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Use higher tier units/towers/ammo. Also certain enemy air units will prioritize different targets. For example power generators and batteries etc. So if you build a bait generator and a bait battery in your main defensive position it will bait those units. Also ammo combos are a thing. For example if you spray water on enemies then electric attacks deal more damage. Or cryo fluid and blast or tar and fire.
Infinite Defense: AFAIK, the only way to stop an adjacent enemy base from taking your sector back is to capture the attacking base. Otherwise the waves the enemy sends just keep getting stronger and stronger until your defenses are crushed. (What is the plural of corvus, anyway?)
But you can't go wrong with lots of sped-up foreshadows. At least in the shorter term.
The quickest way to complete the campaign is probably to just let Desolate Rift, Nuclear Production Complex, and Impact 0078 fall, then optionally recapture them and the adjacent sectors after you've unlocked everything. But it is a bigger (and hence better?) challenge to capture the adjacent sectors first.
Harder Attack Maps: @bojinah has a lot of good advice in v6 common questions and answers His suggestion of mass Quads seems to work very well. Almost like cheating. Each core sends one boss; if you can destroy at least one core before the first boss wave, you can get by with substantially less defense.
On the plus side, once you have a solid base going, reconstructing is a simple (though annoying) matter of setting up a poly factory in a relatively safe location near necessary resources, launch resources from wealthy maps to make sure reconstruction doesn't run out of materials and then you are all-set for another 300+ waves with little manual effort beyond restarting your most critical infrastructure.
For conquering tough optional sectors, you'll definitely want to launch a core design with a couple of RTGs and at least poly manufacturing baked-in to get the construction speedup ASAP. I do the bulk of clearing using a turret creep strategy until hail and ripples prevent further ground progress, then send the air forces to clear some ground, rinse and repeat until the construction exclusion zone. After that, Horizon swarms have been the most effective thing I've tried. They get wiped out by heavily defended cores but cause enough damage and distraction for other units to live long enough to finish the job.
Yeah, I have tried 226 like 5 times, I get to a point where I can build a dozen T4 units, but usually the attack falls short and by the time I'm ready to attack again, it's wave 100 and the enemy has the same strategy of going around with a T4 Quad and nuking my infrastructure. I can't afford to build so many Meltdowns around my factory.
Is it even possible to get to a T5 by wave 60? Should I attempt that? It feels more of an arms race than anything. I mean, there's no way 6 Spectres, a Meltdown, a few Fuzes and a dozen Salvos can deal with a T5 crawler and a few T4s.
When re-capturing a map, you should also be able to get back to T5 early as long as the necessary infrastructure is far enough out of the bosses' usual path for a quick poly reconstruction. If you have secondary T3 air unit factories, you can switch the additive building's direction (drop a copy of the building directly on top in the new desired direction to change its orientation, instantaneous and free, doesn't even lose progress on the current unit) to pump out some polys before going back to its normally intended T3 or greater units.
When I lost Nuclear Complex, I think I was back to pumping out Eclipses and Octs by wave #50. I set up my core to pump polys, let the polys deal with overall base reconstruction while I got enough defences back up to handle early waves, cleaned up some crap around my destroyed base before polys attempt to rebuild it and got a head-start on reconstructing the most critical spots ahead of the poly fleet pitching in.
A bunch of my conquered maps mysteriously reset a week ago and the spawn point got in the bad spot (middle of the map instead of corner) on both Impact and Nuclear this time, which means one more side for bosses to leak through from. I may end up abandoning both sectors if I end up losing them prematurely again until I get the corner spawn.
Foreshadows are usually the last thing I put down since I rarely have surge-alloy to spare, especially once I'm doing T5s under an overdrive dome.
As for what that looks like:
https://steamcommunity.com/sharedfiles/filedetails/?id=2877174037
Pretty much everything is hidden by Eclipses and Octs surrounding the enemy spawn point. All you can see is the Meltdowns melting down the mob pack. I only got water going to meltdowns on this run due to running out of space around the only nearby titanium source and cannot be bothered to fix it up now that I cannot see a damned thing :)
Sector 24 base: Note the inelegant dual overdrive domes - one for RTGs and a second for factories.
https://steamcommunity.com/sharedfiles/filedetails/?id=2877585768
Sector 24 defense: Brute force with tons of turrets. Note the overdrive dome.
https://steamcommunity.com/sharedfiles/filedetails/?id=2877583520
**even though I apparently had launch pads unlocked and presumably was getting most resources that way.
To keep up enough resources you'll need to have other sectors feeding them. You can also launch from a core with 8x vaults around it so even with the resources taken up by the base schematic you'll have a good starting stock. I'm not 100% sure how resources transfer works; it seems like every sector that isn't active has calculations done in a large batch so you can switch sectors to set up resources shipments and switch back with no time having passed, or if you switch away at the wrong time even if you're only gone a few seconds an entire set of waves will be calculated and you'll lose a bunch of buildings if not the entire sector.
Even with this, the 4x core sectors will still pretty tough and I did a lot of save/loading when bombing runs went wrong. I've also tried to build T5 units but I'm not sure how much better they did vs. a 9x group of T4, though because of the shield I think I'd have more survivors even though I went in with fewer units. I've also heard stuff about a blast compound bombing strategy that was also nerfed at some point? Maybe loading up quads with it could be viable as I already lose quite a few and maybe it'd guarantee the base goes down, but I haven't tried so I don't know how it works.
A few people have mentioned if you're still early in the tech trees capturing Nuclear Facility and then letting it get taken just to progress the tech trees isn't a bad idea. You'll need to retake it later and after I had everything unlocked I was finally able to retake that large cluster of attack sectors so that entire region is now safe.
Maybe the calculation is getting screwed up by my mlog unloader managing what gets dumped into launchers from the core to keep my cores at 90% of max capacity.
BTW, if you leave a sector early to update launchers on other maps, make sure to set up some basic defences first since there is a chance the "away simulation" may decide that the AI drone got your core. Happened to me two or three times before I realized what was going on. The last time, I still had over 3min to go before wave 1 and got the message about losing the map less than 1min after going to other maps where I was pausing the game as soon as I zoned in so there shouldn't have been more than a few seconds of game time going by. Seems like AI drones are 1000X more effective than player drones at destroying cores.