Tigerstein, it took me hours to find a suitable way to do The Hive. That's a lot of replay and practice.
My strat will work for everyone, but you still have to learn the map and waves. Even in my video I almost had some ogres escape. It's very difficult.
Also, Chilled Caverns is going to be ridiculous to 5 skull solo on Nightmare imo. Supposedly someone at Robot has done it or it wouldn't have shipped, but it's so rough.
I will try to put together videos today for NM The Hive and Chilled Caverns. I'm actually having a lot of trouble with The Hive after saying it wasn't that bad yesterday.
For more text-inclined OMD!2 users, a guide just for you! http://www.gamefaqs.com/pc/665786-orcs-must-die-2/faqs/64955
Includes from-scratch walkthrough, trap analyses, and wave data! Last updated: November 5th 2012
Yeah the Hive was hard but man, trying to legit do Chilled Caverns was SO much more frustrating! I'm still mad for giving up but it feels impossible.
Good luck on The Hive!
I have a concern about this. I'm certain that someone at Robot did it in solo, but these kind of "extreme hard" levels makes me feel like you have to use a very specific trap layout to get 5 skulls. If there's only one way to get 5 skulls on a specific map, then I think Robot should reconsider some of these map designs.
It actually feels like you have to find a co-op partner to get 5 skulls on some of these maps.
That's what people said about Rebirth. Then they said it for Great Gorge. And again for Crunch and Twisted Halls. We got off easy with the first two DLCs. I'm actually glad to see some tough challenges. No more autopilot candy land with rainbows. This is Orcs Must Die! Not *yawn* wake me up when it's over.
AKA Duvalon (Steam, leaderboards)
It bemuses me that people get upset that they can't figure the level out and 5 skull it. At what point did gaming stop being about challenging yourself and problem solving for enjoyment and instead feel good and finish it any way you please. What the hell is the point of a game that doesn't test your limits and push your abilities? I just don't get it.
The more difficult the better. There are dozens of ways to finish each level; and if it isn't done within the first week of the game being put out easily people think its 'too hard'. I think everyone should just harden up. Especially with nightmare; its called nightmare not walk in the park version 2.
Personally I love the new difficulty. I'm still trying to work out clever ways to get around it without barricades.
I'd like to see a Rogotin skin for the warmage and sorc. I envision it as kobold runner with a nifty hat riding your shoulders as he lobs grenades at your barricades whilst smacking you in the back of the head.
Well, we're talking extremely skilled here or just a really strange loadout...probably both.
Challenge is fine and I appreciate it. Robot really stepped up their game in that sense from the last few DLC!
Out of curiosity, how long did it tak you to 5-Skull nightmare the Yeti maps levels?
The Hive, I'm stuck trying to five skull. And one skull. I actually just had an idea, a crazy mad idea inspired by a documentary about the Russian defense at the battle of Kursk, but I'm at work at the moment and can't test it yet. It'll need spike traps, burners, grinders, zappers, barricades, archers, I think that I'll use stone staff, guardian revive trinket, bazooka, and maybe the new swinging wall trap. Fairly typical loadout, but I'll be setting up strange kill boxes.
The last level, I have a better feeling about. My strategy on War Mage seemed solid, so I think that I can apply and improve It.
I know this is hard to believe but I myself am not very good at 5 skulling levels. One of the reasons is I always notice something I want to investigate during the level. My attempts so far have not gone well and the challenge is refreshing. I've spoken to Nananea a few times and attempted it once or twice with little to no success (5 skulling, I quit if I know it isn't going to happen). Nananea is actually the resident beast when it comes to this area of skill. She's much better than I am.
The combo community on this board is really tight and they help eachother a lot. It suprises me that no one has stepped up and fired up a five skull community. There seem's to be a few of you ...
Do you want me to start 5 skulling threads and videos? I am more than happy to start working on them but I am extremely rusty. I finished every OMD1 level on nightmare with no more than 4 traps. But OMD2 may be a different story.
The Hive is all about attrition imo! You've got a huge level, utilize it.
Yeah, that's what I was thinking - defense in depth.
Agreed, especially so on the first part. For a while now I've been hoping for maps that have enemies from multiple dlcs, but the introduction of sappers means I now actively don't want them. They ruin everything that makes OMD original. I love the new equipment and maps, The Hive was my favourite actually, but the sappers go a long way to ruining it. They're actively bad. The normal sappers are annoying as hell but they're a good gameplay element. These sappers force you to combat in a game that is already far more combat-oriented that the original. I really hate them.
I also agree about the maps feeling as if they're geared towards co-op, but you can't blame Robot for that. It's pretty much impossible to have maps that work equally well on coop and single-player, and the main addition to OMD2 was coop. So it makes sense for the maps to be co-op oriented. That I don't mind much. The intoduction of these sappers though ... just a terrible decision IMO. Please don't let them be included if they ever make an OMD3.
Well the good thing is we don't have to deal with them unless we play this DLC's maps, right?
I think this is a good lesson; there's a lot of people out there asking for more difficulty saying the game is too easy for five skulling. Well ... we got it. Lucky it's only three levels for now ... next DLC will be interesting.
I, for one, welcome the goblin sappers. They introduce an entirely new game mechanic, and they force you to pay more attention to the enemy waves. Of course you have to pay some attention to gnolls and kobolds, but they really are quite easy to take care of, and you don't necessarily have to use your character very actively to do so. The goblin sappers, however, require more attention, as well as more activity from the character you play. They also encourage the use of guardians. So I think they're a nice addition to the game.
After seeing the enemies which were added in the two first DLCs, my friend and I actually expected that there would be a trap-disabling enemy in a future DLC. Trap-disabling enemies was one major mechanic which the game didn't have, so we imagined that there would be one in a future DLC. I was surprised, however, that this little trap-disabling guy turned out to be almost exactly as we envisioned him. ^__^
There's nothing clever about this dlc, map-design wise, just get flame bracers with stun wall and floor scorchers and congratulations, you beat an uninteresting map that throws enemies left and right without any timing.
Everything is good in this dlc with the exception of the maps, basically.
Well, why not have more numbers in OMD2?
No really, why not?
Random other thing I hate about Goblin Sappers - they'll sometimes go for the rift, even though traps are up.
I decided to set up a trap set-up for The Hive in which I have an initial set up of four Coin Forges to each side on the ramps, three sets of two Acid Sprayers on the side that opens up in Wave 2, and barricades across the lower section with archers behind them (basically, to deal with Kobald runners and to delay things so that I can get there and help that side if need be). On wave one, the Goblin Sappers ignored the traps on the side they spawned on, ignored the traps on the other side, ran right past the archers positioned so that they couldn't attack the goblins as they passed the rift, and detonated on the rift.
I really hate those things.
I think the Hive would make an amazing endless mode level, I had so much fun playing it in co-op and I think that the interesting level design would lend itself well to endless mode. It is one of my favourite DLC maps and I think the accessibility of all points on the map combined with the fact that you could engage a really huge number of enemies and see them all marching and flying down to that one central rift you are desperately defending... would just be awesome. I was wondering if any of you would like to see that too and if RE have any plans to do this in the future? Either way I had a blast with this DLC and hope it isn't the last!