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Old 21-12-2010, 12:58   #31
Rik Meleet
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I've got an amazing score on "Last Stand - Grinder". And I'm sure I can do even better.
Improved again to 1712432; rank 101. I still can get a higher score by not pressing "f" too much and upgrading more economically instead of just a whole section at once.
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Old 21-12-2010, 15:24   #32
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last stand grinder : 2454120, rank 32
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Old 21-12-2010, 16:10   #33
Rik Meleet
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last stand grinder : 2454120, rank 32
I saw it

How did you do that? I do think I can improve my score, but not to the level of yours ...
You build 132 towers, vs my 29.
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Old 21-12-2010, 16:29   #34
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All my grinder scores are done by oscilating/ping-ponging (looking for a good term here) the aliens.

Basically I build a 2 exit maze with a kill zone somewhere close to the middle. Then I alternatively open and close the exits making the aliens go back and forth while being roasted in the kill zone.

So I build a huge amount of towers but those are mostly green guntowers that are used to block and entrance and then sold again. If I build 132 towers in the last game I'd say that's 100 towers used for oscilating or placeholding the maze in the beginning.

Still 100 guns * 25 (100 to build, 75 when sold) = 2500 points. Obviously minimal compared to building 5 more fully upgraded towers.

On Last stand I got my score without a lot of tweaking. Basically I went with the 1st run that managed to kill the 1st few waves, which I find the hardest on this map. I have some ideas for this map that I wanna try but that won't be today.

On focal point I have a setup that's pretty well balanced methinks. Still some minor improvements possible, but those won't affect score that much I expect.

How the top leaders get their insane scores is beyond me. I think they somehow cheat, and the steam forums seem to agree on that, I mean 140 million on Focal Point Grinder: I'm pretty sure you won't get that score even when you manage to kill all waves with a single guntower.
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Old 21-12-2010, 16:32   #35
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I figured that much out; 132 towers build with room for 109 towers means selling them.
On other fora for towerdefense games they call it "juggling" (jongleren).

In my game I sold only 1 tower, and that was due to a misclick.
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Old 21-12-2010, 17:08   #36
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There are cheat codes (idk if they're console-style like fallout but I saw them somewhere on a forum) and if you use them you don't get rank/achievements. However, if you use them, quit, and use the Continue mission feature, you're cleared of "wrongdoing" and can keep going with your 100 lvl 3 meteors maze and 2000 000 stash of cash. That's how they do it. So on most missions, you can only hope for 15-20 to be the real actual top score.

I haven't done juggling yet, I think I'll try it on Veil of ice grinder later today, that's where I'm at (and get firebug in the mean time, juggling with all infernos should work, no?). I totally rocked the 10 towers challenge with #35, too
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Old 21-12-2010, 19:18   #37
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There are cheat codes (idk if they're console-style like fallout but I saw them somewhere on a forum) and if you use them you don't get rank/achievements. However, if you use them, quit, and use the Continue mission feature, you're cleared of "wrongdoing" and can keep going with your 100 lvl 3 meteors maze and 2000 000 stash of cash. That's how they do it. So on most missions, you can only hope for 15-20 to be the real actual top score.
So that's how it's done. That explains. Makes me even more happy with my focal point no 14 spot.

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I haven't done juggling yet, I think I'll try it on Veil of ice grinder later today, that's where I'm at (and get firebug in the mean time, juggling with all infernos should work, no?). I totally rocked the 10 towers challenge with #35, too
Juggling with inferno's wil work but is slightly more expensive than with guns (37.5 costs per inferno vs 25 for guns). So you will know in advance that your score isn't optimal. I;d like to warn you as well that I had some trouble with firebug registering, I had to do it 3 times before I got the achievement, So I advise you to go for firebug in a quicker challenge to avoid frustration.
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Old 21-12-2010, 20:45   #38
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Tried to Juggle in the last stand grinder, but since the groups come with too much time apart I've ended up with many smaller groups in the tunnels instead of 1 huge juggable group. So I had to upgrade many many towers and basically not juggle too much.

This is how I tried it:

Where did it go wrong ?

Edit: and I lose a lot of money due to my cores being juggled instead of giving me interest and creeps leaving the maze after reaching the core-centre without dying.
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Old 21-12-2010, 21:20   #39
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You don't really need such a long maze. I only used the top square and on the top square I used the S and E platforms as my killzone.

What makes your maze really hard to juggle with is the proximity of your entrance to the cores.

What I did was:
- White line: outer track to E platform
- Green line: outer track to E platform
- Purple line
* from E to N (core platform) close N so they make a U turn to the innner track
* N to E inner track
* E to S inner track
* S to W inner track

Western Platform.
I used the W platform to juggle
- close of W in N-W direction (between outer & inner track)
- close of W in S-W direction (again between inner and outer track)
-once units pass S platform on inner track: sell tower blocking W-N passage, outer track
- build tower on N platform blocking inner track to core.
--> this will cause all units to turn around and backtrack so they can enter the W-N outer track. Beware though that fresh waves reach this new entrance quicker than those already in the maze.
- Immediately when Tower on N (inner track blocker) is done: sell it
- When selling is done: rebuild W-N blocker
--> all units turn around again

Rinse and repeat
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Old 21-12-2010, 22:06   #40
Rik Meleet
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Originally Posted by ProPain View Post
You don't really need such a long maze. I only used the top square and on the top square I used the S and E platforms as my killzone.

What makes your maze really hard to juggle with is the proximity of your entrance to the cores.

What I did was:
- White line: outer track to E platform
- Green line: outer track to E platform
- Purple line
* from E to N (core platform) close N so they make a U turn to the innner track
* N to E inner track
* E to S inner track
* S to W inner track

Western Platform.
I used the W platform to juggle
- close of W in N-W direction (between outer & inner track)
- close of W in S-W direction (again between inner and outer track)
-once units pass S platform on inner track: sell tower blocking W-N passage, outer track
- build tower on N platform blocking inner track to core.
--> this will cause all units to turn around and backtrack so they can enter the W-N outer track. Beware though that fresh waves reach this new entrance quicker than those already in the maze.
- Immediately when Tower on N (inner track blocker) is done: sell it
- When selling is done: rebuild W-N blocker
--> all units turn around again

Rinse and repeat
so, this:
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