This thread is for feedback for the following campaign missions, initially released Sunday 10 December 2017:
-
Quora Rosia Dyo: Unlocks Redback, Recluse
-
Hastus: Unlocks Hermit, Venom
-
Old Falsell: Unlocks Spider Factory, Weaver, Crab, Tarantula
-
Romolis: Unlocks Flea, Widow
-
Harsar Lief: Unlocks Shipyard, Mariner, Envoy, Cutter, Hunter, Zephyr, Urchin
-
Juliburg: Unlocks Corsair, Seawolf
-
Kayvillon: Unlocks Mistral, Siren
Useful feedback you can give us includes:
-
Did you experience any technical difficulties? (If so, it would be great to get infolog, screenshots if appropriate, etc.)
-
What difficulty level did you play the mission on? (The options are Easy, Normal, Hard and Brutal.)
-
How difficult did you find the mission? (On a scale of 1-10 or something.)
-
Were the optional objectives all too easy? Too hard? (The aim is for each mission to have some easier and some harder ones.)
-
What were your biggest challenges in completing the mission?
-
Were the main objectives, optional objectives, and hints clear? Were they useful?
-
How enjoyable was the mission? (On a scale of 1-10 or something.)
-
Any other specific feedback about the mission.
Other Feedback Threads[Spoiler]
+0 / -0
|
Juliburg is impossibru even on Normal, not having air support forced me to cut map in the half by terra with small bottleneck opening in mid, then add Scallops to army, as hunter is fkin useless as counter to subs.
+0 / -0
|
Juliburg (hard): Wow, that is indeed quite hard. Restarted four times before i realized that a mission this brutal needed an equally brutal strategy: all-in attack with hunter-seawolf-typhoon on repeat from the first second (and only commander being allowed to expand for a while). Still failed the time objective; even controlling 80% of the map and preventing enemy expansion, there seemed to not be any tools that would allow me to finish it quicker. Perhaps halberd spam could work? I tried halberding enemy eco in earlier attempts, but it just isn't enough if enemy is allowed a second of piece.
+0 / -0
|
Old Falsell (hard): For every Crab i field which i am allowed to move without a throng of raiders sneaking and wrecking my everything, the AI fields two Grizzly, a Widow, and half of a Skuttle, plus a few Moderators and two Blackdawns. Or it feels that way, at least. Clearly, Crabs alone won't cut it. Even if i manage to keep them alive, they take too long to kill enemy heavies. I have no Widows yet, so going directly for Grizzlies is hard. And enemy does use riots and raiders, so just Fleaing them to death won't work either. And so i made a shielded domi ball. Three attempts: one got Skuttled before snowballing, another took over the amphfac but the enemy broke through on another front. Third time i managed home defenses more carefully with Crab spires and took over the world. Is this really winnable on higher difficulties without domi spam?
+0 / -0
|
Haven't gotten far but I love the campaign so far. No spiders or ships yet sadly but I have run into an issue. Tremontane, any difficulty, It says the map isn't there and it will download now. I click ok. Try the mission again and nothing. tried restarting the game and campaign, nothing. Still there. No other issues thus far though! Also, sorry if this is the wrong place. Just trying to get AA bots
+0 / -0
|
Campaign normal Quora Rosia Dyo: Tiny short scenario with only two units to make but it gets the point across. Difficulty: 2 Hastus: No strong feelings one way or the other. Tell my wife "hello" Difficulty: 2. I reckon this mission could be done with only your com though. Old Falsell: This mission is about grizzlies and how great they are vs heavy units.. Anyway walling off my corner of the map helped tons and after repeated attempts brawlers saved the day by being amazing, they didnt even have issues taking down flying AA. Fun mission though. The frustrating fails was my own damn fault for sending my com to die. Difficulty: 7. I am unsure how to rate the difficulty when I am not doing what the mission wants me to do, feels like cheating a bit. Romolis: I like the premise but the catapults kept staying in porc so I made two crows that went behind enemy porc and won. Difficulty: 3 Harsar Lief: Fun mission and well balanced bonus objectives that are slightly challenging. Yet again I switched to air though. Difficulty: 4 Juliburg: I had a lot of fun with this one but actually won it in the first try, it just took a while as the enemy was like a cockroach and kept building new facs all over the place. NEVER ACTUALLY SWITCHED FAC as the thought didnt occur to me : P Used all available marine (boats) units extensively. Difficulty 5 Was never particularly close to losing and the bonus objectives seemed very doable. Kayvillon: Again a fun mission with good bonus objectives although I failed the timer objective ten seconds before I should have. Sirens are really powerful jack of all trades whos biggest fault I guess is being slow. Didnt fac switch. Difficulty: 3
+0 / -0
|
Romolis (Hard): This was hard and alternatively very frustrating and very fun. Difficulty: 8 /10 where 10 would be "CCR Macro challenge but with Circuits instead of CAI". Fun: 7/10 It took me about half a dozen tries, counting raegquits (one when a random Merlin hit killed a Dominatrix that had two Scorps leashed, another when failing to capture the first Scorpion, one when a Scorpion shooting an ally stunned 5 Widows). The mission provides intrigue and difficulty: While Widows solve the Scorpion issue as advertised, they don't solve the enemy having so much porc, and do nothing by their own to Merlins, and there are so many Crabs! Of course, you can try spamming Fleas to induce Merlin teamkill, but this is hardly reliable. However, you're given a hint to construct a second factory - the solution clearly lies there, as other factories have artillery (and some of them have Domi, so you can steal enemy Scorpions; others have Krows) - figuring out which of the other factories provides some unit or combination that lets you do all of the merlin-killing, scorpion-busting, defense-destroying, and crab-cooking is quite a puzzle (especially seeing how my go-to solution of "shielded domi ball" did nothing to the Merlin spam). I like this mission a lot more than Old Falsell in that its optimal solution seems to a large extent be the suggested solution.
+1 / -0
|
Romolis: I played it on normal and it wasn't hard. But I think is not well designed for the spy at all. Merlins are an incredibly poor target for spies, Crabes and Scorpions are not much better, as they require two Spies to stun and Crabe utterly cleans up cloaked units and fleas with its AoE. I mean this has always kind of been a problem with the spy, that it's stun damage is juuust too low, partly due to it's com-killing power. Comm assassination would be a better target for spies, or just removing the Merlins and make it about cleaning up Scorpions and Dantes. Another great target for spies is the Luciver, Cerberus and to a lesser extent Desolator. Shields are a nice way to make artillery creep less strong, but they also happen to block a spy shot: Which feels real crappy. You can also win this mission without killing all the merlins, just destroy the strider hubs is enough to trigger victory.
+1 / -0
|
Managed to complete Falsel on brutal w/o capcars. Was a huge grind, and there's no way I was also killing the fac in under 12 mins. Took many tries.
+0 / -0
|
Thank you to everyone who developed the campaign missions. I have a question regarding when factories become available. I completed Leopard and unocked the airplane plane but when I start Juliburg the aircraft factory is not in my commander's factory build options. All of the other factories I have unlocked are available. Do some campaign missions restrict which factories are available or is this an anomaly? I really want an Owl for the sea missions.
+0 / -0
|
Leopard does not unlock the Airplane Plant. Each factory is unlocked by only one of the missions related to its units.
+0 / -0
|
The mission which unlocks the Airplane factory should be visible from Leopard. The idea behind not always unlocking factories is that factories shouldn't be unlocked unless you have the basic tools necessary to succeed with them, and each unit only being unlocked in one location unless absolutely necessary. (Urchin is the only exception I remember offhand.) This has resulted in some annoying compromises. Planefac not being unlocked by the Owl mission is one of the more annoying ones. Other factories where this is likely to come up are Tank and Spider (where the factory unlock should be pretty easy to find) and Jumpbot (where the factory unlock comes much later). If you chose an unusual path through the galaxy I think most factory-unlock missions could be bypassed though (the exceptions that I remember are Cloaky and Ship).
+0 / -0
|
- Harsar Lief (Easy): [Spoiler]In order to get the mission objectives done with quickly, I decided to build primarily Daggers for the same reason why I built them on Falloway, and that's so that I have a fast responsive force that's not only amphibious but can deal with all kinds of targets, whether on land, under the sea, or in the air. Still, I found the Envoys useful at bombarding enemy buildings from afar, and with their help, along with the Daggers, I was able to destroy all of the Sunlances with maybe a minute to spare, and finish the mission in about 15 minutes. Still, perhaps the ship missions would be better off restructured as so: - Ships Introduction: Ships vs Hovers: [Spoiler]Perhaps the ships could be introduced better if the mission that they were introduced in took place on a map that's mostly flooded with water, like on Falloway, with the player tasked with using his/her ships to protect a weak allied land-based player from an enemy hovercraft player that's threatening to invade from the sea. In this modified mission, the player would only have to concern themselves with using Mariners, Hunters, Corsairs, and Mistrals against invading Daggers, Scalpels, Maces, and the occasional Lance, though your ally might send help in the form of airstrikes, provided that you cleared the path of enemy Flails. - Ships clear the shores, and Ships vs Air: [Spoiler]As for where the Cutters, Envoys, and Zephyrs would belong, while I do like the idea of using Envoys to bombard the shoreline to give your land-based allies an opportunity to strike at the enemy base (and using Cutters to spot for your Envoys), perhaps it'd be better served if the Envoys were introduced in a later mission than the introductory mission, and again with a map that's mostly filled with water. Likewise, perhaps the Zephyrs could be introduced alongside the Envoys, as in this modified mission, an enemy player might send gunships against the player in an effort to prevent them from clearing out the enemy's coastal defenses. - Ships vs Amphbots: [Spoiler]Here, the player would need to use Hunters, Seawolves, and Sirens to deal with enemy amphbots (including Grizzlies!), whom threaten your land-based ally, all while clearing out the enemy's Chainsaw and Artemis AA emplacements (sometimes needing to use Seawolves to sneak past enemy defenses) to give your ally's Likhos an opportunity to bombard the enemy base, which is otherwise too well-defended with Lucifers and Desolators for your ships to take on.
+0 / -0
|
- Quora Rosia Dyo (Easy): [Spoiler]Not a bad introduction to using spiders. The Recluses and Redbacks proved useful for making an early push to the enemy's southeastern base's factory, which I was able to take out within just 3 minutes. Afterwards, I was able to finish off the remaining enemy commander and factories in maybe 6 minutes as I kept churning out Recluses, and using the Redbacks to protect the Recluses from enemy raiders (and the enemy commander's drones). - Hastus (Easy): [Spoiler]When I started this mission, I was afraid that whatever Hermits I'd use would be ambushed by Fleas, and that I'd have to use the Venoms to deal with them, so I creeped up radar towers on the mountaintops to help with vision. Thankfully, however, all I had to deal with were the enemy's own Hermits and Venoms (plus the enemy commander), which seemed to work well together, with the Venoms stunning more mobile forces for the heavy-hitting Hermits to quickly finish them off for good. I wasn't aware that the enemy defenses at the Interception Network were so lackluster, so I probably could've won in much less than the 7 minutes that it took me to finish the mission had I rushed with my commander instead of cautiously-advancing with my commander. While I started to build Recluses, Redbacks, and Venoms to supplement my force of Hermits after I had built 12 of them, by then, the mission was almost finished, as my Hermits, plus my 2 starting Venoms, were able to make a push to the enemy's base. - Old Falsell (Easy): [Spoiler]At 1st, I thought that I would have to fend off large waves of enemies, but nope, turns out that, despite being "outnumbered", I could just push onwards to the enemy Geothermal Generators with my Crabs (escorted by some Redbacks to take care of enemies that got too close) without having to worry much about being attacked by anything more significant than lone raiders. Although I did lose a couple Crabs due to negligence on my part, I was able to destroy an enemy factory in about 3 minutes, and finish the mission within 10 minutes.
+0 / -0
|
Before I go for another attempt at Romolis, which was a tense battle for me, I want to let you guys know that the bonus objective of building 6 Widows is broken, since it never triggered when I had built at least 6 Widows, or even when I had at least 6 Widows on the battlefield at any given time.
+1 / -0
|
Sorry for offtopic: ShadowWolfTJC I love that you post on forums and are active. Could you maybe post also TL;DRs of your posts in the future? Most of them are very long and thus intimidating to read (I'm not referencing the last post here).
+0 / -0
|
It's currently nine Widows, I'll fix it later.
+0 / -0
|
Aquanim: Thanks for clarifying. I somehow got this at a later attempt. @zenfur: I won't guarantee that my feedback will be shortened, but perhaps I could organize them better through putting them in spoilers like the one below? Romolis (Easy): [Spoiler]My 1st attempt was quite hectic, as the enemy's Catapult and Scorpion spam, with Phantoms thrown in for good measure, was giving my team headaches, as the Dantes that both my ally and I were building were easily falling prey to the enemy, and the Blitzes that I built were likewise not very effective for this battle. This attempt took me almost 30 minutes to finish.
During my 2nd attempt, I decided to play unfair right back at them, spamming Phantoms to better take care of the enemy onslaughts, and assault the enemy base with little fear of them getting destroyed, while I built Athenas to resurrect whatever striders I could find on the field, with high priority going to the enemy's Scorpions, which I had hoped to turn against the enemy. While I still didn't manage to finish the mission within 18 minutes, I was close, managing to finish it within 20 minutes.
Overall, I'd say that the Widows were at least decently showcased, though due to the heavy levels of micromanagement needed to use them, along with other hit-and-run enemies like Kodachis, effectively, I ended up largely replacing them with the less micromanagement-intense Phantoms. These hit-and-run units could benefit from a command that tells them to fire a single shot at their target, then move onto the next order (such as a movement order), which would've made Super Extreme Kodachi Rally a bit easier. That, and perhaps a toggleable AI quirk that automatically tells the hit-and-run unit to move out of range of the enemy after firing a shot, and stay out of range until the unit's weapon is loaded.
As for the Fleas, they, sadly, weren't useful at all for this mission. Perhaps they'd be showcased better if, say, they were used in a mission that involved finding and swarming enemy Phantoms, precision artillery, Stingers, or assault units? Heck, I thought that they were showcased better in Deuliah, when I used hundreds of them to swarm and take down the enemy Detriment, whose guns were overkill for the tiny Fleas.
In a future attempt, I may want to try to use cloaked units, such as Widows or Phantoms, to sneak behind enemy lines and locate the enemy Merlins, and use Likhos, Lances, or resurrected Merlins to provide counter-battery fire against the enemy Merlins. Unfortunately, using Widows to paralyze enemy Merlins while hiding behind enemy lines is too risky, so I'd much rather want to use counter-battery units that are better able to hit a moving target, such as units with weapons that possess homing capabilities, fast projectile speeds, and/or a large area-of-effect, so I'm not confident in using Impalers for counter-battery work. Although I could opt to use Shockley tactical EMP missiles to safely give my Impalers an opportunity to strike the helpless Merlins, sadly, I haven't unlocked them yet.
+0 / -0
|
Yeah I think that helps. Less intimidating.
+0 / -0
|
Actually, since the objective is "build six Widows" rather than "have six Widows" and you start with three, the number nine is correct but the method of counting is not.
+0 / -0
|