

Either target close, hard, or weak creeps. Also, you can focus your towers in three ways. If you only have one red turret on the field, they'll blow past you. Also, keep in mind the yellow creeps are very fast. But each color has its strengths and weaknesses. This also means you should sell the towers back when they become useless. Since you can earn interest on the money in the bank, you need to conserve the cash as much as you can. Also, as with his other tower defense games, the money you don't spend may be more important than the money you do. The latest tower defense creation builds off the old ones while simplifying at the same time. the conservation of the money in your bank account. It's very hard to balance your build up of towers vs. If you've played any other tower defense game, don't expect a challenge. The normal maps give an easy introduction to the game. There are four normal maps and four hard maps to choose from. you start out with 20 lives (you can purchase more with the bonuses, although I wouldn't recommend that). If you choose poorly, they will overrun your home base, taking one life each time they do. Place your towers carefully around the map to shoot down on the creeps as they pass by. The purples, I will study them later tonight if I have time.Vector TD is another tower defense game from the programmer who brought you Flash Circle TD and Flash Element TD.Įach round sends a rush of creeps around the map you chose at the beginning. I suggest using blue 1's until you max out your towers and then switching your back end blue 1s to blue 2s to make to allow for longer DPS sessions on practically frozen in place vectoids. Having said that, blue 2's do indeed cost more, so you need to plan and be very careful. On the extreme maps, this can be useful as the vectoids are on two parallel paths. At the back end of a level, when there are fewer vectoids, blue 2's start to pay off as they can completely stop and even send lone vectoids backwards. View image here: -īlue 1's at the front end of the level are more effective when the number of vectoids are overwhelming. Oh but look, it actually has gone backwards. That last one has fallen pretty damn far behind. To further show what a blue 2 can do when there are few vectoids around pay close attention to the last vectoid in the next two money shots: Mind you, my red towers were underpowered b/c I was spending lots of money on rearranging the towers to see what works and what doesn't. Notice the degree of seperation a minute or two later in the same level: In the subsequent corridors, fewer vectoids pass by any specific point at the same time, so blue 2's start to be better.
Flash vector td zip#
Note how only half of the greens get picked up while the rest completely zip by. The blue 1s can hit 4 at once and during an initial rush there too many vectoids for a strip of blue 2s to deal with them adequately. The highest I upgraded them were to level 6.įor starters, at the initial rush of vectoids, the blue 1s are clearly superior to the blue 2s. Note in the pictures below, that my red 3's were far from maxed out. I was selling and rebuilding and selling and rebuilding, testing out different combinations of of blue 2's and never piled up enough money to max out my red 3's. I ended up losing to the yellow vectoids on level 49. Ok, just finished my analysis on blue 2's.

Keeping that in mind in order to maximize DPS of the Red3 you probably want them to target closest and have them position somewhere that gives them a lot of face time with the enemies. Red3's rate of fire is not a consistent stream, it only fires a second shot when the existing shot is ~.5 secs from impact (though it does not go machine gun at extreme close range so it does have some fire delay)so if you had a Red3 with extreme range (especially when the enemies are moving away from the Red3) it will not fire again for a long time. HOWEVER, increased range on a Red3 might be a BAD THING. Of course, factoring in range is important too. Part of the advantage of upgrading a Red3 vs buying a new one is that your upgrades cost 1250 (iirc) and thus allow you to save more money for interest to build in the event that you didn't need to double your output and since Red3 is the only worthwhile damage tower having options with it is nice. Technically, building new Red3s yields the best damage/$ (12 dmg/$), but upgrading Red3s isn't a terrible investment (~11.5 dmg/$, IIRC), though you run into damage localization issues if you start to spread out too much. Has anyone crunched the numbers on creating more towers versus upgrading existing ones? I seem to get more bang for my buck with a bunch of level 1 towers, but it's hard to say. The Blue 1, Red 1, Red 3 strategy doesn't seem to be holding up to the later waves.
