Galaxy Wars Tower Defense Strategy
If you’ve played one Tower Defense game, you’ve played them all. While this genre is pretty straight forward and each Tower Defense game tends to play the same as the next, the difference is in the details, especially with Galaxy Wars Tower Defense.
There’s a couple of things that Galaxy Wars does right. Using structures that feed off of each other is one of them. The animation and wide range of enemies is nice too. But let’s not get too excited by the flashy shiny. The Lets take a look at the different towers and note their respective strengths and weaknesses.
Due to great range and cheap cost, this weapon is great for just starting out in any map. However, the dps is low, so use it to get a foothold and move on to something with a little more umpf. Most Tower Defense make this weapon overpowered, but not in Galaxy Wars.
This laser turret feeds off others nearby to multiply the damage. If there’s an overpowered tower in the game, this is it. The range of any one turret isn’t bad, and if you keep stacking prism turrets near each other, you’ll quickly find their power is many times higher than the cheaper missile turrets.
Condenser and Radar
The condenser and radar go together like peanut butter and jelly. The condenser is a laser weapon that fires in a straight line, damaging everything in its path. While the damage distance is unlimited, the activation distance is not. That means once there are no enemies passing nearby, the laser will no longer activate. But add a radar nearby and you’ve effectively trippled the fire power by extending the condenser’s range. This combo is the best in the game. Combine a freeze laser in the mix to bring the pain.
A standard tower found in every game. This one slows down multiple enemies in its range allowing other turrets to increase their overall damage. As a force multiplier, this turret is way too cheap. I almost always include this weapon in my arsenal.
Cheap. That’s about all this turret has going for it. The zerg rush effect isn’t particularly strong either. Since they’re the cheapest, I sometimes use these as gates to redirect the enemy back and forth down a path in the endgame. Once you spend a few points boosting your starting cash, you can start with missile turrets and shouldn’t need gatling’s at all.
Skip this one, the cost is so high that you might as well hold out a little more for the Condenser. Firing rate is low too. The only good thing about this weapon is the splash damage. Level up the sputter damage on your prism turrets and never look back.
This standard issue continuous damage turret is hobbled with terrible range and failure to activate by radar.
If you place more than one radar on a map, the squares where they overlap should be considered prime real estate. Place condensers there and upgrade them to the max. Also, placing radar at the edge of a map is not really a great idea. You’re throwing away a lot of radar coverage where enemies will never pass and towers will never exist.
The tradeoff for making the longest path for the bad guys to travel through is less area for your turrets. Conversely, anywhere you place a turret, that’s one less square for the baddies. This is easily noticeable when rounding corners of the map. Do you make the enemy go along the outermost row and column, or do you place your towers there and allow the enemy a slightly shorter path? You’re trading a tower or two for that longer path, but towers on the outer edge won’t be getting return traffic on their backside either. It’s a tough call.
Prism towers work together, so putting these in close proximity to one another increases the damage and range overall. One radar with a gang of condensers is great. Add a freeze turret to the mix for more damage. If you build rows of towers next to each other several rows thick, make sure you put long range towers in the middle so they can reach both sides. Keep the short range stuff along the edge of the group.