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by Dalas
Sat Aug 05, 2017 3:22 pm
Forum: Strategies
Topic: Power Siege Defense
Replies: 4
Views: 2353

Re: Power Siege Defense

I've also been trying out this 3 grenade launcher strategy. So far it can hold sieges by itself, but dies really quickly if a splasher shows up (unless I push away splasher with bolt gun). Since the grenade launchers cover eachother it can survive a few zombies glitching through barricades. Also, on...
by Dalas
Fri Aug 04, 2017 1:59 am
Forum: Bug reports
Topic: Zombies Glitching Through Barricades
Replies: 0
Views: 630

Zombies Glitching Through Barricades

This seems to be happening more often now, but only ever on barricades that border diagonally. Zombies will never glitch through a straight line of barricades. Personally I think it's a cool mechanic.
by Dalas
Fri Aug 04, 2017 1:53 am
Forum: Discussions
Topic: Thanks for the update!
Replies: 2
Views: 1723

Re: Thanks for the update!

Agreed! I complain a lot but honestly I do really enjoy the game. Thanks for keeping it going!
by Dalas
Fri Aug 04, 2017 1:52 am
Forum: Suggestions
Topic: Engineer Spawns
Replies: 6
Views: 1297

Engineer Spawns

Most of the time I don't mind random spawns. It doesn't matter much if a medic spawns at BC or in caves. But for engineers, spawns are incredibly important. If engineer spawns in caves it's really easy to get to power and have 2, maybe 3 turrets up before the first siege. If engineer spawns in air, ...
by Dalas
Thu Aug 03, 2017 10:57 pm
Forum: Strategies
Topic: Power Siege Defense
Replies: 4
Views: 2353

Re: Power Siege Defense

Hey! That's a really effective strategy. I was trying it out today and had no problem keeping power safe. Personally I've been using 2 grenade launchers (staggered and pointed at power) and a defense turret to handle the back entrance+glitched zombies (for when I'm off getting supplies), but the pri...
by Dalas
Mon Jul 31, 2017 2:56 am
Forum: Strategies
Topic: Power Siege Defense
Replies: 4
Views: 2353

Power Siege Defense

With the new terrain, siege, and turret changes, I thought I'd post this here as a place to discuss strategies for defending power. So far this is the best I've got: Screenshot2017-07-30 20_47_48.jpg Zombies glitch out on the barricades (sometimes they glitch through) and take forever to destroy the...
by Dalas
Wed Jul 26, 2017 5:39 pm
Forum: Suggestions
Topic: Normal should be rebalanced
Replies: 11
Views: 2914

Re: Normal should be rebalanced

I agree that part of the problem might be too many difficulties. There's beginner-easy, beginner-normal, beginner-hard, pro-easy, pro-normal, pro-hard, pro-vh, pro-nm, and pro-hell - it's hard to know which difficulties to choose, especially since the mechanics are different on beginner and on pro. ...
by Dalas
Wed Jul 26, 2017 5:16 pm
Forum: Map updates
Topic: Pre-update 0.72
Replies: 9
Views: 2516

Re: Pre-update 0.72

I'm curious to see what the new paths to CF look like, and how they'll end up being used. Scout and survivor changes look really interesting and make a lot of sense. No longer will scouts have to ping monstrosity every 10 seconds! Unbuildable plates... I would prefer they were randomized, but they'l...
by Dalas
Mon Jul 17, 2017 5:22 pm
Forum: Suggestions
Topic: Generator Sieges and You
Replies: 20
Views: 4397

Re: Generator Sieges and You

I agree with Arma about what makes engineer fun and unique - it's the planning, the strategizing, the feeling that you have an impact. Personally I really loved generator sieges when they first came out. Nothing we had (in terms of turret setups) was at all prepared to handle the power of generator ...
by Dalas
Mon Jul 17, 2017 5:02 pm
Forum: Suggestions
Topic: Normal should be rebalanced
Replies: 11
Views: 2914

Re: Normal should be rebalanced

My opinion on difficulty levels has always been that they should impact complexity, not zombie amount. New players want to and enjoy fighting off hordes of zombies. They don't want to be overwhelmed with "you can't kill nests" and "repair generator to turn on the lights" and &quo...

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