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Campaign Feedback - Hovercraft and Amphbots

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11 months ago
(edited 9 months ago)

This thread is for feedback for the following campaign missions, initially released Sunday 19 November 2017:
  • Blackmire: Unlocks Amphbot Factory, Conch, Archer, Limpet, Buoy, Urchin
  • Shabun: Unlocks Duck, Scallop
  • Sirlanna: Unlocks Grizzly, Gauss
  • Asjulohi: Unlocks Angler, Djinn, Lobster, Chainsaw
  • Kalyp: Unlocks Hovercraft Platform, Quill, Dagger, Mace, Scalpel, Urchin
  • Falloway: Unlocks Claymore, Flail
  • Lovaza Jira: Unlocks Halberd, Lance

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

+1 / -0

11 months ago
It would feel more satisfying to have that "protect your commander" objective ticked off after victory occurs.
+1 / -0

11 months ago
(edited 11 months ago)


Straightforward mission. I was disappointed because it was as simple as "build 100 scalpels", then "use attack move". I'd move current Brutal config to Normal, if there even is a difference.

Diff 0/10: 15 minutes is enough time to kill the enemy twice over, no counters to scalpel besides subs.
Fun 2/5: Enemy had a trollcom, but he forgot to use napalm rockets.

(This mission might actually be harder than some early missions, but at this stage and difficulty I don't consider this fitting)
+0 / -0

11 months ago
Blackmire (Brutal):

I walked my com into the enemy base and won.

Diff: -1/1
Fun: meh
+0 / -0

10 months ago
(edited 10 months ago)

Planet Jira (Brutal, no rushing):

At first I was a little overwhelmed. Two AIs with striders and the heaviest unit I have available is a felon? So it took some fighting for attrition in order to get up to par with the AIs. After that it was smooth sailing as Circuit can neither handle FFA nor micro striders. AIs were both a little low on eco, a singu or two would have been ok for brutal.

Diff: 4/5 AI has a considerable headstart, felt just right.
Fun: 5/5 FFA, striders, being the underdog!

Planet Jira (Brutal, rushing):

Take a fast commander and run to the artifact. Win.

Diff: 1/5 You need to run smartly.
Fun: 3/5 Commander party.

IMO I'd find Jira a great mission if it was something like: Secure a landing zone in the center of the map for reinforcements to arrive. On brutal the reinforcements get infiltrated by an enemy detriment.
+0 / -0

6 months ago
(edited 6 months ago)

- Kalyp (Easy): [Spoiler]

- Blackmire (Easy): [Spoiler]

- Falloway (Easy): [Spoiler]

- Sirlanna (Easy): [Spoiler]
+0 / -0

6 months ago
(edited 6 months ago)

Perhaps more could be done to make these water-based missions seem more fun and exciting, like so:

- Hovercraft Introduction: [Spoiler]

- Hovercraft vs Amphbots and Subs: [Spoiler]

- Hovercraft vs Defenses, and Gauss vs Amphbots: [Spoiler]

- Hovercraft and Lucifers vs Airplanes and Striders: [Spoiler]

- Amphbot Introduction: [Spoiler]

- Amphbots vs Amphbots and Subs: [Spoiler]

- Grizzlies and Amphbots (and Hovercraft) vs Lances, Lucifers, and Airplanes: [Spoiler]

- Djinn and Lobster vs Defenses: [Spoiler]

By the way, since terrain navigation is such an important aspect of Zero-K to master, could the hovercrafts be introduced at about the same time as, say, Rovers. Moreover, since Amphbots might require more skill to both handle and counter than hovercrafts, could they be unlocked at about the same time as ships, and could they likewise be as difficult to unlock as, say, tanks, spiders, and gunships?
+1 / -0

6 months ago
(edited 6 months ago)

Lovaza Jira (Easy): [Spoiler]
+0 / -0

5 months ago
I feel like the indestructable submarines are super frustrating.
+0 / -0

5 months ago
(edited 5 months ago)

In which mission? Submarines and other underwater units can be attacked by Urchin torpedo launchers and Gauss turrets, as well as:

Hovercraft: Dagger, Claymore
Amphbots: Duck, Scallop, Limpet (kind of)
Ships: Hunter, Siren, Seawolf
+0 / -0

5 months ago
Lovaza Jira (Hard):

The first time I beat this, I tried building a Cloakbot Factory on the NW peninsula and using Phantom + Scythe + Halberd + Lance combo to walk up the stream clearing porc. This went... less than optimally (including some friendly fire incidents with the Lances). Maybe I should have picked a better screening unit.
At the end, though, I realised my comm was halfway down the stream with an Iris cloaking it and could just walk the rest of the way to the objective. Success!

The next time, I just had a Hercules drop my comm close to the objective and walked up the ramp. Easy peasy.

Sirlanna (Hard):

Making headway against the number of units the enemy can put out, in time to meet the 25:00 time limit, was pretty difficult. Don't count on being able to hold a beachhead. (It may be more effective to retreat all the way to the water for the regen, anyway)

This is another of those missions where the economy imbalance between the player and enemy could stand to be toned down.
+0 / -0

4 months ago
Blackmire (Hard) - Enemies pushed underwater seem to affect the attack-move of my amphbots (which can't attack underwater targets). Is it intentional that they hold their distance from them while in the "skirmisher" setting? I had to build urchins to destroy the underwater targets, and then didn't build any more archers as they were actively detrimental. A less-than-enjoyable introduction to amphbots for that reason.
+0 / -0