Grokus backyard monsters12/23/2023 ![]() The late game design has to maximize walk distance between towers to resist PPX attacks and strongly defend the Aerial Defense Towers in the design. Aerial defense and pathing becomes even more important, due to Teratorn attacks and Project-X with 10m Putty Rage (PPX) becoming common. Late Game: After moving to World Map, the late game starts. ![]() Layout design to control monster pathing is what is used to maximize damage from multiple towers rather than just putting towers close together. Weak towers or very important strong towers should be somewhat separated to reduce Catapult damage. Walls should be improved to increase the distance monsters will walk around them and pathing in the design becomes crucial to keep monsters away from your important buildings. Traps should be doubled, tripled or even quadrupled to combat the fast healing of Zafreetis. The protection of the Aerial Defense Tower should be the same as your Silos. The first thing to consider is how well the Aerial Defense Tower is protected. Attacks now occur with constant healing support, and some light Catapult damage. Mid Game: The mid-game is after Zafreetis make their appearance and before the Map Room is upgraded. Traps should be spread out in the gaps between walls where you know monsters need to move to attack your buildings. Walls and building layout should be designed to force monsters together to improve the effectiveness of the area damage towers. Swarms of cheap monsters are mainly used in the early game, so Cannon and Laser Towers are the most important towers. ![]() The standard layout is Town Hall and Silos in the center surrounded by a layer of towers, followed by a layer of Resource Harvesters, with an outer layer of other buildings. The Town Hall, Silos, and Resource Harvesters are protected in that order. A sign that an early game base is good is how buildings are ordered and how tightly packed the design is to concentrate the firepower of towers together. ( Note: Against non-player attacks, using walls to take damage works just fine.)Įarly Game: The early game is before Zafreetis start being used by you or against you. I mixed up the position of my resources and he (or she) attacked me again but he (or she) only took a few of each resource, so I could still build. I couldn't upgrade anything or build/create anything except monsters. One last tip is to not put all the Twig Snappers and Pebble Shiners together, and so on because when someone attacked me he (or she) destroyed all my Pebble Shiners and my Silos were full of Twigs, Putty, and Goo. Controlling where monsters walk is far more important than any damage the wall can take. If a monster attacks a wall, it is a sign of a flaw in the design, as walls are always too weak to be useful taking damage against player attacks. Secondly, walls are used only to control monster movement, with good bases forcing monsters to constantly backtrack and turn corners. Firstly, buildings are protected in order of importance, the most important buildings should gain increased protection from the walls, layout pathing, towers, bunkers, traps and champions. ![]() In All Situations: For all situations there are two main things that show a good base design. The Best Base EVER! Defence Range Signs of a Good Base Design
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