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Thread: Transformers Tower Defense game - High score wins LG 42"!

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  1. #7
    Join Date
    19th Aug 2008
    Location
    Sydney
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    524

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    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.


    Last edited by jgon2098; 7th June 2009 at 01:25 AM.

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