Legion Servers is introducing a brand new gamemode, Minecraft Tower Defense!
IP: mc-td.net
This is a co-op gamemode when the aim is to buy and place turrets/towers that automatically shoot mobs passing through the arena. Mobs always come from one spot in the arena, and go to a goal spot. Mobs spawn in waves that start out easy and get progressively more difficult. When a mob dies, it drops money that you can use to buy more turrets and upgrades. A mob will always follow the shortest path to its goal.
In MCTD games, the currency that you use to buy things is gold nuggets, gold ingots, and emeralds. One gold ingot is worth 9 nuggets, and one emerald is worth 9 ingots. There is a villager in each arena (the "Currency Exchange" villager) that you can use to convert between these. The "Turrets" villager sells different kinds of turrets with different properties, and the "Upgrades" villager sells turret upgrades.
Turret Types
Basic Turret
A basic turret is, well, a basic turret. It's the cheapest turret, but also the least powerful. It shoots arrows relatively slowly, and doesn't aim at mobs, or rotate. These are most useful at the beginning of the game, where you need a bunch of basic turrets to kill the first few waves. Even later on, their low price makes them a good choice for building long walls or mazes for mobs.
Aiming Turret
An aiming turret has a similar rate of fire to a basic turret, but has the additional property that it can aim arrows to an extent. It can only fire arrows to one side (it does not rotate), but the arrows it fires will aim toward nearby mobs. This makes them much more likely to hit their target. Aiming turrets are also useful against spiders, because they can aim downwards as well.
Rotary Aiming Turret
A rotary aiming turret is an aiming turret that can also rotate to all 4 sides. It will rotate to the nearest mob and aim at it. These are extremely useful when mobs are travelling on more than one side of a turret. Strategically placed, these can make ideal spider defenses.
Spin Turret
Spin turrets have the special property that they continually rotate and fire arrows out of all 4 sides whenever any mob is in range. They do not aim, but fire arrows at double the rate of any other turret. Fully upgraded, spin turrets fire 20 arrows every second. If you can route mobs on 3 or 4 sides of a spin turret, it is by far the most effective turret for the space. Combining speed and power upgrades can make spin turrets a key component in wearing down mobs.
Fire Turret
A fire turret shoots fireballs that light a mob on fire for a period of time. They don't aim or rotate, but can be very useful placed at intervals to keep mobs on fire.
Advanced Fire Turret
This is essentially a rotary aiming fire turret. The turret rotates toward nearby mobs, and aims.
Mortar
A mortar fires snowballs upward on an arc toward mobs. The snowballs explode on impact, damaging all mobs around. Mortar explosions are relatively powerful, but the fired snowballs are very inaccurate. The inaccuracy means that it's usually only practical to use them in areas where there are high concentrations of circulating mobs.
Cow Cannon
Cow cannons fire exploding cows. What else? Cow cannons are both extremely powerful, and are significantly more accurate than a mortar. They are vital in the end game, but are very expensive.
Upgrades
Suger (Efficiency)
Sugar upgrades can be applied to any turret to increase the rate of fire.
Bow (Power)
Bow upgrades can be applied to turrets that fire arrows to increase the power of the arrow.
Fishing Rod (Range)
A fishing rod upgrade can be applied to any turret to increase its range.
Gunpowder (Explosion Power)
A gunpowder upgrade can be applied to mortars and cow cannons to increase the explosion power.
Mob Types
There are a number of different mob types that you can encounter. Each one has a number of different versions.
Basic Zombies
Zombies don't have much health, but the higher levels of zombies have progressively better armor.
Skeletons
Skeletons have about as much health as zombies, but are faster, and have less armor.
Spiders
Spiders have no armor, and little health, but they can climb over blocks and turrets. This makes them difficult to deal with if you don't have turrets set up in their path. Their low profile also means that aiming turrets have to be strategically positioned to hit them reliably.
Zombie Pigmen
Zombie pigmen have no armor, but have much more health than normal. The different levels of zombie pigmen carry different types of swords - the better the sword, the more health. They are also fire-resistant.
Cave Spiders
Cave spiders can climb like normal spiders, but have more health, and are much faster. This makes them very difficult to kill without good spider defenses.
Tank Mobs
Skeletons and zombies both come in "tank mob" varieties. Tank mobs have full diamond armor and a LOT of health, but are also very slow. Their slowness makes them an easy target for explosive turrets. The higher level skeleton tank mobs also come in a fast tank skeleton variety, with slightly less health.
Strategy
Beginning
The beginning strategy for the first several waves is very important, because without the gold from the first handful of waves, it's impractical to defeat the harder waves. It's usually best to spend all your money on basic turrets at first, and buy more as soon as you have the money to do so. Positioning them facing at right angles to the mob path isn't very effective, because they usually only get one hit (or no hits) on each mob this way. Try to position the turrets such that they're facing the mob path, so each basic turret can get more than one hit on each mob. Start forming a long passageway for mobs as soon as possible. Passageways on diagonals are good because they force mobs to turn frequently, slowing them down.
Mid-Game
At some point, you'll have to start dealing with spiders. Don't forget! The formation of turrets to use for this is highly dependent on the arena, but in general, it's often a good choice to watch where spiders go naturally, and place turrets alongside that path, but not in the way of the path, so spiders don't climb on top. The best turrets for spiders are generally aiming turrets and rotary aiming turrets. Go for the rotary versions if it can hit spiders from more than one side. If you can, try to direct normal mobs through the spider path too - but this isn't always possible. Some maps feature spider shortcuts that present much shorter paths to spiders. Try to block these off by creating overhangs.
In the mid-game, routing mobs through a lengthy path or maze is very important. Try to construct a path in such a way that mobs pass on 3 or 4 sides of the same turret, so that turret can be effectively replaced with a spin turret. The best formation for this is long diagonal paths. Fire turrets placed strategically at intervals can also be a major asset.
Identify your most effective turrets and pack them with affordable upgrades. The most effective turrets in the mid-game are usually spin turrets in key positions and rotary aiming turrets for spiders. Pack both speed and power upgrades into the same turrets. Combining both at once forms a very powerful turret. An upgraded spin turret can deal huge amounts of damage to mobs passing by, and an upgraded rotary aiming turret can act like a machine gun for passing spiders and other mobs.
End Game
As the mobs get harder and harder, they drop more and more money. You need to focus on dealing as much damage as possible to the mobs. At first, this means getting powerful upgrades and putting them in strategic turrets. Once you have the money, upgraded cow cannons are very useful to deal lots of damage to large mobs at once. By this point, you should have an extensive maze of mobs looping back on each other, so a cow cannon should be able to hit large clusters of mobs. It's better to upgrade a cow cannon than to get more - if you get too many cow cannons, they can start exploding other cows in the air prematurely.
This is a co-op gamemode when the aim is to buy and place turrets/towers that automatically shoot mobs passing through the arena. Mobs always come from one spot in the arena, and go to a goal spot. Mobs spawn in waves that start out easy and get progressively more difficult. When a mob dies, it drops money that you can use to buy more turrets and upgrades. A mob will always follow the shortest path to its goal.
In MCTD games, the currency that you use to buy things is gold nuggets, gold ingots, and emeralds. One gold ingot is worth 9 nuggets, and one emerald is worth 9 ingots. There is a villager in each arena (the "Currency Exchange" villager) that you can use to convert between these. The "Turrets" villager sells different kinds of turrets with different properties, and the "Upgrades" villager sells turret upgrades.
Turret Types
Basic Turret
A basic turret is, well, a basic turret. It's the cheapest turret, but also the least powerful. It shoots arrows relatively slowly, and doesn't aim at mobs, or rotate. These are most useful at the beginning of the game, where you need a bunch of basic turrets to kill the first few waves. Even later on, their low price makes them a good choice for building long walls or mazes for mobs.
Aiming Turret
An aiming turret has a similar rate of fire to a basic turret, but has the additional property that it can aim arrows to an extent. It can only fire arrows to one side (it does not rotate), but the arrows it fires will aim toward nearby mobs. This makes them much more likely to hit their target. Aiming turrets are also useful against spiders, because they can aim downwards as well.
Rotary Aiming Turret
A rotary aiming turret is an aiming turret that can also rotate to all 4 sides. It will rotate to the nearest mob and aim at it. These are extremely useful when mobs are travelling on more than one side of a turret. Strategically placed, these can make ideal spider defenses.
Spin Turret
Spin turrets have the special property that they continually rotate and fire arrows out of all 4 sides whenever any mob is in range. They do not aim, but fire arrows at double the rate of any other turret. Fully upgraded, spin turrets fire 20 arrows every second. If you can route mobs on 3 or 4 sides of a spin turret, it is by far the most effective turret for the space. Combining speed and power upgrades can make spin turrets a key component in wearing down mobs.
Fire Turret
A fire turret shoots fireballs that light a mob on fire for a period of time. They don't aim or rotate, but can be very useful placed at intervals to keep mobs on fire.
Advanced Fire Turret
This is essentially a rotary aiming fire turret. The turret rotates toward nearby mobs, and aims.
Mortar
A mortar fires snowballs upward on an arc toward mobs. The snowballs explode on impact, damaging all mobs around. Mortar explosions are relatively powerful, but the fired snowballs are very inaccurate. The inaccuracy means that it's usually only practical to use them in areas where there are high concentrations of circulating mobs.
Cow Cannon
Cow cannons fire exploding cows. What else? Cow cannons are both extremely powerful, and are significantly more accurate than a mortar. They are vital in the end game, but are very expensive.
Upgrades
Suger (Efficiency)
Sugar upgrades can be applied to any turret to increase the rate of fire.
Bow (Power)
Bow upgrades can be applied to turrets that fire arrows to increase the power of the arrow.
Fishing Rod (Range)
A fishing rod upgrade can be applied to any turret to increase its range.
Gunpowder (Explosion Power)
A gunpowder upgrade can be applied to mortars and cow cannons to increase the explosion power.
Mob Types
There are a number of different mob types that you can encounter. Each one has a number of different versions.
Basic Zombies
Zombies don't have much health, but the higher levels of zombies have progressively better armor.
Skeletons
Skeletons have about as much health as zombies, but are faster, and have less armor.
Spiders
Spiders have no armor, and little health, but they can climb over blocks and turrets. This makes them difficult to deal with if you don't have turrets set up in their path. Their low profile also means that aiming turrets have to be strategically positioned to hit them reliably.
Zombie Pigmen
Zombie pigmen have no armor, but have much more health than normal. The different levels of zombie pigmen carry different types of swords - the better the sword, the more health. They are also fire-resistant.
Cave Spiders
Cave spiders can climb like normal spiders, but have more health, and are much faster. This makes them very difficult to kill without good spider defenses.
Tank Mobs
Skeletons and zombies both come in "tank mob" varieties. Tank mobs have full diamond armor and a LOT of health, but are also very slow. Their slowness makes them an easy target for explosive turrets. The higher level skeleton tank mobs also come in a fast tank skeleton variety, with slightly less health.
Strategy
Beginning
The beginning strategy for the first several waves is very important, because without the gold from the first handful of waves, it's impractical to defeat the harder waves. It's usually best to spend all your money on basic turrets at first, and buy more as soon as you have the money to do so. Positioning them facing at right angles to the mob path isn't very effective, because they usually only get one hit (or no hits) on each mob this way. Try to position the turrets such that they're facing the mob path, so each basic turret can get more than one hit on each mob. Start forming a long passageway for mobs as soon as possible. Passageways on diagonals are good because they force mobs to turn frequently, slowing them down.
Mid-Game
At some point, you'll have to start dealing with spiders. Don't forget! The formation of turrets to use for this is highly dependent on the arena, but in general, it's often a good choice to watch where spiders go naturally, and place turrets alongside that path, but not in the way of the path, so spiders don't climb on top. The best turrets for spiders are generally aiming turrets and rotary aiming turrets. Go for the rotary versions if it can hit spiders from more than one side. If you can, try to direct normal mobs through the spider path too - but this isn't always possible. Some maps feature spider shortcuts that present much shorter paths to spiders. Try to block these off by creating overhangs.
In the mid-game, routing mobs through a lengthy path or maze is very important. Try to construct a path in such a way that mobs pass on 3 or 4 sides of the same turret, so that turret can be effectively replaced with a spin turret. The best formation for this is long diagonal paths. Fire turrets placed strategically at intervals can also be a major asset.
Identify your most effective turrets and pack them with affordable upgrades. The most effective turrets in the mid-game are usually spin turrets in key positions and rotary aiming turrets for spiders. Pack both speed and power upgrades into the same turrets. Combining both at once forms a very powerful turret. An upgraded spin turret can deal huge amounts of damage to mobs passing by, and an upgraded rotary aiming turret can act like a machine gun for passing spiders and other mobs.
End Game
As the mobs get harder and harder, they drop more and more money. You need to focus on dealing as much damage as possible to the mobs. At first, this means getting powerful upgrades and putting them in strategic turrets. Once you have the money, upgraded cow cannons are very useful to deal lots of damage to large mobs at once. By this point, you should have an extensive maze of mobs looping back on each other, so a cow cannon should be able to hit large clusters of mobs. It's better to upgrade a cow cannon than to get more - if you get too many cow cannons, they can start exploding other cows in the air prematurely.
diddn`t know how to get there
It is so laggy, I perfer that you do not play this game
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Awsome server! I highly enjoy playing it. It is just so much fun!
Noice