Orcs Must Die! 2

Nevin73 wrote:

Haven't played coop yet, but I've been enjoying the first couple of levels. I haven't seen any new traps yet. Are there any or just new weapons?

No, there's a bunch of new traps, weapons, and trinkets. You'll unlock some of them as you progress, others are available for sale in the spellbook eventually.

Spunior wrote:
Nevin73 wrote:

Haven't played coop yet, but I've been enjoying the first couple of levels. I haven't seen any new traps yet. Are there any or just new weapons?

No, there's a bunch of new traps, weapons, and trinkets. You'll unlock some of them as you progress, others are available for sale in the spellbook eventually.

The sorceress's two starter unique traps are both brand new. Plus, her weapon is new. I am still tempted to get the Crossbow, just so I can do more damage with her.

drdoak wrote:
Spunior wrote:
Nevin73 wrote:

Haven't played coop yet, but I've been enjoying the first couple of levels. I haven't seen any new traps yet. Are there any or just new weapons?

No, there's a bunch of new traps, weapons, and trinkets. You'll unlock some of them as you progress, others are available for sale in the spellbook eventually.

The sorceress's two starter unique traps are both brand new. Plus, her weapon is new. I am still tempted to get the Crossbow, just so I can do more damage with her.

Ahh geez, I could never give up her starting staff, I love the discrete gradients in charge strength, which almost makes firing it a rhythm game to maximise your damage output. And the charm seconary has been super useful for slowing down enemies, bunching them up for a charged primary, or holding up runners that have nearly made it to the portal. I haven't tried any of the other weapons at all yet because I love her staff so much.

I'd love to see these guys tackle some other genres in the future, they've got an eye for design that's uncanny for an indie developer, it has the level of polish I'd expect from a Blizzard game. Hell, it wouldn't take much to tweak the current OMD mechanics into a MOBA style game, which could be all kinds of awesome.

Loving this game. Finally solo'd the campaign, ready for coop! There are few games I can just drop into and enjoy this much.

This really gets my high-score demon itching.

Redwing wrote:
drdoak wrote:
Spunior wrote:
Nevin73 wrote:

Haven't played coop yet, but I've been enjoying the first couple of levels. I haven't seen any new traps yet. Are there any or just new weapons?

No, there's a bunch of new traps, weapons, and trinkets. You'll unlock some of them as you progress, others are available for sale in the spellbook eventually.

The sorceress's two starter unique traps are both brand new. Plus, her weapon is new. I am still tempted to get the Crossbow, just so I can do more damage with her.

Ahh geez, I could never give up her starting staff, I love the discrete gradients in charge strength, which almost makes firing it a rhythm game to maximise your damage output. And the charm seconary has been super useful for slowing down enemies, bunching them up for a charged primary, or holding up runners that have nearly made it to the portal. I haven't tried any of the other weapons at all yet because I love her staff so much.

I'd love to see these guys tackle some other genres in the future, they've got an eye for design that's uncanny for an indie developer, it has the level of polish I'd expect from a Blizzard game. Hell, it wouldn't take much to tweak the current OMD mechanics into a MOBA style game, which could be all kinds of awesome.

They should make an RTS with Empires. A whole age of them!

I'm up for some co-op.

drdoak wrote:
Redwing wrote:
drdoak wrote:
Spunior wrote:
Nevin73 wrote:

Haven't played coop yet, but I've been enjoying the first couple of levels. I haven't seen any new traps yet. Are there any or just new weapons?

No, there's a bunch of new traps, weapons, and trinkets. You'll unlock some of them as you progress, others are available for sale in the spellbook eventually.

The sorceress's two starter unique traps are both brand new. Plus, her weapon is new. I am still tempted to get the Crossbow, just so I can do more damage with her.

Ahh geez, I could never give up her starting staff, I love the discrete gradients in charge strength, which almost makes firing it a rhythm game to maximise your damage output. And the charm seconary has been super useful for slowing down enemies, bunching them up for a charged primary, or holding up runners that have nearly made it to the portal. I haven't tried any of the other weapons at all yet because I love her staff so much.

I'd love to see these guys tackle some other genres in the future, they've got an eye for design that's uncanny for an indie developer, it has the level of polish I'd expect from a Blizzard game. Hell, it wouldn't take much to tweak the current OMD mechanics into a MOBA style game, which could be all kinds of awesome.

They should make an RTS with Empires. A whole age of them!

Oh yeah, I forgot they did that. I guess they're not really indie now I think on it... but then it's a tough term to throw around accurately these days. They certainly feel indie.

Alienware Arena is doing a giveaway for an OMD2 Character Skin.

Stele wrote:

Alienware Arena is doing a giveaway for an OMD2 Character Skin.

Opt-in product placement?

What is this I don't even

If anyone is looking for more friends to compare leaderboard scores with, add me to Steam. I just bought the game, looking forward to getting some time in this weekend.

I just picked this up. add me to your friends list for some coop

Still just starting out with OMD2, but looking for coop partners!

I mentioned this in the other thread, but we have an OMD2 Steam group.

Yeah it's a little confusing people talking about OMD2 in the OMD1 thread.

But at least we've got tags now, they can figure it out maybe.

MightyMooquack wrote:

I mentioned this in the other thread, but we have an OMD2 Steam group.

Can I get an invite?

hello im new to the forums but not gwj podcast - im looking for people to play co-op with OMD2 - im also interested in the steam group and would like an invite!

my steam: yonext
please add me

Anyone care to share their favorite trap loadouts for endless? We got to wave 60 yesterday on Crossfire with this setup:

IMAGE(http://cloud.steampowered.com/ugc/594726707694155664/A5C6B9709354EF56926F11A024D8F6D3DE66CF0B/1024x576.resizedimage)

Technically, we could have kept going if all the enemies hadn't vanished due to a bug.

DrunkenSleipnir wrote:
MightyMooquack wrote:

I mentioned this in the other thread, but we have an OMD2 Steam group.

Can I get an invite?

Same.

Invites sent.

My current single-player endless mode loadout usually goes like this:

  • Crossbow
  • Ice amulet
  • Brimstone
  • Tar
  • Floor scorcher
  • Wall blade trap
  • Scavenger trinket
  • Trap reset trinket

The remaining two slots are chosen depending on the level. Push traps are valuable if the level involves a handy pit. The haymaker is useful when there is a handy ceiling (which there usually is). The autocrossbow has its uses. Barricades are more useful on some levels than on others. Stone fall traps should not be discounted. Arrows and spring traps are both highly useful stand-bys, and I'll usually take one or the other if something more contextually useful isn't available.

Most levels will channels orcs through one or more three-tile-wide choke-points. My usual tactic is to drop a 3x2 arrangement of tar in front of a 3x2 arrangement of floor scorchers. Floor scorchers have the useful property of hitting an area of effect more than one tile wide. They also fire two tiles forward. Not only will the tar cause the orcs to bunch up (enhancing the effects of hitting an area), but the orcs won't be able to leave the tar without walking through the trigger area of at least two floor scorchers. Furthermore, they have a very good chance of getting hit by the neighboring traps when they are triggered by another orc.

In addition, the time it takes an orc to walk through two tar tiles is not all that much less than the time it takes a floor scorcher to reset. This arrangement is a highly effective filter against all common orcs. Tossing in some brimstone in front of the first rank of tar (to prevent fast runners from triggering the floor scorchers early) and behind the floor scorchers (to sweep up those orcs lucky enough to make it through) is a nice additional touch.

And all of that is before you start adding wall and ceiling traps. Wall blades have the useful property of a trigger range just shy of one-and-a-half tiles, meaning that two of them facing each other across a three-tile choke-point have nearly complete coverage. They also attack everything within their trigger area, and so the tendency of tar to make the orcs bunch up once again provides an advantage.

I try to put the tar/fire combo as far forward as I can. It acts as a filter against most of the common orcs, leaving the rest of the level for dealing with big things. Wall blades do a lot of damage against pretty much everything. Haymakers and spring traps can be upgraded to momentarily inconvenience heavy enemies. And tar is always useful.

But it's the crossbow and ice amulet which will do most of the work here. The crossbow's ability to regenerate mana with headshots means that it's possible to keep as many as three heavies stun-locked more or less indefinitely, and the ice amulet is useful heavy artillery.

Finally, a note on the trap reset trinket: This thing is a monster. My note earlier on floor scorchers resetting about as quickly as it takes an orc to walk through two tar tiles may depend on having both the upgrade to tar that makes orcs go even slower, as well as the passive ability on the trap reset trinket. However, if you do find yourself with a bunch of orcs about to force their way through, hitting the active ability on the trinket will often just annihilate every orc on the field. It's really quite astonishing.

Cool! I'm looking forward to trying this setup. Where have you found the autocrossbow/autoballista useful? I've tried it a few times, but I can't seem to figure out how far it can shoot. It seems somewhat useful for stunning large enemies, but doesn't seem to do much against large orc mobs.

My strategy with Void Walls is mostly based on Nananea's Crunch strategy:

The core of the strategy focuses around void walls with spring traps. The great thing about void walls is that they generate a constant stream of potions and 100 gold coins. The only downside to pushing enemies into the void walls is it that it makes it harder to get a high combo.

The Wind Belt also turns out to be really useful since it allows you to destroy any enemy that isn't a heavy unit simply by pushing them into a void wall or off a cliff. You can also right click enemies to pick them up and make them explode.

Example of yesterday's newer and higher scoring setup:
IMAGE(http://cloud.steampowered.com/ugc/594726707698236383/5F633C226CC8EF55828A821CC4A1CE8EF8E6FDC6/)

Original setup that emphasized survival:
IMAGE(http://cloud.steampowered.com/ugc/594726707668911823/4EF23894AC770AB3CB69A726E1E2641F3F076B9E/)

fryedegg high-scoring livestream right now:

http://www.youtube.com/watch?v=bH2gU...

#3 on this weeks Fire Valley challenge... who can top that!

Cayne wrote:

#3 on this weeks Fire Valley challenge... who can top that!

Wow, I was luck to get #25 (and that was playing the first day).

I just picked up the DLC today. If anyone wants to co-op the DLC or the game just let me know.

I just picked this up last week and I'm having a blast. I hadn't played the first one, but I'm finding the style of the game really lends itself to both quick 20-30 minute games and longer sessions as well.

I'd love to do some co-op. Can I get an invite? I'm zpaine on steam as well.

Just picked this up during the Halloween sale. If anyone wants to do some co-op, let me know.

For some reason this one isn't really clicking the same way the first one did. I don't like the mine carts at all, since their tracks interfere with my build patterns and I invariably need them to be in two (or more) places at once.

It's starting to feel like one of those games that's balanced for co-op, but I don't really want to play it that way.

I play a couple nights a week. The new DLC is brutal, but I'm enjoying it and the Weekly Challenges. Hit me up on Steam for some co-op.

Just picked this up in the Steam midweek sale.

Only been playing for a couple hours, but I've been sucked right back in. I like that you can get a skull refund and do a full respec any time you want, or just grind Endless for more skulls. Really encourages experimentation.

Gah, so posted in the wrong thread (OMD 1) earlier, but i'm havin a blast in here and wonderin if anyone else is still active with this game. They keep putting it on sale through this winter sale and i finally picked it up as complete edition to try it out.. It's amazin. Best TD game i've tried in a while.

Anyhow, need more steam friends that play this.

I picked this up, but didn't see anybody else on playing when I went to fiddle with it the first time.

Is this one that you basically have to play co-op? It didn't take very long at all for the levels to start to seem borderline impossible with just one person.