Defense Task Force

Defense Task Force

Difficulty progression
From wave 130 to wave 500, it's too easy. even in Insane. After wave 130 and some tower lvl 4, the waves are destroyed at start. It's boring, I let the game in background, go prepare the dinner, eat, do someting, sometime I come back on the game to spend my 200k energy in one more powerfull tower. Then, at wave 530, the wave is unkillable.whatever the number of turret you set, the wave passe.
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Showing 1-15 of 15 comments
ArtieFarties 29 Jul, 2018 @ 9:24am 
well Im struggling in the final area/sector. playing on easy. when wave 50 (or thereabouts) comes there's just too many and they get through anything. Ive tried 2x beam (lvl3) 2x machine gun (lvl 3), slowdown level 2 (can never get enough for level 3) and a missile lvl 3. It does fine until that wave and I get hammered every time. Ive tried diff permutaions also. Encyclopedia suggests I should be ok with what Ive listed - also has a tone of level two stuff to help slowdown in early stages. Balancing this game looks an arduous task but on easy I would expect to be able to complete it with the hours Ive put in....hops this update comes quick before I delete it
ArtieFarties 29 Jul, 2018 @ 9:42am 
I should add from about level 34 onwards I just spend energy to upgrade towers (faster rate more powerful etc etc)
Blaize is dԑʉd 29 Jul, 2018 @ 9:56am 
The trick is to become to put cheap tower for the first wave, then add powerful. I start by setting only miniguns and one poison. I upgrade everything and upgrade poison lvl4 with 50 damage or more. Then adding proton pulse and finally snipers. I just did wave 477 on insane on last sector with this strat
Blaize is dԑʉd 29 Jul, 2018 @ 9:57am 
but the time is so loooong, I play on max speed and it's boring between wave 100 - 450
ArtieFarties 29 Jul, 2018 @ 4:23pm 
ah yeah that worked. thanks. They start breaking through at about lvl440 and I'm wiped out exectly on lvl500 :)
Blaize is dԑʉd 30 Jul, 2018 @ 8:13am 
yeah, gratz :). Now we have to find a way to go on wave 1000 :p
Petr Nevecny 30 Jul, 2018 @ 8:35am 
Use different targeting, problems also are healers and cloakers, those are usually faster than the strongest monsters so I am using miniguns set to target fastest.
Blaize is dԑʉd 30 Jul, 2018 @ 9:59am 
Weakest work as well. Sometime fastest taget racer unit or cloaker, but I think the weakest are the healers
tcwicks  [developer] 2 Aug, 2018 @ 12:56am 
Also the healing ability of healers is blocked when they are under fire. This is the side effect benefit of the fire and toxic towers. Although they are weaker in terms of DPS. The fire tower and toxic towers can block a larger number of units from healing. With the next update coming soon we are adding shield and healing visual effects to make a lot of this more apparent.
Blaize is dԑʉd 2 Aug, 2018 @ 9:01am 
Interesting. This mean we can block healer near the extractor simply by putting a toxic lvl1.
Anyway, I just finished the game in Insane difficulty, can't wait for the new update!
tcwicks  [developer] 7 Sep, 2018 @ 8:46pm 
Hey folks
Major update has been deployed. Look forward to your feedback.
https://gtm.steamproxy.vip/games/720270/announcements/detail/2531475590513350649
Blaize is dԑʉd 11 Sep, 2018 @ 3:11am 
Hello, I tested the first mission with new boss, it's very cool but It didn't add a lot of difficulty because I kill them in insane in mid way. The new cost of lvl4 upgrade is higher but it's not a problem, this add more strategy I guess.
Cool update, keep up the good work!
Krom 11 Sep, 2018 @ 11:08pm 
I tested 1:1 up to wave 1746 on norm after I noticed the patch; also few the other maps a few hundred waves. 5:4 got messy after a while with lots of underwater glitches. Should note the tower reload upgrades costs were severly nerfed; 20/20 reload = 3x-damage upgrade cost or 250/250 dam = x26 cost for reload. Reload is now a top priority to keep shields/heals down on those and stun procs. Guess that is to bring them down with the other towers that did not perform/upgrade well(plasma/tesla/minigun/flamer).. waves scale a bit more smoothly on the
plus side.

Towers seem to not get blocked/interupted by foot tall obstructions now. Performance is notably a bit better, aside from the heavy frame rate spikes every now and then around when the mega-bosses are spawning in. Ended up crashing on early one map due to the boss loads I think. The mega bosses also get spammed quite often after the 1st spawn every odd wave or 2. Enemies still take underwater/map routes when waves are clustered together sometimes; kind of annoying when the only tower that reliably hits glitched underwater units is sniper; also causes odd behaviour for the other towers when they pop on kill radius.

Still find target 1st focus fire the most reliable including when bosses enter. Target strongest works ok, but even the plasma will switch off to another target when the boss/mega-boss hp is low; kind of strange. Target 1st plasma when locked-on will fire until an enemy is dead or out of range, which is what 'target strongest' should also do. Targeting in general could use some work? sometimes enemies can slip past the focus'fire barrage and go wadle off to the core pooping out spawns/regenerating without a care.

Not tryed insane yet this patch, figured the difficulty was getting ramped; Cleared 5:4 though on alt insane profile prev patch.
tcwicks  [developer] 25 Sep, 2018 @ 4:55am 
@blaize Thanks for the feedback on difficulty level.
Was a bit hesitant to increase difficulty after the long list of complaints we got about the game being too difficult. What I'll do is only on insane difficulty will increase the difficulty to the point where I find it really hard myself. But leave the other difficulty levels as they are.

@Krom Regarding the underwater bug. In this update (21 Sept) I wrote a whole lot of code to squash that bug once and for all. Do you still get the underwater bug ?
Essentially the summary of the bug fix is. If the Kraken unit ends up being pushed off the path and onto the water it will make a beeline to the path it is supposed to travel on the vertical plane as well. The only side effect of this is the unit might appear to sort of "jump" if it gets pushed off one of the ramps where they climb up.

@Krom very valid point regarding the plasma tower locking. It is supposed to stay locked until the enemy unit is dead or out of range regardless of the targeting mode. I will debug this.


@Krom Insane difficulty is still not truly insane. I will adjust the difficulty to where it is hard for me.

@Krom the game load of the boss could in theory crash the game if game speed is set to max speed. For this reason when the boss spawns it drops the game speed to normal (if not normal) for a second or so. However if the game still crashed then that means I need to look further into the graphics load of the boss vfx. Maybe spawn the vfx over a few frames rather than all at once. Or it could be a missbehaving shader. Please do let me know if the game crashes again.

By the way wave 1746 is a quite a lot. :)
Krom 26 Sep, 2018 @ 3:10am 
Not noticed the underwater glitch last few maps, also no crashes;
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