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i completed the objective "reclaim Derventa" but then i lost it due to one of my base (Warehouse District) was captured - after that i could not complete that objective (it is not showing progress like before on that objective)
Part 1/2
By this type of map. Well.
You have fx a base and you defandt it. Wave after wave of bugs and that is boring in my opinion. The same is for the maz game, like your "Tower defense" map
or maybe a city like a maze where bugs pop up of the ground with no warning - killing all. Boring and I not like that.
Maps like "Reclamation", "The Colosseum", "Liberation of Ricograd" and more.
Where you have clear objective, some story for context, maybe more objective will come to you.
You have this contant push and pull, attack and defand. Maybe you need to give up a base inorder to kill a bug hive (so it is not reactived) to cirkel back for recapture of your base.
Part 2/2
Point om map, where you have a choke point to make a killing zone.
It can be hard, but it is still a balance game/map. And even better, when you do a objective or side objective, you get something, war support, extra personal.
That is quality over quantity. If you have generated a AI map, that is fine. That is only make doing your task faster, for the map.
The AI generated map, can't do the context, the balance, and the feel for a good game. in my opinion.
Again, thanks for the maps and the hard work. Time to learn about the editor, doing bug fixed and all of that free time spend - so we(I) can have fun.
I hope the feedback will help you on your way.
What do you mean by "this type of map"? Like a big sandbox where you gotta conquer the whole map?
Clean the base, did the clean up, but for some reason the Objective 5 base did not go green.
I'll look at the island pathing, thx
Move up the defense turrets with the assault, use all types of units, split up when necessary. Usually 1 x Rifle + 1 x MK2 is enough as a spearhead, for larger distances from the core assault group, add another squad.
The additional starting resources make it much easier, it is now possible to secure the farm entirely with turrets right from the start (4xHMG) while the City Hall still only needs two. Spitters now get absolutely demolished, only Tankers are noticeable.
The island holds without any turrets built because bugs frequently get stuck in this marked place [i.imgur.com].
Overall it is very easy (and still fun) now and considering the feedback, others may enjoy it more now.
Just one tweak would make more of a difference: More and earlier target prioritisation for squads. Not being able to have snipers prioritise Spitters or Plasma grenadiers was a bit irritating.
On the whole though, very impressed. Believable city lay out, well balanced groups of enemies, and the voice line were good too.
It is an ambush situation, but you can adjust to it on the fly. Even if you lose your complete assault team, you can always try again due to the structure of the counterattacks unless you completely mess up the City Hall defense.
This map is not a walk in the park, but not too hard either because you can always try again an will have learned something from the previous attempt.
2 HMG turrets hold the City Hall from counterattacks, the northern and southern bridges can be defended with 4-5 each. You won't have enough war supplies for that right from the start, but you can take one, place the turrets there and then use your soldiers to take the other one and push fom there, which means that you won't need many or any turrets there. Taking the north one first is almost mandatory because that is where you gain access to the Radioman and it is also the easiest one to take, with the Sniper platform to the east and capturable HMGs near the hive.
All good, it makes sense now from a lore point of view.
Basically, the bugs go to take your radio stations, when they do so, the nearby hive gets repopulated.
The 2 hives next to the town hall aren't affected by this. Losing the town hall has no impacted except from needing it for the victory
The hive with the spawner that attacks the City Hall is also the one that, upon being attacked by me, somehow effects an attack on City Hall from the east. That is the weird wave behavior I was noticing.
I don't see how the Progenitor hive is more difficult to attack now though. The terrain is vast enough to support a staggered assault of two large assault brigades covering each other while some of the other hives with rougher terrain were harder to take especially when the counterattack bugwaves were still spawning in their areas. There are far too few Royal Guards to pose a threat to the formations.
Buuuuut it's fun and still above the level of "Select all units -> CTRL+Move to hive -> Go AFK to win", so who cares :)
It would probably have made much more sense if I had taken the island earlier, but in the fog of war I did not know that there was such a very desirable location, offering an outpost from which the assault on the west side could be supported.
I think if there had been a small revealer and objective pointing to the importance of the island, it would have felt more natural to me. I usually don't cross rivers without clearing the side I am on first but I would have for a marked objective. Silly me XD
So they'll attack you from the middle once you take the Island, and they'll attack from the bottom once you take the Warehouse District. To facilitate defending, I gave lots of war support and 3 choke points via the bridges.
Hope this helps
The bugs' counterattacks aren't intuitive to me in from where and why a base is targeted, but they can be managed. The map screams, right from the beginning, "BUILD TURRETS!" anyway and who am I to not comply? The issue is that one doesn't really know when to move the turrets.
This map is a low-techlevel non-stop ride on the full throttle firepower train and I like it
Reclaiming the city is the first step...holding it is another challenge :D