Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is indeed the Pack Mouse Mutation, it's the last mutation for them. Super Useful!
You unlock it early game, and you find it in the support tab, after the mouse miners.
Thanks for letting me know, will change it.
"ackrat's last evolution, "collecting gear", automatically collects tortoise food when upgraded to level 2. (Even though it doesnt state so)."
Who or what/where is this packrat? :)
I stopped playing manually long before i switched to Gorelock. So I wasn't aware that it might've turned into a cowboy fight. Would be useful to figure out if the gun tortoise/missile toad also gets one-shot by missiles. They do seem to die a whole lot.
I agree that there are also no other passives that competes with Gorelock's. Ancient's wild growth
seems to stack addetively, which is a let-down.
We are truly thinking up epic changes here.
I like your idea a lot as well, the whole point of me playing idle games is to have everything automated, so I think the auto-features should be more rewarding.
I should also mention that I am nowhere near you into the game, in fact I just unlocked the autocombat lv4 and am trying to max out Ancient atm, so a lot of the things I said may not be accurate.
1. it overstacks DPS on 1 unit, as we both acknowledged. (I would love to stack those on Mouse Rangers and Sparrow Squadrons, but that's not happening if the ability stays as is.)
2. As you mentioned it is best used with Gorelock's passive revive, rather than the auto-revive provided by that mutation. I agree with this, but I am not satisfied with this: I want it to also be compatible with the instant auto-revive! After all, it comes with a 1000 DNA ability (only a part if it, nut still).
In fact, I reached my highest level, which is around ~700, using Gorelock + Nicola + Bones. (You probably already know this: The death of the ghosts summoned by Bones' passive also triggers Nocloa's passive.)
As for your suggested solution I do agree with you. Spreading the buff out between units will reduce the DPS gap and can therefore lead to us not disregarding 90% of our army as useless DPS-wise.
Let's take it a step further: Allow for x total gravestones per generation (meaning one unit can get more than one), then when a gravestone is summoned give it to whichever units has the lowest DPS. This would in principle lead to every unit dealing worthwhile DPS. The thought of that makes my mouth water! All of the unit evolutions, war supplies and other buffs will actually be useful then!
(Ofcourse this "lowest DPS" would have to be calculated in such a way so that it isn't broken or easily exploited).
I would like to comment on the "niche passive" argument point you brought up:
I'm not quite sure what you mean by "extremely niche passive", but after I started using Gorelock my average highest level quickly rose from about lvl 400 to about level 1500, and it's still increasing at a good pace. While it does just seem to spread its buffs (chiefly) among three units, it seems to be enough for the passive to be extremely useful.
But I hadn't thought about your point nr.1 at all before! That's very interesting!
I would like to point out, as you may already be aware, that Gorelock's first passive helps counteract both point 1 and 2:
1. +5 extra lives per generation works as 5 free "revive all units" per run. But if they die as quickly as you state (every 1 to 2 waves) then that still won't be enough... Could you confirm if you actually find your main DPS units to die so often that it becomes a big problem, even with 5 extra lives?
In fact, in my opinion this is an extremely niche passive, for 2 reasons:
1. The units that are killed most are the ones who receive biggest damage bonus, this seems controversial, as if they are killed every 1 or 2 waves late in the game, they won't have much opportunity to do damage at all.
2. This passive conflicts with the auto-revive option you get from auto-combat mutation lv4, as it automatically revives your units almost immediately, so the only gravestones you can get with that option enabled will be those single-unit squads.
If you plan to bring this to the Devs, I have a suggestion: It should work like seeds from Ancient: for every 2 or 3 (or any balanced number) kills by the enemy, you lay a random gravestone that increase a random squad's damage by 10x, which is capped at one gravestone per squad per generation.