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OMD2 - Wind Up - Warmage - 2.3M score
Description
High scoring Wind Up on warmage difficulty.
Loadout :
- Crossbow (lvl 3, mana per headshot)
- Windbelt (unupgraded)
- Mana Rage trinket (fully upgraded)
- Tar (fully upgraded, effect lasts awhile)
- Spikes (fully upgraded, slow)
- Scorcher (unupgraded, enemies burn longer, can be placed on walls)
- Web Spinner (fully upgraded, can be placed on ceiling, no unique)
- Pusher (fully upgraded, stuns)
- Grinder (fully upgraded, causes bleeding)
- Barricade (fully upgraded, takes less damage)
A few notes :
- Wall and floor grid are misaligned, like on The Edge, meaning that killbox gets to its full 12x potential.
- Grid offset is more pronounced, orcs tend to turn as soon as they make it past the barricade, causing "pusher fizzles". The two barricades at the back aim at fixing that : orcs pathing keeps in a straight line.
- I changed the bottom floor killbox setup for the last waves to a less combo-effective setup, but more orc-tight : only one fire ogre made it through, while I actually lost a previous attempt owing to seepage during the final wave.
- One 12x combo is borderline exploitative : an orc took a nap while his comrades were getting killed, providing me with an after-action extra combo opportunity (windbelt bug).
- In the weird section : sometimes orcs in the upper corridor get burnt by scorchers down below. The floor there is in the "false floor" category, but scorcher range should not allow it (plus, the scorchers aren't even aimed upwards !).
- Crossbow orcs are, as usual, a PITA (what with killing you and damaging beyond repair the orcs before them). But, although very hard to pull off (or requiring a vast amount of dumb luck), they also provide an opportunity for 13x combos. Food for thought...
Loadout :
- Crossbow (lvl 3, mana per headshot)
- Windbelt (unupgraded)
- Mana Rage trinket (fully upgraded)
- Tar (fully upgraded, effect lasts awhile)
- Spikes (fully upgraded, slow)
- Scorcher (unupgraded, enemies burn longer, can be placed on walls)
- Web Spinner (fully upgraded, can be placed on ceiling, no unique)
- Pusher (fully upgraded, stuns)
- Grinder (fully upgraded, causes bleeding)
- Barricade (fully upgraded, takes less damage)
A few notes :
- Wall and floor grid are misaligned, like on The Edge, meaning that killbox gets to its full 12x potential.
- Grid offset is more pronounced, orcs tend to turn as soon as they make it past the barricade, causing "pusher fizzles". The two barricades at the back aim at fixing that : orcs pathing keeps in a straight line.
- I changed the bottom floor killbox setup for the last waves to a less combo-effective setup, but more orc-tight : only one fire ogre made it through, while I actually lost a previous attempt owing to seepage during the final wave.
- One 12x combo is borderline exploitative : an orc took a nap while his comrades were getting killed, providing me with an after-action extra combo opportunity (windbelt bug).
- In the weird section : sometimes orcs in the upper corridor get burnt by scorchers down below. The floor there is in the "false floor" category, but scorcher range should not allow it (plus, the scorchers aren't even aimed upwards !).
- Crossbow orcs are, as usual, a PITA (what with killing you and damaging beyond repair the orcs before them). But, although very hard to pull off (or requiring a vast amount of dumb luck), they also provide an opportunity for 13x combos. Food for thought...
Keywords & Tags
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