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Campaign Feedback - Advanced Cloakbots and Stinger

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7 years ago
Tremontane(Brutal):

I suppose this was just a gremlin showcase. My commander was already level 4, meaning I could just walk into the AI base and win within 5 minutes.

Diff 0/5: No ground opponents, only small amount of gunships
Fun 2/5: Peashooting gunships with jethors. No warrior drops = disappoint.
+0 / -0

7 years ago
Hebat,

I really like the atmosphere of the high altitude fight on some strange planet. That said, it's a shame we never got fog to work well on that map, because the fog and high altitude combo would have been awesome. I was frustrated a bit with pyros, nothing "unfun," I'm just a rusty bag of bolts. I checked my commander and found that I actually couldn't morph it, so how am I supposed to use the com modules? The description was more informative for me, although I think another line could have been added on the ingame objective screen to drive in the point that pyros will eat anything small. Also, the enemy commander had a flamethrower and a jet pack, now I want a flamethrower and a jet pack. Can I get a flamethrower and jetpack, or does the computer get all the cool toys? That's mostly a joke, although if you want a campaign to escalate to cinematic points later on, you may want to give the player some cool com toys. Otherwise I really liked it. I forgot how fun knights were to use, because honestly the zap cannon is pretty freaking cool. At this point I'm feeling like most of the missions have been single sighted in their goals. Is it possible to have a timed mission to wreck a certain amount of the enemy's economy in a raid, or to shake it up a bit. If we continue with the "kill bad guy base" objective for too long, the campaign will likely feel uninspired, and could be more interesting.

EDIT: I found the commander tab on the campaign! The mystery is solved!
+0 / -0

7 years ago
Tremontane,

I think I'll have to agree with some others in noting that this mission is pretty easy. I wasn't expecting it to be difficult, but I ended up with a gunship ball sitting in front of me getting wailed on by gremlins for a bit. I'm not entirely sure the mission totally showcases the gremlin, but I think a change to the briefing to note their ability to act as spotters would help. Otherwise, I think the easiest way to change the difficulty of this would be to either add some raiding ground forces, or to choose a larger map so the gunships can showcase their potential a little more. I kinda like that the hacksaw was the defensive turret we found for this, but that's mostly because I'm expecting a planes match up later. Also, it is really strange that I keep finding geothermal spots, but I can't build geothermal plants. This is especially strange considering that cloaked units generally consume energy, but maybe that'll be fixed later on. If we don't have a mission to give the player access to a geothermal plant, a holdout mission around one might be a cool way of showcasing how they interact with the game.
+0 / -0
quote:
It would probably look even cooler if you used multiple AIs on each team for the colors.

This was the original state of that mission, but some (not especially scientific) testing indicated that performance suffered as a result. Some even less scientific testing indicated it was difficult to interpret for new players, although that might be mended by refinement of team colours.

quote:
No warrior drops = disappoint.

I'll build a mission around this if Circuit actually does it. To the best of my knowledge it does not.
+0 / -0

7 years ago
If I revive CSI we get a mission with drops? Too bad java installation is required :(
+0 / -0


7 years ago
Please revive CSI anyway!
+0 / -0

7 years ago
Thibella,

Alright, so really this mission is just cool. It lets the player see what all these weird units do, and get a feel for larger battles to come. It's a nice break from the "go wreck the com," and I'm generally a fan. That said, I have 2 big things that could make it cooler, 1) give each allied and enemy com a unique name so it feels more personal. 2) The bonus objectives are currently based on time, and one of them is based on literally attacking a defense turret I never saw in my playthrough (I went left through the pond). I feel like I was punished as a player for taking time with my scythes and taking out enemy factories, caretakers, metal extractors, and an occasional fusion reactor. Since scythes are heavy infiltrators, I feel like the player should be rewarded for really causing havoc with scythes. Is it possible to change the bonus objectives to preventing the enemy from destroying critical pieces of your front line? If so I'd recommend that, and maybe change the sunlance objective to something more akin to the purpose of scythes.
+0 / -0

7 years ago
New Falsell,

I like the mission concept as a whole, although I found some things potentially grating for a newer player. Firstly, it's a timed mission, but there are a lot of defenses in your way that will just soak shots for days (see DDM, razor, gauss). Was I supposed to run past those things and kill the reactors, because if so, not all of them would turn off. If I was supposed to kill those things, then why am I being timed for taking out defenses that are designed to take a beating from snipers. Also, I didn't really see much that gave me the idea that snipers worked much better with scouts, such as gremlins or scythes (maybe an interesting way to ask a player to move down other planetary branches). Additionally, a felon totally pushed my southern defense line over on their second attempt because all my snipers fired at the radar dot and missed. At this point the player only knows that the DDM requires power, not the annihilator, which could be confusing to a player who gets wtf instalazed for playing aggressively with their commander. Perhaps it would be better to swap the DDM's out for normal defenses, and to set behemoths in the hills to drive home the point of the reactors? It keeps me from severing the power lines, doesn't require me to spend ages shooting at a hardened fortress, and isn't going to wtf instakill my commander if I make a mistake. I really like the general concept of the mission, but there may not be enough information for a new player to understand how many ways they could monumentally die in this misssion.
+0 / -0

7 years ago
Walchice,

Well, this is the first loss in the campaign so far. It's probably my fault, but if a more experienced (albiet rusty) player can't finish it on normal, new players are probably going to get ground up like meat. Rogues shoved in my southern line before the buoys ran around my northern front to strike with their rogue buddies. Just as I fixed that, a bunch of reapers kicked in my northern line, and then a jack+reaper ball pushed in my south again. I used my shield factory, but I only completed the first shield mission (thought they'd be better at defending), but I probably should have used cloaky bots. You may want to put a text line in the campaign briefing warning the player to use their more advanced factories. The skirmisher + assault and eventual artillery combo really hurt, and defending on 4 fronts while expanding wasn't really possible. If I was supposed to raid the enemy or use some sort of sabotage, I didn't see anything recommending it. Cool idea, but you may want to give the player more of a head start, or something else because the average new player is probably gonna get frustrated quickly.

On my second try I built some extra stingers in the south very quickly, and that seemed to fix the problem. Also, I feel like this would be a good area to recommend cloakies to a new player because they actually perform quite well here. It would be a good place to talk about some ways to utilize the knight to take out jacks, and the phantom to keep the enemy skirmisher count low. Maybe my first game was just a fluke, but you may want to consider giving the player more infrastructure. One last thing, the optional objective to keep all solars alive is really hard when your northwest solar cluster is almost totally open to attack by buoys.
+0 / -0
Sniper mission: interlopers are a total pushover (they die to 2 snipers on brutal). The automaton base is also easy and feels dead. I'd propose adding some patrolling units to automatons and some generic buffs to interlobsters.

Scythe mission: 50 income at start, this makes the mission trivial and doesn't reflect resourcing in a team game. I'd propose adding a few Null AIs with nanos to dilute the income.

Knight Windgen mission: all three Placeholders came to my base together in 2nd minute with a Jack straggling not far behind, so the bonus objective was fairly disappointing (wasn't really bonus as I didn't have a choice if I wanted to survive, and the two extras didn't really contribute anything to the rush over the first). I'd propose forcing at least one not to leave the base (no control + patrol?).

Gremlin mission: all turrets can be pwnt by planting Defenders outside their range which (alongside the only enemy ground unit being com) removes the need for non-Gremlins. I'd propose replacing one of the Faradays with a Stinger.
+1 / -0
On replaying new Falsell (on normal) to help someone I realized that all I need is a single scythe to take out the singularity reactors, which sure seems like the best possible way to show of scythes! Meanwhile your snipers can have taken out the stinger and stardusts by the relic so then you just ..win by walking there, after having made one unit X D
I walked along the edge of the map past a newton to get there, probably move it slightly or something.
+0 / -0


7 years ago
Single Scythe didn't work for me on Hard because the singus had porc.
+0 / -0

7 years ago
So I just tried the mission on brutal and didnt notice a difference. The scythe can pass by a newton to the left of the singus along the edge of the map
+0 / -0
- Hebat (Easy Difficulty): [Spoiler]
+0 / -0
quote:
I was then able to finish all of my bonus objectives effortlessly.

quote:
Easy difficulty


A difficult riddle, but one I have solved - try Brutal :)
+0 / -0
7 years ago
By effortlessly, I meant that the enemy didn't have a chance to setup his base when I decided to scout ahead.
+0 / -0
7 years ago
Thibella (Easy):

Was anyone else able to complete this mission, plus bonus objectives, in less than 7 minutes?
+0 / -0
FIrankFFC
7 years ago
Sneak scythes in through the lake in southwest, have about 8 scythes to kill the sunlance, and move to the north where the bertha is, 3 scythes is enough to take it down on normal, more might be needed on harder difficulties.
+0 / -0
7 years ago
@[ffc]:

That was pretty much what I did to complete Thibella in less than 7 minutes.
+0 / -0
Walachice (normal)
I can't beat this thing. Whatever I do at 12th minute AI gets a free drop of Minotaurs, Jacks, Pillagers a Dante and a Cyclops. Then just proceeds to ignore my HLTs and beelines for the objective making me lose the mission in on 13-14th minute.

And I'm a seasoned player that knows how to play the game. Now imagine a newb trying to face off a Cyclops and a Dante without knowing the right counters. HLTs and Stardust have nothing against these.
+0 / -0
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