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#1 The Last Stand - Apocalypse 2 Tinker Solo

  Рет қаралды 198

CoffeeNinja

CoffeeNinja

Ай бұрын

Very scuffed and inefficient run, but still decided to upload it just because I somehow made it through to night 15 thanks to a bug and also failed the run too because of another bug (game giveth and game taketh)
Been playing a decent amount of this map and decided to tackle the hardest difficulty solo. Played several hours of this and this was the only run that actually got past night 6, unfortunately it had to be met with bugs.
Biggest 2 bugs in the game affecting this run:
1) Tier 3 Acolytes on N6 casting Raise Dead summons skeletons that give normal wc3 bounty
2) Survivors losing the ability to change classes

Пікірлер: 2
@coffeenninja
@coffeenninja Ай бұрын
Definitely have lots to improve on if I want to beat the highest difficulty. Some thoughts regarding this run: - Going Tinker hero provides a stronger base defense thanks to its Repair ability and also its Armor aura that it provides onto buildings. Tinker's cluster rocket ability is also a reliable source of damage, especially when paired with several Claws of Attack, allowing you to take out air units even without much army DPS. However, going Scout Hero might be the better option since it allows for the player to loot more aggressively thanks to their reduced looting speed and also increased movement speed compared to the Tinker. More loot = potentially higher snowball and also higher chances of getting high # of survivors. I tried going Scout for a few games but was very uncomfortable with having to micro builders to repair my defenses, and wasn't comfortable/agile enough with my micro to make sure my units stay alive. You can probably high roll on Scout and win the game in Apoc 2, but I am currently too slow (both micro and decision-making) to take advantage of Scout's capabilities. - Going priests instead of spearmen. Priests are cheaper than spearman by 300 lumber each, and their initial DPS isn't that terrible either. They have decent attack speed, which makes early claws a decent item on them. They also do magic dmg, which deals increased % dmg to abominations, which I find to be the biggest obstacle for the first 5 nights. Priest scales off terribly late game and no longer do much DPS since they're either buffing or healing, whereas spearmen are stronger late game as they gain attack speed, dmg, and also reduce armor of enemy units through their upgrades.
@coffeenninja
@coffeenninja Ай бұрын
Tried another few runs and got a pretty clean N1 -> N6, but met with the same unfortunate bugs again. Bugged Run #2: kzfaq.info/get/bejne/ecp4f6d_tdaom2w.html
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