes like forever even with FF x 2
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  #493  
Old 08-04-2012, 04:12 AM
TicTac TicTac is offline
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Quote:
Originally Posted by Kenny91 View Post
Anyone here figured out whether the power towers stack with each other? I mean could 1 rail gun be boosted by 2 power towers?
Btw, I really think the next patch should add Fast Forward x 3 (or 4). Since im aiming at endless ones & it takes like forever even with FF x 2
I remember from one of the protips that the effects don't stack - one rail gun can only be boosted by one power tower.

I wish there is an indication of how much the power tower boosts individual towers.
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  #494  
Old 08-04-2012, 07:53 AM
SuRfPiG SuRfPiG is offline
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I second that request
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  #495  
Old 08-04-2012, 08:37 AM
baDa baDa is offline
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One of the best games i ever see! =)

But is really really to damn hard! UAHAUH
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  #496  
Old 08-04-2012, 12:23 PM
Kenny91 Kenny91 is offline
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Quote:
Originally Posted by MarkHerm View Post
I just wanted to share my strategy for this map in heroic difficulty with you as it worked quite well. I used a combination of rail and mine towers and ice towers for slow down. The horizontal line of mines really worked well for the planes/copters as well as for the walking fieldrunners as all had to pass them.

My initial setup sucked though as I lost 13 hearts in the first 40 rounds. Then I did not loose a single one until round approx. 870. From there on, on a specific pattern a single flying transporter could pass through.
I did not use items or air strikes later on as I left the device running for many many hours to finally complete the game. During the last 650 rounds or something like that, I did not change a single tower in the setup so I didn't have to pay attention. It simply takes way too long for the round to complete later on.
I'm also doing this map, being at round 1050 with 18 lives & no potential sign of losing any in the future. Actually the units barely make it half way. What u should do is to thicken the towers, pay less attention to ground units so that u can have spare room for more railguns. Also build more ice towers on the mid lane where fly units go. I myself build only 2 horizontal lane ( one with 3 rows & one with 5 round). With that the special patent u mentioned (come every 30 rounds) stands no chance
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  #497  
Old 08-04-2012, 12:56 PM
TicTac TicTac is offline
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So how many rounds did you reach and your high score?
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  #498  
Old 08-05-2012, 01:13 AM
CR41 CR41 is offline
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Quote:
Originally Posted by AtomicAlec View Post
Pardon my paraphrasing, but your last paragraph says "everyone paid for the game, so everyone should have access to all the content regardless of their skill level." This is an interesting point, but I'd have to disagree. Like most good games, each level and each difficulty setting is designed to make you a better player, so you can play harder levels on harder difficulties. If someone doesn't want to spend the time learning how to play the game, they probably won't really appreciate the rewards for more difficult unlocks. Just giving those away doesn't feel right... When you beat a game on the hardest difficulty setting, when you spend the time mastering the game to get all those stars, you deserve some exclusive reward, right? Or am I wrong? Your thoughts would genuinely be appreciated
I think you've already helped them to become "better players", by offering them a difficulty gradient from the first map to the last map, within the same difficulty level. The later maps get progressively harder, even on casual setting (and judging by some of the feedback, they're already quite difficult). A player must've got better at the game if they can finish it from beginning to end on casual. Is that not good enough? You can make people improve on their personal best, but there are limits. Is the potential improvement across levels _that_ much more meaningful than the improvement over the same level, that it justifies the push for everyone to migrate to higher levels regardless of ability?

I understand you want to reward players for their work, but why does the prize have to be towers? This is a Tower Defense game, towers are a substantial part of the game, a part that you would *expect* to get when you gave your payment. So when you do unlock the towers, it's expected. However, if you don't get them, that's something out of the ordinary, it feels like you're being penalized. If the best someone can do is completing all maps on casual, they'd be permanently locked out of some of the towers in this game. From that perspective, it would feel more like the game's trying to punish the casual player than it's rewarding the higher achievers. Look at the Olympics and how they reward their high-achievers. With medals! They manage to make the winners happy without making the rest of the population feel like they're being penalized for not having one.
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  #499  
Old 08-05-2012, 01:30 AM
eAdvisory eAdvisory is offline
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Quote:
Originally Posted by CR41 View Post
I think you've already helped them to become "better players", by offering them a difficulty gradient from the first map to the last map, within the same difficulty level. The later maps get progressively harder, even on casual setting (and judging by some of the feedback, they're already quite difficult). A player must've got better at the game if they can finish it from beginning to end on casual. Is that not good enough? You can make people improve on their personal best, but there are limits. Is the potential improvement across levels _that_ much more meaningful than the improvement over the same level, that it justifies the push for everyone to migrate to higher levels regardless of ability?

I understand you want to reward players for their work, but why does the prize have to be towers? This is a Tower Defense game, towers are a substantial part of the game, a part that you would *expect* to get when you gave your payment. So when you do unlock the towers, it's expected. However, if you don't get them, that's something out of the ordinary, it feels like you're being penalized. If the best someone can do is completing all maps on casual, they'd be permanently locked out of some of the towers in this game. From that perspective, it would feel more like the game's trying to punish the casual player than it's rewarding the higher achievers. Look at the Olympics and how they reward their high-achievers. With medals! They manage to make the winners happy without making the rest of the population feel like they're being penalized for not having one.
Just Grind then? sheesh....I;ve been happy to grind all day, while at work (best way to grind hehe)
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  #500  
Old 08-05-2012, 11:34 AM
jeffers jeffers is offline
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my opinion if you can not win in casual you don`t know how to play
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