1:22:53high explosives, let's gooooo
1:23:01You judge it based on whatever you saw the previous time
1:23:02there's so many orcs that it looks like a river
1:23:05its basically fluid dynamics at this point
1:23:11:_jellyBoom::_jellyBoom::_jellyBoom:
1:23:14also the left half of the top path is very inefficient :_jellyNotlikethi:
1:23:15:yougotthis::popcorn::pillow-turquoise-hot-chocolate:
1:23:15left bottom needs so much support
1:23:18Become death, destroyer of worlds :_jellyBoom:
1:23:20Right by the big catch, yeah
1:23:21what if 5 flamers and nothing else in middle
1:23:22they're getting overrun so fast
1:23:27The clump alot in that last turn
1:23:28yeah that place clogged hard
1:23:29thats where they are bunching up
1:23:35mortar throws them around and will slow them up
1:23:44mortar for keeping the orcs in the line of fire?
1:23:50its better on this level to kill them at the source rather than the chokepoints
1:23:58oh yeah for the damage buff right?
1:24:00Seems like they prefer the top lane of the bottom two lanes
1:24:13doesn't hurt to check it out:_jellyThink:
1:24:23are your turrets even hitting the burning ones? they don't seems to be burning when turrets shoot them
1:24:34you might need to kill them before they stack so much since you dont have enough aoe/pen?
1:24:37yeah they go slow there so DOT would be good
1:24:40so you're just missing the 5% dmg?
1:24:40:_jellyPet::_jellyPet::_jellyPet:
1:24:46:_jellyCool:man I really like this new track, it's dark and grimy
1:24:47maybe keep the mortar fire immediately after the flamethrowers, take advantage of the burn damage bonus?
1:24:51always need one more flamer...:_jellyFire: