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NUDNUDNUDNUDNUD

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lightstriker
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Post by lightstriker »

old versions are a TAD easier XD
so, uh... good luck with that
Artman40
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Post by Artman40 »

Anybody has a solution for Twoway?
SHAD0Wdump
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Post by SHAD0Wdump »

Two way is kind of similar to bifurcation,just less space to pile up defenses.
Artman40
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Post by Artman40 »

SHAD0Wdump wrote:Two way is kind of similar to bifurcation,just less space to pile up defenses.
Ok! I managed to complete it. By saving money, it eventually piled up for quite a bit. The final level looks toughest in my opinion.

[Edit] Was quite easy though.
Nyme
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Post by Nyme »

Thought this would be worth posting, and also showing something about balance.

Image
NUD v0.07 (you know, the "harder" version)
Wave reached: 73
Hardest: normal, tough
Survival
Bifurcation

I still fail to understand why they call the newest version harder than the previous ones. Agreed, normal is harder to pass now, but survival is other thing. To me, I can do better on it. I tried a setup without Lance nuds, and it seems it did better than any other setup of mine on Bifurcation. Just huge numbers of Shraps, several Warps to cover the whole corridor and Tris to boost Shrap fire rate and give some damage to the maze.

Yeah, Shraps are expensive when fully upgraded, and very effective. It is an excellent thing that on average, about 50% of the shrapnel actually hit. But Shraps surrounded by other Shraps seems a bit too powerful combo for me. The thing that does that is that the damage added by a Shrap is applied to every bullet the turret fires. This means that the real addition will be more like 45 than only 9, which is what other turrets gain.

EDIT:
Refining my personal (and the whole game's) Bifurcation hiscore.
Image
NUD v0.07
Wave reached: 80
Hardest: normal, tough (like always)
Survival
Bifurcation

This was again a more traditional setup, with every different nud used. Once I saw that someone had succeeded in getting over wave 80, I set that goal to myself. Having achieved it, I'm waiting for a new version, hopefully with a new nud and a slight reduction of Shrap power.
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Deltaflyer
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Post by Deltaflyer »

I was bored, and my internet was crashing frequently, so I had a crack at Bifurcation.

About an hour later (at a fun 400-700% speed), I was beaten. At level 156.

Proof:

Image
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BizzarreCoyote
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Post by BizzarreCoyote »

Deltaflyer wrote:I was bored, and my internet was crashing frequently, so I had a crack at Bifurcation.

About an hour later (at a fun 400-700% speed), I was beaten. At level 156.

Proof:

*snip*
I believe we have a new NUD god.
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lightstriker
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Post by lightstriker »

it was version 0.4
still very impressive, just... less so? :)
Beamnuds
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Post by Beamnuds »

75 just build, a straight path from beginning to end. =)

Beamers on the inside, not-fully upgraded monos on the outside.
Artman40
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Post by Artman40 »

I managed to get to wave 86 to that tactic. Large circles are the toughest in here.

Image
Beamnuds
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Post by Beamnuds »

So what's the hit rate on those shraps?
Artman40
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Post by Artman40 »

Don't know. Just added them before the game was over. I don't know how sharps act as walls.
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Post by th15 »

A shrap fully surrounded should get 40% accuracy. Used like that I'd say it'd get 15-20%?
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Beamnuds
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Post by Beamnuds »

I used my straight-line surv build for "just build", adding a warpnud surrounded by 4 beams in the very end and got to wave 110 on 0.08. So warpnuds where they can attack, monos and one warp.

Had trouble with teleporting fast enemies, groups of 3 with lots of health, and large things with lots of health.

EDIT: 0.09 run.
Image

Much use of the <- Wave button.

In and out.

Image

Slightly stronger against bosses, slightly weaker against some of the big rings (don't know which type), pretty even across the board for the rest. A rather balanced maze.
Artman40
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Post by Artman40 »

So putting glows in In-Out even where they don't have a clear line of fire, is a good idea?
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