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Old 06-19-2007, 11:29 PM   #1
icenine0
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Default Awesome Flash Game: XENO TACTIC

http://www.newgrounds.com/portal/view/382321XENO TACTIC</A>

My favorite turret defense game. Super stylized, slick, and ultra-addicting. I got a good week of gameplay out of it.
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Old 06-21-2007, 12:32 AM   #2
Drako_Dragon
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Default Re: Awesome Flash Game: XENO TACTIC

> XENO TACTIC
>
> My favorite turret defense game. Super stylized, slick, and
> ultra-addicting. I got a good week of gameplay out of it.
>

Darn you!! I meant to get to sleep early last night but NO I had to try this little game <img src=smilies/banghead.gif>
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Old 06-21-2007, 12:55 AM   #3
Disch
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Default Re: Awesome Flash Game: XENO TACTIC

I was having a lot of fun but now the glitches are just pissing me off.

The enemies that split into smaller enemies are totally borked. Sometimes when they split, they'll just walk through your wall of turrets. And sometimes (read: very often, but not consistent enough to be desired behavior) the two smaller dudes split into two more dudes, and so on and so on, leaving you with an impossible to kill swarm of enemies. To top it off... none but the original enemy gives you any money.

If he would fix those issues with those splitting enemies, it would be a very enjoyable game.
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Old 06-21-2007, 04:36 AM   #4
icenine0
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Default Re: Awesome Flash Game: XENO TACTIC

> Sometimes when they split, they'll just walk through your wall of turrets.

Yeah, the wall walk totally sucks. It happens to me with the first wave of splitters mostly.

> And sometimes (read: very often, but not consistent enough to be
> desired behavior) the two smaller dudes split into two more dudes

Some enemies split multiple-multiple-multiple times, especially in later waves. I've never noticed a glitch, but I've never really scrutinized individual splitters either.
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Old 06-21-2007, 05:08 PM   #5
Disch
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Default Re: Awesome Flash Game: XENO TACTIC

> Some enemies split multiple-multiple-multiple times,
> especially in later waves. I've never noticed a glitch, but
> I've never really scrutinized individual splitters either.

http://dischmeister.googlepages.com/grr.pnggrrrrrr</a>

Doesn't look so bad, but even after I took that screenshot, guys were still splitting (beyond the first split, too, because I wasn't getting any money when they split). And they continued to split until the next wave started (which of course, was flyers, so with that setup and no money I'm pretty much fucked)
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Old 06-21-2007, 05:55 PM   #6
icenine0
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Default Re: Awesome Flash Game: XENO TACTIC

To get anywhere in level 6, I had to experiment a lot and look at forums. Here are some things I figured out:

Splitters pretty much need area damage from SAMs to be dealt with. Early game, going for a short maze, a fully upgraded red SAM, and one or two mid-upgraded DCAs dead center of the map will give you enough firepower to get to the early 30s. It's intensely satisfying to see entire waves knocked out with one or two missiles.

Other info:

1. After building a short maze, focusing on upgrading one or two turrets all the way to Red (rather than building more or upgrading more halfway) is usually the best way to go. Damage doubles at every upgrade, so you get 1x - 2x - 4x - 16x - 32x - 64x firepower from a single square. Red Plasmas do INSANE damage to individual targets.

2. An exception to this - purportedly, Vulcan turrets are most efficient when left at Level 1 in terms of raw damage. So building a HUUUGE maze of nothing but white Vulcans will also get you a long way in the start. Thinking up different, more efficient maze layouts is one of the funnest parts of the game for me. Radiators, spirals, and intestines are good inspiration.

3. SAMs and Red Vulcan turrets are great because of their range. The more often individual turrets can be kept firing, the more damage they'll output while things are on screen. The best maze layouts have most turrets firing most of the time.

4. There's a risky trick you can do to keep enemies in your maze indefinitely. You must sell an earlier turret to make a gap in your maze, then block off the normal exit. Enemies ahead of your gap will turn around and march back through all your guns. You can then seal that gap off and send them marching back along the normal route, repeating until they're toast.

5. Freezes and Sonic towers give an extra bit of 'oomph' needed for later waves, but don't seem necessary early on. With both, placing one or two of them where they'll hit the same wave of enemies two or three times seems to work really well.

6. DCAs eat air for lunch. They do one thing and do it very well.
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Old 06-21-2007, 06:52 PM   #7
Disch
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Default Re: Awesome Flash Game: XENO TACTIC

> Splitters pretty much need area damage from SAMs to be dealt
> with.

I guess I never really used SAMs. They didn't seem to do much and shot really really slow (although they were long range). Do they hit multiple guys or something?

> Red Plasmas do INSANE damage to individual targets.

Yeah red plasma is awesome. They're just so damn expensive. I usually end up getting a red vulcan first so that I can actually hurt big boss dudes that come along.

> 4. There's a risky trick you can do to keep enemies in your
> maze indefinitely.

I've done this on more than one occasion ;D

> 5. Freezes and Sonic towers give an extra bit of 'oomph'
> needed for later waves,

Yeah one thing I noticed about freezers is they're really cheap to upgrade -- whereas sonics are super expensive. In any rate these are usually the last things I look at (well that or SAMs.... but maybe I'll have to mess with SAMs more now

> 6. DCAs eat air for lunch. They do one thing and do it very
> well.

Werd. I usually plot 2 in the middle and upgrade them a bit.
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Old 06-21-2007, 07:55 PM   #8
icenine0
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Default Re: Awesome Flash Game: XENO TACTIC

> I guess I never really used SAMs. They didn't seem to do
> much and shot really really slow (although they were long
> range). Do they hit multiple guys or something?

Yeah, they really improve with upgrades, especially at level red. They have a huge splash and can hit dozens of splitters at a time. Having SAMs to soften things up and Vulcans / Plasmas to pick them off works very well.

> Yeah one thing I noticed about freezers is they're really
> cheap to upgrade -- whereas sonics are super expensive.

Sonics are definitely a ripoff in terms of damage and range, but their paralyze is useful enough to build one or two of them at corners or 'pivot' points. I think they're only useful because a freeze can only do so much.

Oh, one last thing: mobs will only leave through the exit opposite to their entrance, so you can walk them right past the other one. Using this enables layouts where enemies pass each other walking through one maze.

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