Post by gingerbear on Jul 21, 2015 18:34:03 GMT -5
Hi! I checked back to see how the game is going. Not much time to play, though. I'm happy that the visuals and the enemies have been developed, and also that some new features have been added to the game...
... which is right where my question lies.
Namely, there is no concise list of in-game features (or at least not what I could find), and it's hard to track down everything only by checking out the Build numbers.
So, I'm asking the old players/ devs that if they find the time, could they sum up what gun slots, trigger and pod slots do, how do we fill them up? Also, what are those khaki coloured squares that can be cleared (center something)? Anything new I should be aware of?
I see patrols getting tougher based on areas and also bosses spawning in dungeons.
I guess making a new thread to list all the ingame features would be nice (extra bonus if the build number of the addition would be included, too). It's of course a tremendous work, but we could do bit by bit. I also see that there is a wiki to check out, but it seems to be outdated.
Thanks for your time and sorry for being demanding after such a long silence.
It's not completely up to date, and doesn't explain everything, but the most concise list of in-game features is the build history, on the wiki. Unfortunately the wiki itself is woefully underdeveloped. There's a lot to G12... and things seem to change suddenly and often. It's hard to find the willpower to really dig into it all.
sum up what gun slots, trigger and pod slots do
Gun slots provide tanks (with sufficient xp to unlock them) a node for attaching an additional, invisible gun to that tank. Use the buy offer menu to see which extra guns currently exist in-game, and the RoF per item level.
Trigger slots work in much the same way as gun slots: requires tank xp to unlock, provides node for 5th trigger, and the trigger level degrades by one upon that tank's next death. See buy offer menu for more details on the current trigger varieties.
Pods follow the same basic rules that govern equipping extra shields, guns, and triggers. The difference is that they are stat boosters only, and don't add exotic functionality to the tanks on which they are equipped. Again, check out the buy offer menu to get the details on pod selection.
Pods tend to drop from overworld bosses and armadas. Shields drop in dungeons and from leveling orange/red towns (unless it's been changed). Guns/Triggers drop mainly from dungeons (Zetaplane was the go-to, but it may have changed). If you're going to farm these high-tier items, I recommend building a tank which focuses on shield defense. High DPS is great, but dungeons seem to reward rushing/tanking, so it's most beneficial to have something which dies only rarely, and can reliably reach dungeon loot/portals before they destabilize. Also, don't add upgrades to your end game tanks in an as-you-go fashion; save yourself some grief and add all planned upgrades at once when they've been collected. Look up the stats on my Fury if you would like a specific model to follow (CrunchTime in game).
Hopefully some of that is helpful. It would be nice to get an updated guide together at some point.