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View Full Version : Transformers Tower Defense game - High score wins LG 42"!


k.wong23
6th June 2009, 12:41 AM
http://www.lge.com.au/games/autobotstronghold/

Loading and playing now, have noted that jazz is useless.

Enjoy and gl on winning!


edit: rank 720 : 194 693 :( level 35

Wheel-J
6th June 2009, 11:17 AM
This game is sick! Stayed up till past 3 in the morning just to reach level 38 ranking 600ish...

I'll do it again tonight. :p

autobreadticon
6th June 2009, 10:39 PM
lvl 46

rank 485

Jazz is good when you upgrade him, you need jazz when you got cluster of AoE

k.wong23
6th June 2009, 10:52 PM
nice bread!

i just finished then level 47 rank 437 :(

hmm i just go straight for ratchet first off then combo ironhide/ratchet until can afford primes

is jazz really that good? lol i never bothered once to use him

blackie
6th June 2009, 10:57 PM
nice bread!

i just finished then level 47 rank 437 :(

hmm i just go straight for ratchet first off then combo ironhide/ratchet until can afford primes

is jazz really that good? lol i never bothered once to use him

why is ratcher more powerfull than ironhide?

k.wong23
6th June 2009, 11:25 PM
why is ratcher more powerfull than ironhide?

Logic isn't something that happens in the virtual world lol

jgon2098
7th June 2009, 12:43 AM
Took me 3 gos, finally got it. Once the lvl 3 Prime was up, it was just a matter of steamrolling through the rest. Mid-game was definitely the hardest part, especially when its air mixed with high-hp and/or fast units.

couple of pointers... prime becomes available on lvl 27

Ratchet - primary early-mid game turret (ground only), still effective late game. Important to utilize its massive range to cover at least 2 lanes.

Ironhide - I found it important for the early air levels, and picking off the leftovers from ratchet, effectiveness drops off significantly after early-mid game.

Jazz (Area of effect) AoE slow significantly improves the effectiveness of the AoE (ironhide) turret by slowing down the front runners and making the units clog up. Helps with multi-targeting primes later on.

Prime - ownage factor! lvl1 (1 laser), lvl2 (2 lasers), lvl3 (3lasers),bread n butter mid-late game. Massive range with the range upgrade, make sure to use it well and cover at least 2 lanes.

B.bee - useless......especially considering that you cannot maze on this map.

IMO turret positioning is the most important key, followed by synergies.

As seen in the second pic (last level), I've clustered all my turrets towards the exit. It is NOT a good idea to cluster the turrents at the entrance as in some of the waves the units will enter from the top and will simply bypass your turrets. Prime and ratchets are positioned to cover multiple lanes.

http://img193.imageshack.us/img193/2737/47301223.jpg (http://img193.imageshack.us/my.php?image=47301223.jpg) http://img193.imageshack.us/img193/3610/aaaajss.jpg (http://img193.imageshack.us/my.php?image=aaaajss.jpg)
http://img193.imageshack.us/img193/6758/aaaaaaaz.jpg (http://img193.imageshack.us/my.php?image=aaaaaaaz.jpg)

autobreadticon
7th June 2009, 12:47 AM
i still havent ownzor it yeh :rolleyes:, n1

k.wong23
7th June 2009, 09:50 AM
jgon, you should post that on gamefaq.com...hahaha

I never upgraded my primes perhaps that's why I kept losing on level 47/48 as I had a bucketload of ironhides which I thought would be able to take out air.

Ironhide63
7th June 2009, 10:21 AM
lvl 44...got knackered. good game tho

Autocon
7th June 2009, 03:49 PM
highest wave 47
hgighest points 399.***

funkyaw
7th June 2009, 04:21 PM
I think somebody has mucked about with the high scores because there are some oddities on there (e.g. '0' or '-' scores).

Wonder what LG will do with the prizes if it is found out that something suss has gone on.

Borgeman
9th June 2009, 09:15 PM
won first try, only lost HQ health in the last 2 lvls (8 enemies got thru).
i have played alot of tower defence games, so i push through the next waves real quick (as much as 4 waves at once early on), which is why my score is higher than alot of you here, plus im a gun :cool:

http://i182.photobucket.com/albums/x24/borgeman/gameresult.jpg

i didnt take a pic of my defence, so i shopped it after - note, all units bar the one prime i mention are fully upgraded in game...(except primes dont have turning speed upg, explanation in next post)

http://i182.photobucket.com/albums/x24/borgeman/gamesetup.jpg

George

Borgeman
9th June 2009, 09:24 PM
my ideas on the units

b/bee - actually good to have around (full upg only) as they kill of the plain old ground units reasonably quick, especially when they start appearing from the back entrance

jazz - not needed till mid-game, when units start overlapping, so his AOE can be utilised, helps with the tanks

ironhide - only need one early, add one more midgame, main unit, so upgrade him early so he takes out units easily, and his aoe allows b/bees to pick off enemies quickly

ratchet - provided you have ironhide(s) well positioned, ratchet isnt needed until probably the second air wave- then he can be used to help the ground out while ironhides take out air

prime - the turning speed upg isnt needed, as his lasers fire from all angles anyway. obviously get as many as can be afforded, but remember one prime with full dmg, range and shooting upg is better than 2 or 3 unupgraded primes, so only buy another prime once the previous one is mostly upgraded


ill have a go at cracking 2mil 2moro

George
George