omega 616 said:
totally heterosexual said:
On topic: E.Y.E divine cybermancy
Wait you can read that game!?
Not directed at me, but I was gifted that game over Christmas.
Oddly enough, I actually "get" what E.Y.E is about, but WOW. They really need to clean up the presentation (the level design and story is...just freaking BAD) and interface. A lot.
If they did that, then it could be on its way to becoming something great.
No offence but for fucks sake man! A double ninja!
Spaz is a good game, I keep getting my ass handed to me but that's 'cos I am racing to get to the next section which is the other side of the biggest universe ... I am in a vicious cycle of mine rez, buy crew then bribe officials.
I never, EVER buy goons. I just raid smaller outposts, and break down smaller blockades to get my goons back. For REZ, well, if you know where to look, you generally won't even need to mine it directly. A lot of debris fields have both Rez and neutral Goons (who will join up with you almost without question) in those fields. Typically, they also have cloaked crates out there with some small bonus data too.
The debris fields are found randomly in any given map and system. Just check your tactics display and you will find them.
I've found a few methods that make it easier to "liberate" good tech from earlier in the game without putting my ships in direct danger.
Cloaking Device with Thermal Mass Resonance Bombs, and beam ships to burn through shields. This combo will end most level 1 and some level 2 stations. When reinforcements arrive, I keep them off my beacon by decloaking my small fighter to draw the enemy away from the station (and off my beacon), and eliminate them with bombing runs, then I go back to manually bombing the tar out of the station.
(You need Thermal Bombs because of the high damage secondary charges to keep up with their shield regen and repair work. Regular mass bombs don't have secondary charges.)
Orcs must die is good but it's a shame they are going to sting you with the DLC for it. I also think it's a little dodgy you can only pick one weaver per map and it costs cash to get a power from it.
I personally just picked the one that gives you extra gold for killing with a trap or guardian, then if I end up with a silly amount of cash near the end I max out the weaver and spam archers everywhere!
The DLC for Orcs Must Die isn't anywhere near as horrendous as Dungeon Defenders; two cheap packs vs Horse Armor shenanigans, and constant advertisements for a mode you can't actually play.
I bought the extra characters in Dungeon Defenders for less than a dollar during the peak discounts of the Steam sale, but I noticed it didn't actually download anything; it was already there (hello Horse Armor!). Oh, and you can't play the hardest difficulty unless you buy that DLC.
So hurray for price gouging...at least the DLC for Orcs Must Die is purely additive, and not something that looked like it was chopped out of the original and resold.
Anyway, yeah, the Steel Weaver's basic skill (traps/guardians grant extra money) is easily the best skill in the game, and she is easily the best Weaver in the game.
The next best thing: If you have the DLC, and the Alchemists' Satchel, you can make a mint using the Double Cash for Magic Kills skill from the Knowledge/Wisdom Weaver.
But it still isn't as efficient as the Steel Weaver.