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Campaign Feedback - Jumpbots, Nuke and Sea Striders

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Date Editor Before After
1/22/2018 12:11:56 PMITrankAdminAnarchid before revert after revert
1/22/2018 12:11:47 PMITrankAdminAnarchid before revert after revert
Before After
1 [b]Arteri[/b] (hard): 1 [b]Arteri[/b] (hard):
2 I decided to try again with more unlocks. One of those unlocks was the dgun. Also the unlocks plus jump, and weird zoom seem solved now. 2 I decided to try again with more unlocks. One of those unlocks was the dgun. Also the unlocks plus jump, and weird zoom seem solved now.
3 \n 3 \n
4 Turned out that if the enemy doesn't have that horrible drone commander which fields more battledrones than a bona fide funnelweb - because i dgunned it in the first minute - i can reliably raid out their bases (with the same dgun com), prevent them from using planes, curb their expansion, expand myself, and then win in whatever ways i desire. 4 Turned out that if the enemy doesn't have that horrible drone commander which fields more battledrones than a bona fide funnelweb - because i dgunned it in the first minute - i can reliably raid out their bases (with the same dgun com), prevent them from using planes, curb their expansion, expand myself, and then win in whatever ways i desire.
5 \n 5 \n
6 Which is shield-domi-racketeer because other ways are slower.
7 \n
8 Fun: 4 (i really disliked the drone commander and non-strupidly-breaking approaches not working for me). 6 Fun: 4 (i really disliked the drone commander and non-strupidly-breaking approaches not working for me).
9 Difficulty: 10, or 8 once i had the dgun. 7 Difficulty: 10, or 8 once i had the dgun.
10 \n 8 \n
11 [b]Lalata[/b] (hard): 9 [b]Lalata[/b] (hard):
12 The ramp was finnicky to use. I also had to micro each launch, to the detriment of managing anything else, because the launch trajectories were somewhat unpredictable. Maybe the newtons could start with a pre-arranghed firezone and the first Constable could start with a walk orders into the ramp and a jump order to land safely. I also landed a Jack on the enemy Moho, blowing it up. I didn't kill the kinda vulnerable spider factory though; i guess i could, but it would require more annoying ramp aiming. 10 The ramp was finnicky to use. I also had to micro each launch, to the detriment of managing anything else, because the launch trajectories were somewhat unpredictable. Maybe the newtons could start with a pre-arranghed firezone and the first Constable could start with a walk orders into the ramp and a jump order to land safely. I also landed a Jack on the enemy Moho, blowing it up. I didn't kill the kinda vulnerable spider factory though; i guess i could, but it would require more annoying ramp aiming.
13 \n 11 \n
14 Either way, i failed to save the Jugglenauts. The enemy just brought so much stuff before i could land all the pyros, especially seeing how for me they were landing in the canyon and had to slowly walk up. So i restarted, and just landed two-three Constables, then terra-walled the tech lab and built a jammer behind it. It was never attacked. 12 Either way, i failed to save the Jugglenauts. The enemy just brought so much stuff before i could land all the pyros, especially seeing how for me they were landing in the canyon and had to slowly walk up. So i restarted, and just landed two-three Constables, then terra-walled the tech lab and built a jammer behind it. It was never attacked.
15 \n 13 \n
16 I used the pyros to defend the lowlands, and then switched to the usual domi/shield/racketeer to defeat everything. I still failed the time objective though. 14 I used the pyros to defend the lowlands, and then switched to the usual domi/shield/racketeer to defeat everything. I still failed the time objective though.
17 \n 15 \n
18 I stole the enemy dante and walked it into their base, frying their incomplete Merlin. Maybe if they completed *that*, my domi ball would have met a sad fate. 16 I stole the enemy dante and walked it into their base, frying their incomplete Merlin. Maybe if they completed *that*, my domi ball would have met a sad fate.
19 \n 17 \n
20 Fun: 5 (nothing really horrible, except the finnicky ramp) 18 Fun: 5 (nothing really horrible, except the finnicky ramp)
21 Difficulty: 5 (once i got the domis out it was the usual) 19 Difficulty: 5 (once i got the domis out it was the usual)