The player’s set of choices still aren’t exhausted by the above-mentioned considerations: he or she must also decide whether to allocate hard-earned cash to purchasing new equipment for the Heroes or pump it into upgrading the food cache’s automated defenses. Each Bug Hero has his or her specialty: the Ant can take out gun-toting enemies with his own long-range weaponry, the Beetle clears entire swaths of tiny critters with a giant stick, and the Spider’s multi-blade prowess makes her the Black Widow of choice for taking down heavily armored foes.
Said depth stems from several genres that have been blended into the game for good measure: 3D Action fans will enjoy flitting around enemy attacks while RPG fans will spend quite a bit of time poring over equipment options and figuring out how to best allocate Level Up points among character stats. Many “infinite” games wear thin far sooner than the genre title would suggest, but this is far from the case with Bug Heroes because its real magic lies in depth of gameplay and not the mere competitive aspect. From a gameplay perspective the goal is ultra simple: hold out as long as possible against successive waves of foes in hopes of besting other players on the game’s internal leaderboard. So l2p british are btw great in steppes, don't just be brainless turttle.As noted in our preview last week, Bug Heroes ( Out Now, $1.99) charges the player not only with mounting a vigorous defense of the title characters’ food stash but also foraging the game environments to re-stock it once ravenous enemies have broken through or the heroes themselves have been forced to feed on it for sheer survival. Allies players already crying so much about volksblob (which is easy to counter) But if they don't get obersoldatens volks blob will be even bigger. Even more horrible idea!! Forcing that you asking even bigger volks blob. You mean that every other faction can build tiers when they want, but OKW have to wait 3 minutes even got resourses!? 2. They would setup them behind frontline where those arent so OP anymore, especially the reinforcement HQ truck.
These suggestions would also prevent OKW from setting up their first 2 HQ trucks boldly and riskly. This way they dont get superior AA truck to defend their reinforcement HQ truck too early, when its OP. This would prevent them from rebuilding cheaply new forward reinforcement truck instantly after allies destroy one with huge efford and losses.Ģ. Instead they get one in their base in timed intervals. Give OKW those supply trucks like they did before, means they cant build one whenever they need it. Originally posted by Peura:What i would suggest to balance it, is not a big nerf at all, if any.ġ. 4 OKW players are unbeatable in fairly balanced teams on large open map. Im just saying that current bug proves my point. Brits even they have it, they cant use it for assault purposes because all their manpower is used on defending their mortar pit.Īll this ofc before the tanks. all they have is mortars and AT guns to deal with em.Īnd when it comes to allies forward HQs. only way they can beat OKW HQs is with mortars, and defending/repairing that mortar in open map requires 100% of your manpower and units.Įven soviets cant beat OKW HQs if they set them up. In comparison OKW only needs to manage 5 units top.īrittish are crap in open maps such as steppes where their emplacements and defensive trenches and other buildings can be easily flanked, to prevent that brits needs to use all their manpower to defences.
Especially OKW is overpowered with their forward HQsĪmericas weakness is 10 units/squads micromanagement simultaneously, and such amount is required if you want inf, AT, MG and some light artillery units that can shoot OKW HQs down (super slowly) MG and AT is reguired to defend your light artillery units. Currently if you play 4v4, steppes map is selected each and every time, nobody can play any other map but steppes.