Took about 3 tries prior to get there, and along the way we learned something important; the rounds are random to the point of being absurd. How absurd? We had 6 jackbot rounds in a row one time. Come. On. :| That's just no doable. When the smoke clears there just isn't enough turrets to stem the tide. In other playthroughs today we also had variations; 2 jackbot rounds plus heavy bot round plus jackbots again, or maybe jackbots every second round. FINALLY we had a game with a more even distribution of bots and got over round 400, the threshold where things increase in difficulty one final time before becoming random rounds. We can survive "normal" rounds of any difficulty (IE Jackbots come once every ten rounds) practically indefinitely. But when they're strung together 3 at a time with some hard-pushing bot rounds mixed in, damn near impossible. Anyhow our setup is as it's been for a while; 2 supports 1 assassin, all rockits except one shaveice next to the ball, supports hacking all forward turrets (never firebases) While this was really fun, I don't know how far we're going to take it. We "beat" the mode I suppose by making it to the threshold, not sure if we're going to find playing for hours on end after that very much fun, especially if we get another half dozen jackbot rounds thrown our way :cry:
No, assassin has pretty good survivability what with cloak and smoke bomb. She's the only class that can take a jumpad to a jackbot (without doing that little trick where you hop on the edge of the level to fake it out) and not expect to get knocked off perfectly by its ground pound. Our assassin had bacon for practically the whole game, and so died rarely.
Near when it came out, Grindout, SXD & I were having a really good run, but lost at round 161 because we got six jackbot rounds in a row and there was nothing we could do. Guess we're just unlucky.
Meh, when rolling solo Support like I normally do, even 2 Jackbot rounds out of 5 is enough to end a run. A solo Support has absolutely no way to do anything to the Jackbots on the upper paths as Airstrikes do very little, and all of your turrets that are capable of damaging them will get focused down by 2 or more Jackbots in about 10-15 seconds. Even Gold RoF and using Juice can only outheal the DPS of 3 Jackbots, and that only lasts about 10 seconds. The moment one of your hacked turrets that are damaging those Jackbots goes down, it's pretty much fubar, and you'll likely lose some time during the next 5-10 rounds, even with a full health Moneyball.
Yeah, that wasn't too fun. For those that are unaware, past round 100, one Jackbot round = 5 Jackbots. As such, 6 rounds = 30 Jackbots. We were all Supports, and we blew the Annihilator on the first 2 rounds of Jackbots. No way we stood a chance. That being said, that score is rather impressive, Rhineville. Congrats on getting the #1 spot.
Rhineville, I love how you just found out about the absurdness of it But, we found out your trick that you referred to in an earlier thread. We won't say it, but funny how it works. Got to 319 but found out the little jackbot round helpful thing after round 150 or so and we had a 5/6 jackbot rounnds in a row once early that hurt are ball past 25% left. It was fun, and I love the competition between yoru three and my three (3-5 people I play with) One thing i wanted to ask.. is did you have the supports hack the left and right.. or like the front and a side? I randomly thought of doing the front and the side closest to the shaveice and it work remarkably. wondering if that is how you did it.
I've played solo SSDB to death with every pro. My losing now is insensitive to which pro I choose. I can comfortably break 100 and just like you I can deal with every round after 100 except when I get jackbots in succession. I find when playing solo that if you have no annihilator there is literally no way of killing the jackbots quickly enough. Before they are dead two rounds have passed and your 3/4 of your turrets are toast. It's just luck of the draw as to when they come, which probably explains why I've reached round 159 with a gunner, but have not yet managed that with the support. I think there should be more wearing you down, as time goes on: - increased gremlin, buzzer, bouncer, scrambler spawns in addition to normal rounds - occasional extra jackbots, to bolster rounds, not just waves dedicated to them - severely asymmetric waves, where suddenly 90% of the bots come through one of the 3 doors so pros have to run around more - perhaps even having your turrets and their nubs one-by-one taken away from you as time really stretches on
Yah the randomness of it all bothers me. We just made it to 503 on our last attempt of the night. It was ended by a ridiculous amount of jackbots in a row. Once they blow up one or two turrents it's just over :-(
See, now I'm just not sure if you found out what we knew (mainly just about prioritizing jackbots) or if you found out something new :O Haha same here, but I think we might "retire" from SSDB just because if you can't get a somewhat decent run you spend 2 hours for nothing. I'm not entirely sure what you mean but I'm pretty sure in the end we hacked the same turrets; Each support had a side lane (assassin needed the middle because of heavier jackbots and proximity to the jump pads) and I was in charge of the shaveice. I'd hack the front lane turret on my side, the shaveice, the turret in front of the jump pad and the turret in front of my lane. Initially we thought that the turret in front of the jump pad didn't need a hack since because the pilars were in the way it wouldn't benefit from the extra range; it'd hit bots the same time no matter what ,so I'd hack my rearmost turret all the way in the back, just because it could hit bots the second they'd pop out. Eventually we realized that the jumpad turret plays a big role in taking out jackbots. Since that became the big threat we switched it up and it works a lot better. I can say too; that shaveice was ESSENTIAL. If I missed a hack the other support had to get out of his rotation and hack it.