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Campaign Feedback - Jumpbots, Nuke and Sea Striders

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Date Editor Before After
4/27/2018 5:08:29 PMUSrankShadowWolfTJC before revert after revert
4/27/2018 11:31:07 AMUSrankShadowWolfTJC before revert after revert
Before After
1 Arteri (Easy): 1 Arteri (Easy):
2 [spoiler]This was a nice mission to introduce the Jumpbots. The Pyros were quite useful here, as they protected my constructors, and my ally, from attacks by enemy raiders, skirmishers, and even assaults like the Thug. Unfortunately, the Moderators saw little use in combat, as the enemy didn't have many riots with which to counter with Mods. In fact, I'd say that the Jacks, which were used to assault the southeastern base and commander (with some Pyros backing them up to protect the Jacks from the enemy Commander's drones), were more useful in this mission than the Mods. 2 [spoiler]This was a nice mission to introduce the Jumpbots. The Pyros were quite useful here, as they protected my constructors, and my ally, from attacks by enemy raiders, skirmishers, and even assaults like the Thug. Unfortunately, the Moderators saw little use in combat, as the enemy didn't have many riots with which to counter with Mods. In fact, I'd say that the Jacks, which were used to assault the southeastern base and commander (with some Pyros backing them up to protect the Jacks from the enemy Commander's drones), were more useful in this mission than the Mods.
3 \n 3 \n
4 Although I finished the mission in less than 15 minutes, using the Dantes to mop up the southwestern base and commander, I'm willing to bet that the mission could've been completed with just the Pyros and Moderators, plus Cloakbots and/or Shieldbots that could help shore up some of the Jumpbots' deficiencies, like Ronins or Rogues for better dealing with lighter skirmishers, riots, and assaults that the Moderators cannot handle well, and Knights or Thugs for breaking through the enemy's defenses more effectively. While I failed to grab enough mexes in time before 10 minutes passed, I believe it's more likely because I was keeping track of the wrong clock, and that it's an objective that I could accomplish with better focus. 4 Although I finished the mission in less than 15 minutes, using the Dantes to mop up the southwestern base and commander, I'm willing to bet that the mission could've been completed with just the Pyros and Moderators, plus Cloakbots and/or Shieldbots that could help shore up some of the Jumpbots' deficiencies, like Ronins or Rogues for better dealing with lighter skirmishers, riots, and assaults that the Moderators cannot handle well, and Knights or Thugs for breaking through the enemy's defenses more effectively. While I failed to grab enough mexes in time before 10 minutes passed, I believe it's more likely because I was keeping track of the wrong clock, and that it's an objective that I could accomplish with better focus.
5 \n 5 \n
6 Edit: And indeed, on a 2nd attempt, I was able to secure 24 mexes within 10 minutes by rushing my Constables to build a line of Pickets to keep out the raiders, before scrambling to capture every mex on the northern half of the map. 6 Edit: And indeed, on a 2nd attempt, I was able to secure 24 mexes within 10 minutes by rushing my Constables to build a line of Pickets to keep out the raiders, before scrambling to capture every mex on the northern half of the map.
7 [/spoiler] 7 [/spoiler]
8 \n
9 Nashpvos (Easy):
10 [spoiler]Did this mission twice before managing to complete all bonus objectives. Given how the enemy's 2 Big Berthas were both fairly close to my base, and given how they were also protected under an Antinuke, I felt that the best course of action was to build a missile silo, and snipe the Big Berthas with a couple Eoses each. Now, as for the Funnelwebs...
11 \n
12 During my 1st attempt, where I successfully finished the mission, but couldn't defeat 3 Funnelwebs within 15 minutes, I tried to go for Likho spam to push the enemy's front lines back. However, the enemy had Artemis, which made the push ineffective. I tried to break the stalemate by creeping up another missile silo that could theoretically hit the Antinuke, but alas, the match took too long for my liking, and one of my allies managed to make a push up the far eastern side on their own.
13 \n
14 For my 2nd attempt, I decided to spam Dantes to break through the enemy's lines to the far eastern side, close to where the Funnelwebs were being built, but away from the Desolators overlooking the cliff. That attempt was much more successful, as my Dantes could easily handle the enemy Funnelwebs thanks to their high rate-of-fire countering the swarms of drones that the Funnelweb sends out. However, I think I got lucky in finishing that objective within 15 minutes, as the 1st 2 Funnelwebs that attacked pretty early were destroyed by an allied Krow, while a 3rd Funnelweb was encountered while my Dantes were breaking through the eastern edge of the enemy's defensive line.
15 \n
16 As for how useful the Trinity was, I'd say that, while I didn't feel the need to build multiple Trinities, I used it to devastate the northwestern corner of the enemy's base, where one of my suicidal Owls located a Strider Hub next to a Geothermal Generator and some factories. (Another Owl was sacrificed to reveal the locations of the Big Berthas, and attempted to reveal the enemy's Antinuke.) Oh, and all those starting Cloakbots? Since I wanted to focus on assaulting the enemy base with Dantes, I gave my Cloakbots to the allied player to the west, so that they could be put to better use while my attention is focused elsewhere.
17 [/spoiler]