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Walchice balance

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I feel like Walchice is both overwhelming and underwhelming at the same time. First and foremost I'd never figure out this mission if not for the video by "Spoons & Ducks" which taught me that terraforming exists. There is just no army that can keep those tanks and Dante away, not with the economy you get. But more importantly, the turrets, stardust and stinger, are more or less useless during this mission, because you never get the time and economy to build enough of them to make a difference. As "Spoons & Ducks" suggests, your only option, even on normal, is to quickly destroy the three factories using glaives and your commander and then just wall yourself off as soon as possible. Once inside the walls, maybe you'll actually be able to build a few stingers, if you still have any economy left by that time, but it's not likely they'll do much at that point.

This mission could be more tower defensish, in my opinion. But most importantly, this mission is impossible to complete with just the tools you get when you approach it. You must go around to other planets to unlock terraforming and maybe some other useful things to be able to complete it.

P.S. Oh and yes, you need your commander to be at least 4th level so you can output enough damage while being sturdy enough to survive.
+1 / -0


36 hours ago
Thanks for the feedback. This type of Walchice feedback makes up the majority of all difficulty tuning feedback about the campaign. But I don't understand why. Could you send a replay or screenshots of a replay, or describe in more detail what you tried? I feel like I'd understand more about design if I knew why Walchice has so much feedback.
+2 / -0
Terraforming here is kinda cheating, it lets you bypass the lesson the mission is trying to teach you. Despite being the mission that gives you the more powerful defenses, beating Walchise actually requires a very aggressive start to take out as many of the enemy factories as quickly as possible. Defenses will always be worn down over time if the enemy has a superior economy, and they will if you don't attack them here. Despite the enemy also having formidable defenses, you can just go around them to get to their important infrastructure. If you successfully take out the enemy's production capability early, then by the time dantes and ogres start spawning from the aether you can devote the entirety of your economy to stuff that beats them—namely racketeers. The defenses this mission gives you are powerful but you very intentionally can't beat the mission simply by spamming them, they need to serve as the anchors for your army.
+1 / -0
GoogleFrog, https://uploadbay.net/uploads/Up5k1QwPO.sdfz this is an exact replication of what Spoons & Ducks did, though. Before that I tried spamming cloackbots, using Slings to take down defenses and glaives+ronins+reavers+knights to defend and attack, but these just simply die when the very strong units come in the end. And even before that they barely hold out. https://uploadbay.net/uploads/cU8AW1B5i.sdfz this is the first attempt, so it's rather crude and I could've done more damage if my commander was level 4 and I played more aggressive, but I still have no idea how I could do anything in the late game when my eco is basically reduced to wind generators. And I have to do no less than defend all solar generators! And normally by the time you approach this planet you only have some cloackbots to work with, not even the shield flower (C+B don't remember the name). And you have only 15 minutes.

Stuart98, I don't understand how I can learn any lesson from being swarmed and not having any clue about what I could do. I literally couldn't be more aggressive in my Spoons & Ducks replay. I destroy all factories and immediately go expanding my eco and it's already 10 minutes and I still have neither eco nor time to build anything. You need to drop a replay that shows how what you say is done and publish it on the wiki so new players can learn from it.

P.S. If you look carefully I literally had to mirco conjurers/caretakers to save my wind generators twice.
+1 / -0


32 hours ago
Not all planets are intended to be beatable when you first get access to them, especially on higher difficulties and especially if you beeline for them. With Walchice I recommend holding off on it until you have a level 4 com (so your com can dual wield) and until you've beaten planet Ogurlo for Racketeers; you don't need the defenses to get to that point.
+1 / -0
30 hours ago
As an inexperienced player, I have no idea about racketeers. Though actually I have them unlocked now that I looked them up. Besides, I still have no idea how I could play to make use of them in such short time.
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11 hours ago
https://uploadbay.net/uploads/KPccRWV6c.sdfz

I was being as aggressive as I could, but still couldn't defend solar generators. And somehow didn't manage to build 12 mexes. Maybe I shouldn't have bothered with Imps and went straight to Knights, then I'd have some defenses by the time tanks came in. And maybe ronins are useless after all, and I should have built glaives and reavers on the main factory. It's difficult to say. A very difficult mission, somehow. And I still don't know how Stingers and Stardusts could be usefully used here.
+1 / -0


10 hours ago
Ah, are we all talking about just completing the mission, or completing it with bonus objectives?
+1 / -0
8 hours ago
Both, actually. At least replace that bonus task about destroying one factory with a bonus task of destroying 3 factories under 5 minutes, so people know they can rush. Or maybe don't, I don't know how this mission can be completed without watching your replays, learning how your enemy is positioned and planning ahead.

But in general I read some forum discussions and it seems Zero-K's campaign is just very difficult in comparison to commercial RTSes I played before.
+1 / -0