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I watched the patterns that went on, and eventually, figured out a solution to the problem.
You need to focus on survival first and foremost. The enemy has an advantage to start. They have stronger defences. They have free units from an arbitrary timer.
This is probably the only map where I didn't just wall up and actually resorted to 'short pathing' them. Figure out where they want to come from. Leave that path open. But litter the hell out of it with turrets protected by menders and walls.
And don't stop when it's 'just enough'.
Because another advantage of the enemy is that it's offence also keeps getting stronger, without having to expand or optimise their own base.
Make a good layout and make sure it's good enough to last against... I dunno. Something 3x as strong as you're currently facing.
THEN, delete whatever unit production the map gave you. Make your own better, optimised layout. THEN, it's not just, send the units loose and they take care of everything. Follow them. Figure out where THEY are failing. And figure out how to deal with the problem with your mech. Sometimes Alpha is a better option than Dart, especially with all the scatters they have. Maybe the next thing you need to do is take out some Hails, or Lancers. Hails are better directly destroyed, as their ammo economy is pretty strong. Where a Lancer may be better dealt with by taking out power nodes.
Edit: As a side note, never, never rely on units to take out units. As much as I'd like a more rts feel for this game as opposed to the just... turtle up and survive as long as you can. The units are too basic for that. They just, path to their target, and fire at things as they move based on their priority. Armies in attack/pvp tend to just, chop off a few numbers then pass each other by to get cleaned up by actual defences.
RNG will be a factor, and there will be occasions where you just don't have good options to work with.
For me it's a matter of time invested. Sure I can build an army of drones to destroy the core, but that can take an hour or so. I'd rather get it done in under 10 waves. Also, once you destroy their core you unlock the loadout function for the map. What you can do is rush the map like I do, then once you unlock the loadout you can start off with whatever materials you have launched in your previous playthroughs up to the max limit the core can hold. From there it will be much easier to build up defenses.
Or just play with the default loadout and keep trying. Eventually you will figure out how to lure the enemies into a gauntlet style area of turrets that will annihilate them giving you plenty of time to build. Also don't forget to always use pause when designing anything as the wave timer won't tick.
I have inched my way forward, but have come to a point where the enemy flails are just taking my guys out and I don't have a counter b/c my guys are ignoring the flails.
I thought to take out the enemy's supply line for the flail ammo, but it appears it's just cosmetic because I have decimated the supply line but it just stays full and shoots all the time.
Combine the conveyor sniping with a single layer copper wall enclosing all of your base except a killzone tunnel and put heavy defenses there. Enemy waves will chew up your units, but after a while even just the starter factories with a bit extra resources will win it.
(for those reading in the future: Alpha mech is a facility that spawns you in an alpha mech that you can control via WASD and when you get killed, you will respawn back in it. You can still build in the alpa mech, but now you are limited in movement (slower) and you can't ignore walls and structures when trying to maneuver)
That made short work of the level - even though I didn't figure this out to wave 30, so the enemy was very entrenched, but it allowed me to get in and cause a lot of damage and ruin it's infrastructure.
Also, as Tman said, you can use the pads to switch to a stronger vehicle. The mechs can fly if you hold shift, but you can't fire and fly at the same time.