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Bleeding Arteri

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6 years ago
I am a little stuck on Arteri. Tried many different things, but before I can build any sort of porc or offensive force, the AI throws enough heavy shieldbots, cloakies AND bombers to wipe anything from hordes of weak bots to heavy defenses to the few more powerful units that I can manage to build. Tried even terraforming to shield some structures, but that just takes too long and requires too many resources to be effective. And this is on normal difficulty. Yes, I've learned by now that I suck at this game. But I would appreciate someone suggesting a strategy that would work in my case (other than uninstall).
+2 / -0

6 years ago
Arteri is very hard. It's also fairly late in the campaign, so if you've gotten to it you can't suck all that much.

My best suggestion is try to expand to around 1/3 of the map and hold it, then go for something heavy (perhaps Krow or Dante, if you've unlocked them).

That being said, Arteri is on my shortlist to tweak and make a little easier (along with Karuwal). The enemy commander having a ton of drones from the start isn't super fair.
+0 / -0
6 years ago
Ah, I see. Thanks for that. Yes, I have those units unlocked. I actually tried to send my cloaked comm to the other (southern) edge of the map once to see if it can do any damage to the starting enemy base (assuming it was there), and after ambushing a couple of factories the enemy comm pretty much one-shot me there.
+0 / -0

6 years ago
I had to do many attempts myself on that mission. I immediately went to the east corner with my com (which should be formidable at this point) while producing some backup units to catch up with him and queung some expansion and defenses. One aa unit will turn the enemy drone com a lot less dangerous and so you can kill your first com and half the enemy expansion early.
+0 / -0


6 years ago
Obtain dgun, cloak, hmg, and some speed and regen mods.

Dgun the drone commander with your boi, then kill the shields and air factory (they never get rebuilt).

Now you just have an averagely difficult mission.
+1 / -0
Thank you everyone for the suggestions.

It does look like my commander's loadout needs to be carefully optimized. It's almost at level 6, but a Felon or a Stardust turret can take it out easily if it's out of the range of the disintegrator. And I definitely will make more mobile AA. Now it's going to become all about stopping the shieldbots' advance before I get to their factory. ...And maybe waiting for the difficulty to get tweaked if that doesn't work. ;)

Sometimes I wish Zero-K had something like the Avenger in C&C Zero Hour to counter Racketeers. If you haven't played that game, it's a combined AA/antirocket unit that shoots non-pulsed lasers and has no ground attack. Somewhat overpowered IMO, but fun.
+0 / -0

6 years ago
I remember there was a conversation about a unit along those lines once (i.e. the anti-rocket laser), but the issue would be that some factories would be barely affected while others would be completely hosed based on their typical weapon types, in fairly arbitrary fashion.
+0 / -0
It doesn't need to be quite as powerful as its C&C counterpart though. Similar to how antinukes only target nukes, the unit could target only a certain variety of projectiles, like only rockets with EMP warheads, or only catch a certain percentage of them, or both. I think I saw someone complain about Ronin being too powerful, this would help solve that, too, without rendering the rocket units totally useless. Just thinking out loud...
+0 / -0