I eventually changed the beam lasers for plasma accelerators to try a different approach to combat, its fun but not necessarily my taste (this is important good weapons might feel boring or ineffective, use what you most enjoy) This allowed me to focus my attention on learning dogfighting and jousting without having to work to hard to aim my weapons.Īfter I had some experience and more importantly materials I started engineering my ship ( i don't have a Coriolis link but its a easy google) most guides tell you to overcharge and incinerate or autoload 2 of your multicannons while adding corrosive to the 3rd. TowerMadness 2 by Limbic SoftwareThe aliens are back, and this time theyre on a mission to turn your beloved sheep into sweaters for their emperor The sequ. Shields, armour and modules are very important for evening out your ships resistances and working out how to fit everything you want/need within your power limitations can be difficult based on how much engineering you have done. Overall it can take some fine tuning to get a combat build right but its worth it, my main 2 tips are this.ĭon't make a jack of all trades combat ship, modules should focus combat only, maybe a cargo rack if it fits.Ģ. Limbic certainly seems keen to see the game evolve over time.Pvp builds are just that, pvp builds aren't required for pve combat. I'm hopeful to see more balancing in future updates, if the regular support of the original TowerMadness is anything to go by. There's fun to be had once one looks past that, but it's something to be aware of. However, it's a title that occasionally straddles freemium elements with premium elements too readily. More attractive than its predecessor and with new towers to mix things up with, TowerMadness 2 is still an appealing and quite lovable Tower Defense game. It's similar to the techniques used by the Fieldrunners series and just as satisfying to figure out. Similarly, the paths in which the aliens can wander get more convoluted, requiring one to plan a route for them to weave around as long as possible. It also makes things a little trickier, reducing the reliance upon buying expensive rail guns to do all the work. Play the icy stages and watch as the towers freeze up. For instance, work through the desert stages and overheating issues arise with the need to cool down towers often. While combining in-app purchases with a fixed price to buy the game isn't anything new, it's still something that could make one feel fleeced (yes, I went there).Ĥ0 different levels are available in all, covering different landscapes and offering some variety. That's also where the in-app purchases emerge with it possible to buy those slots and upgrades immediately, as well as buy a wool doubler to speed things up and circumvent some grinding. Wool proves quite vital here, opening up new upgrades as well as extra slots to enable one to use numerous different towers. In each case, such towers can be upgraded (first via spending wool to unlock the upgrade) before using currency during battle to upgrade them for that stage. Support towers are newly available, such as a stun gun and shrink tower that slows the enemy's progress. Laser firing rail guns play an (expensive) part along with plasma rifles and more conventional mortars. The type of towers that can be purchased are quite futuristic in nature. It proves more entertaining than simply dealing with a regular war situation. It's a humorous concept, and it's reinforced through some entertaining character descriptions. At times it's disheartening to see so many in-app purchases emerge in a title priced at $4.99, but for the most part it's still pretty entertaining.Īs before, the crux of the game is centered around protecting sheep from sinister aliens. It's a solidly dependable Tower Defense game, much like its predecessor. More of the same yet different sounds like a lazy contradiction, but to an extent that sums up TowerMadness 2 nicely. Price: $4.99 (currently on sale at $2.99)
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