Not exact matches
Players have a number of combos accessible through the single attack button via holding or delaying inputs, but it takes far too long to
kill even the
weakest enemies.
Special
enemies are pretty generic and don't add much to change the somewhat monotonous
killing of endless waves of
weak enemies.
With this in mind you're bound to get
killed by even the
weakest of
enemies.
Initially
enemies are slow and
weak but as you progress certain
enemies can only be
killed in a specific way.
The
enemy AI improves noticeably, with
enemies not only doing more damage to the player but also making more attempts to take cover from grenades, outflank players and in some cases even try to cover their
weak spots so that you can't land one hit
kills.
Bug fixes are still update worthy (hopefully none exist) 5 Types of towers: - Arrow: Single target, attacks ground and air units - Cannon: Single target splash damage, attacks ground units only - Splash: Area of Effect (AoE) attack in radius around tower, attacks ground units only - Air: Single target shot that splits into two new projectiles, attacks air units only - Wall: Cheap tower for creating a path for creeps 3 Tower Elements: - Ice: Slow attack, long range, costly, applies slow to
enemies - Fire: Fast attack, short range, expensive, applies burn to
enemies - Normal: Average stats across the board, cheap 6 Types of Towers: - Normal: Basic creep that progresses slowly ahead with an average health - Armored: High health point creep that can take a beating, but is also very slow - Speed: Fastest creep in the game, but also one of the
weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is
killed a total of 7 times - Parachute: You thought the Flying creep was bad?
You can attack stunned and fallen
enemies, perform stealth
kills, and deftly dodge incoming attacks, but you still need to pause and aim to fire, targeting specific
weak points on
enemies» bodies.
And if one of your heroes is
weak you'd better believe that the
enemy will recognise and target them — any amount of damage that would reduce a character's HP to 0 or below leaves them at «death's door», where one damage will
kill but they have an increased dodge chance.
Don't expect it to be a «
kill everything» attack, as it's more just to help against a swarm of
weaker enemies in a worst - case scenario.
Suddenly I was forcing myself to sprint up to the
weaker enemies and bash them down to save my firepower for the tougher, crystalid
enemies that are nigh impossible to
kill without some firepower.
Such as the melee chainsaw takedowns that require the Quick Time Event of mashing the B button, emptying cartridges into a single
enemy for a successful
kill which involves extensive time shooting the target's limited
weak spots, and the acclaimed active reload feature that is based on a timed press of the Right Bumper for an edge on reload speed.
Combat reminds me of Diablo in that
enemies are relatively
weak and fast to
kill.