Transport Defender

Transport Defender

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Santa's Guide(sort of?) To Transport Defender
By Mami The Beer Baron
it seems as if you stumbled upon my little guide, well come children, ill teach you about some helpful bits in this game other than just the jumphole generator.
   
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The start: a long time ago in a computer far away...
(eh, star wars puns dont work too well anyway)
your at this point if you have just downloaded the game and are wanting to try it out, things are quite simple in the beginning and some earlygame, but it begins to get confusing in the mid-late game, but we will talk about those later.




as you know there is a overdrive meter, in which everytime you click, you will fill it up a little (about 0.15 or something) and as you get upgrades you can decrease the decay it has aswell with increasing the amount you get from clicking, and by using the skill "adrenaline rush", you can increase the maximum even further, getting more from clicking HOWEVER this increases the amount that decays aswell, but you should be more worried about getting your guns to a higher level (some will cost cargo to unlock, but i will get into that when i have time),
and as with other clickers, you have enemies to take down, but you cant click them like you do in clicker heroes, instead you have to aim the heavy turret (HT) with your mouse (no, it doesnt hide your mouse, you can still buy stuff), and eventually you wont even need to use your mouse except if your needing to transfer/sentinel reset, but thats for later.
Very Early-Earlygame: Reassemblies and you
now, you may be wondering what the reassemblies are. Reassemblies are upgrades that increase the weapon's damage by x2, increase a gimmick it has (such as the scatter cannon getting x3 projectiles from reassembly level 2), or even help things other than the weapon (such as increase Lcargo by x1.05 for the run it is gotten on, or boosting fire rate for all weapons by 1% for the run its obtained (or increasing damage for all weapons in the obtained run by x3)) but im just rambling on about things that will eventually effect the mid-lategame speed to a increasement is all.




heck, eventually you will get past that load of barnicles and find more abilities such as:
Speedhack
Scrapper
Toy star
Dice
Ball shot
Firework
Jack in the box
Compass
and Quick load
each one with a exception of the 3 after firework will increase all weapons (or increase money in the case of the scrapper) by a certain stat and multiplier.
Jack in the box will increase a random weapon you have's level by +10, no not x10, +10.
Compass is your best friend if you want to farm up cargo and are killing too quickly, as the compass will get you cargo even when you haven't transfered once, though it does have a heavily decreased amount from the lcargo, its still useful nontheless.
Quick load, the last ability is one unique one i must say, as instead of it boosting something by a certain multiplier or increment, it instead resets the cooldown on all abilities in cooldown, which means you can use them again.

also, make sure to get the first 2 features, tsar cannon monument and second hand shop, to max asap, as they will help dominate the earlygame for you
Earlygame 1.5: ooh shiny!
you ever notice those little achievements that you get for certain things, wether it be for getting to a certain area/zone/etc or taking down a certain amount of bad guys, remember how they did nothing?




well, not in this game.
you see, achievements infact add their own multiplier bonus to stuff, some high, some how, depends on how you get through, some give bonuses to money, most damage, only one will give to cargo, but thats for spending it on rerolling your MK upgrades, and about those MK upgrades...


the MK upgrades (or mark upgrades, however you want to call em) are pretty neat as they add a multiplier of damage to the weapon they are on by x(1 + MK damage * MK level) * (1.005 ^ MK level), and they also persist through transfers, but not sentinel resets.



earlygame 1.75: do u kno de wey of de autobuy?

autobuy: its good, its reliable once you get enough upgrades for it (theres upgrades for autobuy weapon cost discount, autobuy speed, autobuy warmup, autobuy levels, and more), so get it. period.
early-semi earlygame: transfer who?
notice that big button below the feature unlock, MK upgrades and stuff?
well thats transfer, by getting to 80 waves (or 80 waves above your current starting sector) you can transfer all Locked Cargo (LCargo) into Cargo, which can then be used to spend on weapons, features, color crystals (they just make your weapon's bullets have different colors, though there are a few upgrades in the 100s and up that make them useful in a way), MK upgrades, and MK rerolls (theres an achievement for it that boosts Lcargo) and later on, once you spend enough, you can get something called Sentinel Points (SP for short) via sentinel reset that can be used to get special upgrades in the sentinel tab (its a shield with a S in the middle folks) including damage, cargo, money, autoclick, more WP from things i will talk about later on, and even Sentinel Levels (SL) that further increase said bonuses that you spent SP into (heck there are some features that use the current level of your sentinel to get BIG bonuses (look at feature 151, as thats the first one that SL is useful for), though you do start back at your starting sector, it gets useful (though the sentinel reset will set you back to the sentinel's starting sector (sentinel starting sector only happens when you do a sentinel reset, and when you transfer, it will go back to your standard starting sector)), no features, no upgrades, only sentinel point stuff and sentinel level)
semi-early to early-midgame: sentinels and y- oh wait ive used that already
you should be here if you atleast made it to around feature (100) or so and have been able to get atleast 1 sentinel point (SP).
sentinel points are quite a unique bunch, as they are used for the sentinel upgrades (the ones that DONT get removed when you transfer/sentinel reset) which can increase money and lcargo earned, damage multiplier, give starting cargo, MK and color crystals, give you the powerful autoclick, and even reduce waves or items needed to fuse.
most likely you would want to sentinel reset well, whenever you get the chance for the first time, since you unlock the drone, another thing i will go more in-depth later on, but to keep you on your toes, it can be overpowered when you get the right stuff.
early midgame - midgame, drones drones drones
Which are good? Which are bad?
Man, i haven't touched this guide in forever, but i can try to utilize the understanding of drones, so let's get started with some general basics, if you will:
Tractor Beams are Pog
I really don't need to preface this enough, tractor beams genuinely do help alot when you are first going about after your first sentinel reset, especially due to their cargo bonus being a multiplier, instead of a +% value, meaning you can get big cargo gains provided you can upgrade them.
But first, Where do you get the tractor beams (and other drone stuff)?
Well its actually quite simple, in the missions sub-tab of the drone tab, you can utilize mission points, ala MP, to get deliveries for your drone's inventory, those being either an item/weapon, some WP(weapon parts), or a battery (don't worry if it seems really slow to gain MP at the start, there are sentinel upgrades you can get later on to boost the speed at which MP is recharged at, along with increasing the max MP you have), WP delivery is quite special however compared to the other 2, in which the more you complete in total, the higher its level is, and thus the higher it's WP reward is.
The funny biz about weapon/item/battery mission shiz
From the bizarro calculations in bizarro inc, the general item/weapon and battery delivery missions generally give out items based on the general sum of the items on you, with a minimum of level 1, and by utilizing the WP gained from WP deliveries, you can upgrade the weapons/items you get (sorry battery enjoyers, but don't be discouraged, as batteries dont bugger up the item sum, so you have no fear in holding on to those old spent cargo % bonuses), and by breaking batteries aswell, you can turn said batteries into gem's, which can be broken down into dust, which will be talked about a bit later, generally speaking, though from experience, once you get to a certain point, it becomes more of a detriment of upgrading ammo generators instead of just finding new ones, due to upgrades potentially lowering the weapon upgrade price multi from a negative number back to about 0, so that may be of note when you get to a point where the multi becomes so low it's in the E- area, so you dont accidentally waste a bunch of WP on it (unless they fixed it, but i haven't completely tested that out).
WIP
14 Comments
Mami The Beer Baron  [author] 19 Aug, 2023 @ 9:03pm 
and now the guide has gotten a bit of an additional update
Mami The Beer Baron  [author] 19 Aug, 2023 @ 9:03pm 
turns out i just had to get my backside in gear from talking to a friend of mine,
Mami The Beer Baron  [author] 6 Nov, 2018 @ 8:19pm 
maybe, i just havent found the time to make a part about drones yet
blue33x1 6 Nov, 2018 @ 7:27pm 
is this discontinued i want to know more about drones
because i have no idea what to do
Mami The Beer Baron  [author] 28 Jul, 2018 @ 8:08pm 
happy that it helps!
CherliTheTurtle 26 Jul, 2018 @ 6:53pm 
I've been going to this guide every now and again, and let me tell you, it is super helpful!!!!
Mami The Beer Baron  [author] 7 Apr, 2018 @ 2:26pm 
thank
SLiPMiP 3 Feb, 2018 @ 12:35am 
well the game is quite new and your quide is pretty all round good for starters
Mami The Beer Baron  [author] 2 Feb, 2018 @ 10:38pm 
jeeze, i didnt expect this to get 400+ visits...
Mami The Beer Baron  [author] 13 Jan, 2018 @ 1:05pm 
sounds like a plan