These games are fantastic. They're not without flaws (some levels require you to lose them the first time around and memorize when the enemies are going to come from where) but they're probably the most satisfying TD game I ever played.
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# ¿ May 4, 2014 15:40 |
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# ¿ Apr 28, 2024 20:03 |
Is there a reason why you didn't put the archers on the upper level instead?
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# ¿ May 8, 2014 15:32 |
I love the spring trap. Watching orc majestically soar through the air never gets old. Too bad they're so situational and become even more so in the sequel.
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# ¿ May 16, 2014 07:03 |
I'd suggest the Sorceress for the second game since the War Mage IIRC got only one new toy (blunderbuss) and I'd love to see the game done without tarpits - I keep relying on them to do just about anything.
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# ¿ May 16, 2014 20:09 |
I never had problems with Gnoll Hunters. Whoever came up with Grenadiers, on the other hand, deserves to burn. Slowly. In acid. Kobolds look and sound harmless but they're really good at springing traps into empty air. They're also probably my number one reason of failing to fiveskull levels.
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# ¿ May 29, 2014 19:08 |
Glazius posted:That's not what I expected out of the weavers (I was expecting skulls for permanent upgrades) but it's an interesting wrinkle and certainly more customizable in the long run. That's in game too. I guess having two systems doing more or less the same thing was the main reason why they removed the weavers from the second one.
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# ¿ Jun 5, 2014 17:57 |
I think the boom barrels really come into their own in the second game, where they get a considerable buff and an enemy weak to explosives. They're one of my favorite trap there. Same with pounders - while they don't get that much better, they get cheaper and become a really efficient way to dish out damage.
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# ¿ Jun 22, 2014 08:47 |
It helps to realize they really are barricades, not walls; you usually use them to block paths, not create ones. That being said, I don't really like the sort of level design that relies on having to know which paths exactly you have to bar in order to be able to win. It's not as bad in this game, but gets pretty ridiculous in the second one and (especially) its DLC.
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# ¿ Jun 22, 2014 20:32 |
Ah, this (or rather its OMD2 incarnation) is probably my favorite map in the games. Just so many ways to push/launch/trip orcs there. As for Brimstone, I'm kinda indifferent on it. It's great for normal levels especially given the way it deals with kobolds, but it doesn't do much damage and once ogres start appearing en masse you might as well just sell them. I'd say floor scorchers do their job too.
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# ¿ Jul 2, 2014 19:06 |
I imagine the name of the level refers to the hobgoblin shamans reviving orcs. Still, I'm glad to see you found a use for paladins, never bothered with them myself.
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# ¿ Jul 29, 2014 19:31 |
Just chiming in to say that the OMD games are on sale on Steam over this weekend. If you're at all interested, I'd suggest grabbing them - they're dirt cheap and incredibly cathartic.
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# ¿ Aug 1, 2014 16:46 |
Well crap, I was hoping for a strategy to use in OMD2 Classic for this. It's the last level I haven't fiveskulled.
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# ¿ Aug 30, 2014 08:10 |
Veloxyll posted:And even he got warned this was an action of absolute desperation. Since the other warmages were, you know, all dead.
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# ¿ Sep 2, 2014 09:40 |
This is actually going a long way to making me interested in OMDU. I'm still not a big fan of the
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# ¿ Sep 3, 2014 08:46 |
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# ¿ Apr 28, 2024 20:03 |
OMD2's DLC stuff is less broken. The weapons are gimmicky and specialized and the traps at least require some thought to use. Or I'm doing it wrong. edit: VVV Spikewall you say? Never bothered with that thing since it takes so much space. Curious. anilEhilated fucked around with this message at 18:40 on Sep 3, 2014 |
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# ¿ Sep 3, 2014 17:40 |