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Hello! Long time no see! First of all I'm sorry I haven't been here for a long time. I have a lot of things in reality that are not what they used to be. If you haven't played infinitode in a long time, I would recommend you come back and check it out, because now that we have 1.9, the long-lost new version, a lot has changed. Maybe you'll like it. Like the beginning of the 1.8 version, I was also preparing to make videos for the DQ series. However, there is now a system called bonus in the DQ that gives you random options to get a powerful bonus. Since the RNG seed changes every day, it will be hard to refer to my video directly. So please forgive me for not putting out the DQ video the first time. In the future, I may continue to give DQ reference strategy videos in other forms. In addition, I would also recommend you to check baiqi's and 249's channels for DQ videos. They have put out videos with very high quality strategy. As long as you can find a good bonus sequence, these videos will give you a good reference. Speaking of Level 1.1, I did some research on it, and now I want to show you the results, like in this video. Here are some important points to note, most of which are reflected in the video. These are the latest features of normal leaderboard gameplay in the new version: 1. There is a new ability named Loop, granting extra damage for towers and mining resources for miners. The extra ores mined by Loop does not provide scores, but they count in exp modifiers. 2. Laser and multishot now provide bonus coin buffs on enemies. Not only does it give more coins, but killing enemies with this buff results in more early wave call coins and scores. So you will need a laser or multishot to be there. 3. Minigun now gives vulnerability debuff to enemies. It works. So you will often need a minigun too. By the way, splash can now give bonus exp buff. 4. Venom's ultimte skill is very very strong when you try to exploit it with firestorms or fireballs. In some levels, 1 firestorm + venom's ult = afk 100+ wave cleared (also there seems to be a bug on fire damage causing this). I didnt exploit it in this video. To be honest I do not like this because this is quite sick for lederboard gameplay. But it may be fun for you! 5. Basic clone gauss for self-improvement still exist, but the exp transfors with a speed so now it cant got exploit to build super strong gauss. However, it is still worthy since by doing so you can have one more tile for mining or exp modifier. 6. Basic's ultimate changes a little. It now unconditionally continue to transfer experience to cloned towers, instead of stopping when the target reaches level 20. This has led to a few changes, which in general makes it more useful, and you can build experience Bridges to transfer experience, such as right side to left side of the map in DQ7. For such a bridge, the experience gained by any of the towers will be passed on to the end side. Moreover, if there is a belence mof between a gauss with self-improvememt and the basic that cloned it, you will see basic transfer exp to gauss by its ultimate, while gauss transfer exp to basic through balance mod. It will be a exp circuit and all of the exp can be eventually consumed by gauss's self-improvement, so that to achieve a 100% usage rate of experience. 7. The new overload mechanism is way more different. It makes the enemy tougher and harder to control, but now it do not speed them up. It no longer provides direct score bonuses, but still significantly increase the mining speed, which results more resources and mining scores. How to continue the overload state as long as possible is a very interesting and worthwhile thing to optimize. As you can see in the video, I maintained the 10 stack of overload until 150 waves. This is a strategy unique to the new version. 8. Towers can now be disabled, making it easy to manipulate Gauss. As you can see in the video, I was able to get higher early wave bonuses and save resources by disabling Gauss at certain times. There are also many other application scenarios for disabling towers. 9. Now, under high wave counts, the growth of enemies' health has changed. In previous versions, the growth rate slowed down as the wave increased, but now it just keep growth. At the same time, higher waves provide significantly higher scores. This has led to a change in strategy. 10. Sniper is not so meta anymore, and the belence changed a lot. Every tower has a chance now. These are just the most important changes I think, and there may be a lot of things I haven't found or mentioned, waiting for you to discover. Finally, I would like to thank baiqi et al for helping me to delve into many mechanisms and make our understanding more profound. I wish you enjoy the new era of infinitode!