Okay maybe is, I see that the yellow colony when it attacks those big crabs near its colony base or whatever, they probably die.I just now completed it on Medium. I think the trick here is to stay by the other player's base to respond to attacks better.
By the way Slug Disco, this level is FUN!
Something in this level: Most enemy groups are triggered to attack the nest of the ant force that attacked them. If you attack those crabs, they will go to your nest instead of theirs.Okay maybe is, I see that the yellow colony when it attacks those big crabs near its colony base or whatever, they probably die.
Such is life in the undergrowth.This video is called Unbalanced and Rage qutting. I kinda agree with this. See this video for yourself.Scratch that! It wasn't balance it was food storage. Or not?
Since it hasn't really been said, I do think this level should be easier on the lower difficulties. "Easy" should be more of an accessibility mode, where there's not all too much pressure and you can play with very little optimization.How long have we been playing EoTU like what, 100 hours or more? And we are struggling to even beat a level on easy. Eh...
I think that will be fixed once they finalize their reworking of the splash damage, as they will make damage even though they don't land a direct hitOn top of that the mortar wood ants restart their firing cycle upon changing targets, making them almost never fire and when they do fire they do not hit.
But that will not do anything with the firing cycle. It is an issue that makes the mortar ants extremely weak against anything that moves back and forth. Constantly entering and exiting its firing range.I think that will be fixed once they finalize their reworking of the splash damage, as they will make damage even though they don't land a direct hit
yeah your right but to be fair the mortar need this weakness because they're just overpowered against everything else, but if the devs. allow them to get a more efficient firing cycle the will need to weaken their other statsBut that will not do anything with the firing cycle. It is an issue that makes the mortar ants extremely weak against anything that moves back and forth. Constantly entering and exiting its firing range.
They still can't really hit fast moving targets, but they will at least fire to have a chance to hit. Mortars also have been made much weaker, their area damage falls off over distance from the impact. (Making them cause way less damage against enemies packed together.)yeah your right but to be fair the mortar need this weakness because they're just overpowered against everything else, but if the devs. allow them to get a more efficient firing cycle the will need to weaken their other stats
I don't think enemies packed together is ever a problem as a full chamber of lvl 3 wood ants will easily wipe them out whatever they are, (I personnally think the difficulty in freeplay would rather be the dozens of ubers wich at 300 - 400 % difficulty becomes basically invincible by any ant army)(Making them cause way less damage against enemies packed together.)