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Hero Strategies - The Wiki Needs YOU

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11 years ago
Feb 3, 2014, 9:05:44 PM
Add to that it's Gork who gets three hits per shot and with Bloody Showman at level 6 also increases his attack power per enemy in room: the more enemies, the stronger he gets, the faster he mows them all down.
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11 years ago
Feb 5, 2014, 6:06:03 PM
Mysterarts wrote:
@Ail

This formula is actually exactly the one I posted on the VIP forums at the time we were discussing it (but you seem to have missed it!).

I can't change the code to this for now but it's planned.


No I did not miss it. I just wasn't sure if it was you who posted it or some other Dev. Actually because I saw it back then, I was under the impression it would have been implemented all the time already.

I mean that's like 2 month ago.

So I was really surprised when someone here discovered the possibility to make a character immune.



But I think posting the exact same formula again fullfilled it's purpose anyways which is reminding you of how important that todo is!
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11 years ago
Feb 5, 2014, 4:13:39 PM
I have actually taken to liking most of the heroes with more predefined roles. See below:



Gork - Tank, Tank, Tank! Slow, lots of health, lots of damage, he is the definition of the mighty glacier character (check TV Tropes if you dont get the idea of this). I put as much defense and attack CD buffs on him as possible. I love the Thing as a trinket on him with one of his better guns. Armor doesn't really matter, but the restrainer or the space suit remove a lot of his attack through CD increase. I usually sit him in a room, with a lighter, smarter character, like OpBot or Sara Numas, and use his war cry ability to soak damage as he has more HP and defense than anyone else. attack increasing nodes make him even more of a beast.



Max O'Kane - best explorer. He has average stats overall, but gets dust bonuses from exploring. This lets you light more rooms, andbuy better items later on from the merchant. Also, he is essentially the "leader" class since he can up defense and attack for his room with his abilities.



Sara Numas - super fast, stack speed items on her. Rapier, Tutu, and a battle injector on her make her the best to carry the crystal at the end of the level. She has decent attack and wit, so she is great for putting in a further away node and have her run to the central node that all the mobs end up for you to slaughter.



OpBot - best starting hero in my opinion. Takes 11 food to up him to level 2, giving him the ability to operate major nodes. He already can repair, has the highest wit, and will generate more resources than you know what to do with. Also, the regen ability makes him a good support character. He is rather light, low defense and as far as I can see, decent speed. Good for getting your food or industry, thats about it.



Troe - low wit, but some of the best offensive stats in the game. He can take out most larger mob groups on his own, attacks quickly, moves decently fast, and all his abilities up his damage output. Great at surviving at just wrecking mobs. Also, since he has low wit, but most of his abilities add offensive stats, he is a great fighter (I would say the best).



Everyone else - The 2 other heros, the Nurse and Ninja Man (name escapes me in terms of spelling) are both average in almost all ways, and are decent support characters. The nurse ups regen just by being there and the ninja, well, he is kinda meh.
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11 years ago
Feb 5, 2014, 11:24:12 AM
Everytime he misses a post you should substract one letter from the VIP. So now Ail is just a VI.. or an IP :P
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11 years ago
Feb 5, 2014, 10:01:13 AM
@Ail

This formula is actually exactly the one I posted on the VIP forums at the time we were discussing it (but you seem to have missed it!).

I can't change the code to this for now but it's planned.
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11 years ago
Feb 4, 2014, 11:54:49 PM
Do not just simply "nerf the strategy". Implement a proper damage-reduction formula to begin with.

Coming up with a formula that allows complete damage-immunity in the first place is hardly what I'd consider "game-design".



How about the good old:



Dmg=RawDmg*(1-Defense/(Defense+X))



Where "X" could be something like 50 to complement the current armor-values.
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11 years ago
Feb 4, 2014, 9:26:55 AM
Hi,

Thanks for this feedback, we will indeed nerf this strategy ^^
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11 years ago
Feb 4, 2014, 4:32:57 AM
That is interesting Kriss. Maybe the more def modules you have in the room the less effective they become (half as much def gain for each additional module?) I had a similar setup with Speedy Sam, Wit-Robot, Dark Girl, and Reena Healer. I used 3-4 attack modules in a room and the mobs would die as they entered. I didn't have as many mobs as u did, but I was able to clean up way to easily during my run. Maybe some tweaking here would be useful.
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11 years ago
Feb 3, 2014, 9:31:33 PM
ofc ^^



I did another test : No regen, 3 def module (134 def). Gork becomes invicible. A mowing machine.

Therefor, i chose a nice node to welcome all the waves, put Gork in it, and with max, opened new doors like it was a nice walk in the park.

Also, i had to put at least 1 hero at the crystal, so the crystal attracted mob don't hit it.







So i guess, something needs to be done, coz all you need is the +def module, 100+ armor on a lvl 6 gork. I'll play more games to see if i'm very lucky (to get Gork and the +def module).



And finally, when all rooms were discovered, all the team was there to kill the mob faster, since they don't get targeted.

That strat is very nice to avoid spending heals. You just get the weak hero out of the room, and then he can come back : no mob will target him (need pratice though : i lost a lot of heroes doing that ><).



To be fair, i think the mobs must be improved a little bit, because winning that way isn't very funny :/

Maybe not about the targeting, since it's very helpful but requires practice to do (and hero management), but the damage formula.
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11 years ago
Jan 29, 2014, 9:20:48 AM
Hi all,



we have been wanting to include overviews, hints and tipps for the heroes on their wiki pages. Ofcourse with the latest build a lot has changed. Regardless of changes though, the more info there is, the more experience can be drawn upon, the more accurate the info will be. So even if you don't feel like contributing to the wiki, it would help a LOT if you could post your experience with various heroes here. Then we can collect them and write up something.

You could of course always join the wiki group and help out directly smiley: wink



Some of my findings so far is that Troe seems the obvious choice for opening doors early on. His terrible with and good combat abilities make him an ideal candidate. As more rooms go dark, Hikensha's Nictophilia make her just as fast, though her Wit will keep her (so far) operating modules if Troe is on the team. Once ruins are added, the Endless Expert passive skill may make her abetter choice for doors though.

Max becomes door opener number 1 from level 4 onward. His ability to scounge extra dust out of rooms is already usefull and again Endless Expert may end up making him doubly so.

Troe's kneecapped ability coupled with Max's Run Away ability seem to make the previous choice of giving Troe the crystal not sucha no-brainer anymore: give Max the crystal, he can boost his speed and Troe can slow down any enemies who catch up.



That's just to get things started. Hope to be amazed by people's insights smiley: wink
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11 years ago
Feb 3, 2014, 8:48:03 PM
Maybe it's the same. I had 2 regen module + a regen armor. Maybe i couldnt see the damage of minor creatures.
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11 years ago
Feb 3, 2014, 7:33:44 PM
This throws up (do you actually say that in english?) the question if the Armor-formula has been changed yet.

It once was Armor = -%Damage, so 98 would be only 2% incoming damage and 100% would be complete immunity. I pointed out, that, if this was the case, it would be very flawed design and the formula should be changed to something like in ES/D3/LoL/etc.
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11 years ago
Feb 3, 2014, 5:45:51 PM
I found out something VERY interesting (might be nerfed though).



So the setup is a room with at least 3 minor module : 1 defense, 2 regen.

Next step : Gork lvl 6 with the following : Zone device (chest, 29 def, 3 regen). I also had a nice gun which didnt provide any buff on def or regen (same for the misc item)



With this setup, this guy is like Gandalf, screaming all the time : "You shall not pass!". I mean, whatever waves was coming at him, he was losing max 10 HP, fully regen in milliseconds.



With that, he was nearly 100 in def, so (i didnt know that until now), small/medium monsters seems to be harmless.



Here is the Gork i left (while winning the game smiley: biggrin)



This was not the room with 3 modules, i wanted to try how i could repel the mobs during crystal phase. Unfortunatly, you can't do that kind of stand since the mobs are targeting the crystal bearer (Max in my case). I DID spend like 200+ food in heals when i saw it wasn't working ><



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11 years ago
Jan 29, 2014, 7:02:34 PM
After leveling up Max, sending him exploring can get you extra dust. If he finds a room with dust after Lvl4, he gets an extra +2 dust. He's also fast enough that monsters won't kill him.
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11 years ago
Jan 29, 2014, 5:20:53 PM
You're right about Hik', her skills need to be tweaked smiley: sweat
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11 years ago
Jan 29, 2014, 1:21:35 PM
Ail wrote:




Don't like Hikensha too much. Her special-ability calls for fighting alone in the dark but fighting alone usually is never a good idea.





I think you have misread one of her abilities. The only one that needs a dark room and checks for other heroes is Nyctophilia and that actually becomes stronger the more other heroes are in the room with her: the bonus is given to all heroes in the room (at least when I tested it in my playthrough - can provide screenshots). Unless there is something to Warface that I am missing, as the game doesn't show me the whole tooltip smiley: frown But looking at the XML, Warface only checks for unpowered rooms, not for other heroes:

[CODE]

SimulationDescriptor Name="Skill_A0008" Type="Skill"

SimulationModifierDescriptor TargetProperty="UnpoweredRoomAttackPowerBonus" Operation="Addition" Value="10" Path="./Hero" / (which I read as: when in an unpowered room: +10 Attack Power to Hikensha)



SimulationDescriptor Name="Skill_A0008_Target" Type="ActiveSkill_Target"

SimulationModifierDescriptor TargetProperty="UnpoweredRoomSkill_A0008_Effect" Operation="Addition" Value="1" /

SimulationModifierDescriptor TargetProperty="UnpoweredRoomAttackPowerBonus" Operation="Addition" Value="-5" / (When in an upowered room enemy Attack Power -5)

[/CODE]

Though I agree, compared to Psycho Killer (which even has a shorter cooldown), Verbal Abuse or even Surgical Strike, this ability is greatly underwhelming. For it to only be useable in specific situations, unlike most other active skills, it really should have an effect that makes it worthwhile.



On a side-note: Gork not Tork smiley: wink



I thought about using Max's ability just before he picked up the crystal. Then again, the time lost picking it up may not make it worth the effort. You are probably right there.



And thank you for taking the time to write this all up.
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11 years ago
Jan 29, 2014, 12:20:01 PM
Since you can't use the abilities while carrying the Crystal, choosing Max for this task doesn't seem very good of an idea.



I think most of the time the Stats of a hero predefine his role.

However, there's a few exceptions where the special-abilties kinda change the apparent role.



Sara for example usually is just fast. Engage Turtle Mode, however makes her into an awesome tank, when it's available.

Tork normally is really bad with his extremely low speed and wit and looks like all he can do is deal good damage. His Taunt-ability, however makes him totally awesome.

Max looks like a born module-operator but his +Dust-passive and Sprint make him a good explorer too. Also his DPS can get quite decent since his weapons usually have -Cooldown. Very good in everything but tanking.



Troe, Opbot and the Nurse imho are the most straight forward and obvious for their respective jobs.



Don't like Hikensha too much. Her special-ability calls for fighting alone in the dark but fighting alone usually is never a good idea.



Here's my order in which I find the heroes most useful:



1. Sara: Good at everything but damage

2. Max: Good at everything but tanking, especially amazing as support

3. Tork: Bad at Exploring and Operating but the very best in damage and tanking, most unique playstyle of all heros*

4. Troe: Good at everything but operating

5. Nurse: Good operator, best support but very squishy and low damage

6. OpBot: Best operator by far but lacks in most other aspects

7. Hikensha: Mediocre at everything, on of the specials is too situational to use to full potential



*when short of Specialist for a certain task most heros can be interchanged more or less good with one-another. Tork, however is an exception here. He cannot fill into the role of an explorer, as he is slower than the enemies. He must always stay in a position where he can unfold his amazing defensive capabilities.
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