I'm racking up hours and several things still annoy:
- The LOS and the effective engagement zone for the drone towers are not the same yet a single ring attempts to display for both. As near as I can tell the engagement ring is the maximum distance the drones will chase creeps. What is needed is a LOS ring for the drone tower so I know just how far it can be placed to maximize path coverage.
- The tower placement grids are a significant improvement yet I still spend a lot of time hovering but not quite placing a tower. Either a more defined outer edge or a snap glide tool would be a very nice addition.
- Every tower is 2x2...any thought to making some 2x3 or 3x3?
- Generally, the LOS for the tower as it relates to the top portion of the ring from the human players perspective needs work. I routinely place towers only to find they don't engage passing creeps where or when I thought they would (if at all).
- Does terrain impact LOS for tower placement? Generally the longer range towers will engage through ridge lines while shorter range towers frequently will not when their engagement ring indicates they should...
- Do some towers have minimum engagement zones inside of which they won't engage creeps? I ask as it is difficult to discern if the tower is performing as expected near choke points and the visual leaves enough doubt I felt compelled to ask.
- The creepy audio for the hoards of small aliens is AWESOME!
- Any consideration for a tower or an upgrade of a tower that would enable it to engage air and ground units? Obviously it wouldn't be great at either but in some areas on some maps the tower placement gets really crowded. I'm specifically thinking of the flak tower but feel free to involve your inner gremlin.
- An energy ability that was effectively a carpet bombing of a swath of path would be a nice addition, even if it had a long recharge time. It is very possible to bunch up the little hoards, but not so easy to dispatch sufficient numbers before they break through. It would be nice to be able to take advantage of temporary creep bunching.
- The creep pop up that specifies towers to which the creep is weak is nice though for some towers it isn't obvious why...
- Would it be possible to color code the creep path entrances for the HUD so I know which path each creep group is going to emerge from? This can be learned from playing any particular map enough times but is exasperating the first couple play through attempts. Does the defense team not employ intelligence officers?