OR  Zero-K Name:    Password:   

Campaign Feedback - Land Striders and Heavy Defences

59 posts, 3278 views
Post comment
Filter:    Player:  
Page of 3 (59 records)

This thread is for feedback for the following campaign missions, initially released Sunday 31 December 2017 (ish):
  • Chatka: Unlocks Merlin, Strider Hub
  • Tempest: Unlocks Ultimatum
  • Sapphire: Unlocks Desolator, Lucifer, Artemis, Singularity Reactor
  • Hibiliha: Unlocks Funnelweb, Strider Hub

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


Known Technical Issues

The starting Artemis starts with a maximum stockpile of zero. You can increase the maximum stockpile as normal (click on the stockpile button).
+0 / -0
2 years ago
finally something to get that Karuwal mission done...

those Paladins are nearly unstoppable with the Merlin backup...
+0 / -0
Do let me know if any of these missions are wildly impossible or too easy, I haven't had a ton of time to test this week. Tempest and Hibiliha should be beatable at least.
+0 / -0
2 years ago
is chatka only meant to have one ai or two?
As everytime i play i'm only facing 1 with near total map control and only having one merlin is just too hard to even do
+0 / -0
The two AIs were allied but should have been opposed. (I'm sure this worked at some point in development...)

Thanks for the catch. Fixing now.

EDIT: I've made a new stable version which should fix this.
+0 / -0
All missions are played on normal

Chatka: If you do Sapphire first then this is easier as you can plop singus instead of fusion, after that make trinity. Didnt feel a particular need for catapult.
Difficulty: 5

Tempest: Time bonus objective is quite easy but theres no way I can be arrsed to spend whatever amount of time is required to capture all the geothermals. Fleas and drones are an alternate way to easy victory here.
Difficulty: 3

Hibiliha: I have no strong feelings one way or the other.
Difficulty: 4

Sapphire: Fucking fun even though it took many attempts. Noticed only after like the 15th try that the screamer you start with dont have any queued missiles. Likhos, raven and berthas had to keep catapults in check, plus lihkos do crowd control and deal with those battleship thingies.
Difficulty: 8
+0 / -0

2 years ago
I played Tempest on Hard.

Take 1: i spammed domi, neglecting ultimatum completely, and my mind-wiped post-zombies took over the map. But i didn't notice the defeat timer, and though the time objective was optional. So suddenly everything just blew up.
Takes 2,3,4: Various critical failures (first ultimatum failing to kill dante, ultimatum killing dante but burning to death then resurrecting and instagibbing commander, etc)
Take 5 was the successful one. I barely missed the optional time objective, but i did get both others.

Fun: 8, Difficulty: 5.

Suggestion: a more visible timer to defeat, or maybe a warning when time starts really running out.
+1 / -0

2 years ago
EErankAdminAnarchid you were looking for this thread.
I couldn't find what thread should have sapphire, so i'll write my experience here:

I don't have anti, and the AI has nuke (and Nebulas!).

The nebulas are okay, but it would have been better if i knew i needed an antinuke before starting a mission that takes no less than 30 minutes.

I'll do something about that.
+1 / -0

22 months ago

Tempest (easy for most tries, never higher than normal).
I cannot finish this missing because it takes me to much time to make progress to the artefact. When trying to go fast units just get killed and fighting an army of zombie ultimatum is difficult. I am so bad that the game decided to make me win even if I was miles away from the artefact (three times ... maybe every time now ; this looks like a recent bug).
I am probably missing something. Reclaiming the metal is never fast enough and the AI keeps feeding the zombies.
+0 / -0

22 months ago
Some ideas, tips and tricks that may or may not be helpful to you:
- You can tell other units, not just the Ultimatum, to shoot wreckage and prevent its resurrection
- Using Dominatrix prevents the zombies from dying, so you don't have to reclaim them at all. You can add mobile shields so that the domi ball is less fragile, and Racketeers so that you don't have to take too much fire from defenses.
- Obtaining a cloak module for your commander is a massive benefit in the campaign because you often can just sneak where you would otherwise have to fight
- A decent-sized swarm of air constructors can vacuum wreckage on demand pretty fast
- You can also equip nanolathe modules on your commander to reclaim the wrecks faster than they rez
+0 / -0
22 months ago
Hibiliha (Easy):
+0 / -0
Tempest (Easy):

Sapphire (Easy):
+0 / -0
21 months ago
Just reached Tempest, when I saw the layout I figured I could just build a nuke and clear most of the stuff between spawn and artifact with about 3 since the nuke smashes most stuff too small to rez. Then just shove the commander into a flying carrier, put a few revs around it to soak AA, and fly to the artifact. No need for ground walkers to even leave base.

Plan was going well when my allies commander went down. Was rezzed by nanobots. And then promptly killed again by one of my allies Halberds. Which won me the match...

I guess it saw the zombie commander go down and triggered a win condition off that?
+1 / -0
21 months ago
Chatka is bugged for me. Both teams commanders and factories (also constructors) dead - objective completed check.
My commander still alive - check.
What else do i need?

The -protect your commander- is not checked but its alive.


What am i doing wrong?
+0 / -0

21 months ago
Weird. Did you use save/reload during the mission?
+0 / -0
21 months ago
I did save and load when i had to stop.
+0 / -0
19 months ago
Same problem for me on Chatka. Saved/reloaded, possibly twice.
+0 / -0
17 months ago
Hibiliha: Unlocks Funnelweb, Strider Hub (Normal difficulty)

+0 / -0

You did notice nothing strange there because Funnelweb is not worth its metal atm. Funnelweb with its drone mechanic is hard to balance and is either too weak or op, hence it is weak and would make Zero-K a worse game if buffed.
+0 / -0
ILrank1210: Personally, I like building and using Funnelwebs (and Reefs) regularly, and here's why:

- 1. The Funnelweb's (and Reef's) drones can travel a fairly long distance away from the Funnelweb, so it can be used in a similar role as a Skirmisher (as opposed to the Dante and Scorpion, which are like riot units compared to the Funnelweb).
- 2. When you've built up enough drones, they can overwhelm enemies (especially when you have many Funnelwebs).
- 3. Even when the Funnelweb's (and Reef's) drones are being shot down, at least they can distract the enemy from your other units, including other, more dangerous striders like the Dante. Besides, the drones are totally expendable, while the Funnelweb is sitting at a safe distance away. (Amusingly enough, a single Funnelweb can cause an enemy's Artemis to waste its supply of insanely-powerful anti-air missiles on constantly-respawning drones, potentially allowing allied aircraft to take advantage of the situation.)
- 4. Even if the Funnelweb is being attacked, it won't go down in a fight that easily, thanks not only to the high HP that comes with being a strider, but also to its pretty tough shield, which can regenerate fairly quickly (unlike its health).
- 5. Speaking of the Funnelweb's shield, like the Aegis, it can protect nearby units, including Catapults, Dantes, Scorpions, Paladins, and other Funnelwebs, from harm, and can share shield energy with other shielded units. (Of course, unlike the Aegis, the Funnelweb has alot of health on top of the shield.)

Admittedly, however, I do think the Funnelweb has some drawbacks:

- 1. If you're thinking about which strider to build 1st, or possibly 2nd, or even 3rd, in a match, then I don't think the Funnelweb should be that choice. Rather, I believe a Dante would be a far better pick, and for good reason too. Sure, it's not as durable as a Funnelweb, nor does it have as long of a range as a Funnelweb, but it costs less than a Funnelweb, inflicts way more damage-per-second than a Funnelweb, and is just so good at dishing out the pain whilst being durable enough to retreat for repairs when its health starts to drop down.
- 2. The Funnelweb is best used alongside other units, whether its lots of smaller units, other striders like the Dante, Merlin, Scorpion, or Paladin, or even other Funnelwebs, a lone Funnelweb isn't likely to get much accomplished in a given period of time. Remember that the Funnelweb is more of a support strider, where its abilities are geared more towards supporting allied units, whilst also relying on said allies for protection.

Hopefully, my insight on the Funnelweb will help you respect it more.

Edit: Oh, and if you see that your Funnelwebs' drones are insufficient at breaking through defenses, then it's probably time to send them back, let them, and their drone numbers, recover, and maybe either wait for reinforcements, or send some other units to break through those defenses instead.
+0 / -0
Page of 3 (59 records)