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I ran two shotgun assaulters with one support, kitted up for max mobility. Rush the top hole the insurgents make, and camp at the top of their spawn near some barrels. Now, it's just a matter of keeping your shotgunners reloaded, and your support using suppressive fire for "instant" reaction times. I tried my best to prefire the last spawns near the 58 second mark, but either suppressive fire blocks them from spawning, or I just kept getting unlucky. Max level shotgunners just can't shoot fast enough to get 59 seconds. I think it may be possible, but I don't have the patience for it.
I recommend cutting spawn times by maybe 5s to avoid this issue, or by spawning the next wave of enemies when there are 3-5 left from the current wave (assuming you can make a trigger based on that). Thanks!
Creating maps that are a reasonable challenge for every player is simply impossible.
In my opinion, this generally applies to DK2:
If you feel underchallenged by a map, then try it with fewer units, different weapons or try to fulfill all optional challenges.
Because the starting conditions that you set when creating the map/mission
(e.g. which squad and the number of units)
are basically just a rough guideline from the creator, everything else is up to the player...
Cool that you played both map variants.
Thanks for that
I can imagine, it seems like a complex map. Thanks for making it!
Glad you like the map.
Your suggestions and ideas for the design of the mission sound very plausible
but I will not change the map gameplay again, because I must have become 5 years older when I created it :)
The triggering of the minefield should be purely optional. Whether this makes sense for your own run, everyone must decide individually for themselves.
The same applies to the MG's, you can use the things but do not have to.
My goal was to give the players several possibilities how they play the mission.
I recently read a comment in the forum where someone wrote: If a map/mission in DK2 seems too easy, then challenge yourself and make it more difficult by using fewer units or not the most effective weapons. And I would like to fully agree with this statement.
Designing a mission in such a way that everyone feels equally challenged is simply
impossible.
As always, thanks for Your feedback!
I think this is a tricky concept to pull off for this game, but it's quite well done. Interestingly, I had the opposite experience: I found the LMGs pretty useless and beat it with a clean run with only one LMG (the bottom one, but that didn't do much).
The LMG always let to my guys taking some hits, whereas good snipers killed the enemies sooner and faster. I did use some rocket launchers to get better fields of fire, but I would think it should be doable with that.
I also had some grenadiers sprinkled in because the biggest danger is enemies blind firing. Pretty silly how effective blind firing is and that a heavy MG cannot pierce through a tiny bit of concrete.
One suggestion would be to put some mine triggers next to firing positions. As it stands, it doesn't seem worth it to have one less gun in the game just to trigger them.
Yes, experienced troops (and players) probably have it easier in this mission.
The suggestions you mentioned were in my basic idea of the map in the beginning.
I tried several times to simulate smoke grenades, but was never really satisfied with the result, and on a few attempts even the editor crashed.
Finally I gave up on smoke grenades
Cover built too close to the wall/spawn points usually caused the tangos to stay behind the wall and not move at all. Too many tangos dying at the same time also always led to a crash.
The current map is a final compromise between my original map idea and the stability/possibilities of the engine/editor. The optimization to a stable running mission that is still quite fun took most time of all.
I'm not 100% satisfied with the result, but I think in the current version the map is well playable.
Thank you for the very good and justified criticism.
Cheers
I was wondering if smoke in the editor acts like a smoke grenade, or if that's possible, you could have later waves come through some kind of triggered smoke cover and sneak/spawn in a flank from the top or bottom (Outside.), some small cover closer to the spawns where an enemy might blind fire would be effective and force the use of grenades or the minefield.
Four units would be enough for this map, although I do like the option to bring five. Reminds me of the roof defence mission from Conflict Desert Storm II.
Thanks for the amazing map.
@AgentSrell777
Unfortunately, the AI is dumb as empty shell casings and it is not easy/impossible to make them act in a targeted manner.
It would be very time-consuming in terms of map design and balance, unfortunately. Because the editor wasn't made for such things.
You can quickly overwhelm him and crash the game.
Small example: It crashes when more than 10 Tangos die at the same time.
But who knows what else is possible?
...Alas, snipers just kill everything faster.
Your plans sound good. I hadn't tested Sniper like this before, but it's good that it also offers a possibility. Yes, using the machine guns all the time is suicidal.
I withdraw my units from the MG when it needs to be reloaded. Take cover from enemy fire and then work with hand grenades and grenade launchers. Using the rocket launcher to gain more field of view can also be quite effective.
You can also fight your way forward with your units under cover fire...
In general, there are several ways to effectively survive the attack and also to fail miserably, of course :).
Sometimes luck is also necessary...
Best regards to you both