Mindustry

Mindustry

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Zolokhan Dec 4, 2022 @ 7:33am
Erekir "Origin" Mission
I got it down to the final Base but then it starts spawning units from nowhere.

It felt very cheaty .... the whole point of the Erekir campaign was that you were fighting "real" bases that did not massively cheat. But once it is down to one base it starts magically spawning in t4 and t3 air units and boss units.

It just felt wrong ... not what any of the other missions were like unless they were wave clear missions .. so the final mission turns into a endless wave clear mission.

I love this game but this campaign did not feel good or rewarding in the end ... i felt like i finally was winning then lose simply because it turns into a scripted game event ♥♥♥♥♥♥♥♥.

Could I replay the mission and win ... yes. But just because I can do it does not mean it was a good design choice to bait an switch the last mission.

I will not replay it because it burned me .... burned me gamer soul. It felt malicious.
Last edited by Zolokhan; Dec 4, 2022 @ 2:38pm
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Showing 1-6 of 6 comments
Kyrros Dec 4, 2022 @ 10:41am 
I keep seeing posts about this...

I had the same experience in my playthrough of Origin. But when I got down to the last base, I was already plowing through with an overwhelming force (which is mostly necessary anyways unless you're going to slower 'T3 air sniper' route for all the bases) - the T3 and T4s were dying within 10-15s of spawning.

I was gonna just clear everything around the final core first, then kill it last, but when I saw that happening, I just bee-lined for the core and sniped it (still had several 100 T2 and T3 units left after final battle) Even with my T3 Air Sniper pack hitting the main defenses first - I still took pretty heavy losses. I didn't know about the 'final base remaining' mechanic going in to the map, but was building a large force because that's what's needed when the Bases start cranking out T4s pretty regularly once you get the final ramp-up phase.

My only real complaint is not being able to scout the fog of war with my builder in the beginning of each and every map, instead having to rely on daisy chaining radars (or worse, waiting until I can build the t1 hovers) until I accidentally 'find' the enemy bases - which then triggers an immediate retaliation before I'm ready for the initial waves. My 'do-overs' were almost always related to having to learn the lay of the land first in a time consuming hands on manner, which then came back to bite me when the waves started before I (or my defenses) was prepared.

So I just got into the habit of accepting the fact that I was likely going to have to use my first attempt to explore a bit around as much of the map as I could see, then when I inevitably took too long to do that and failed, come back on the 2nd attempt, knowing exactly where and which direction I wanted to build out.

I guess to each their own.

:sphere:
Last edited by Kyrros; Dec 4, 2022 @ 10:44am
Zolokhan Dec 4, 2022 @ 2:37pm 
I experienced this on other maps but Origin was the worst. I do not like scripted game mechanic crap in most games and this game has mostly steered clear of it until the end. It was and still is disappointing regardless of IF I go back and beat it.
MaxdamageAF Dec 5, 2022 @ 9:48pm 
one of the tricks we used on this map was building the rocket-launching turret, its sight lines are huge, so you can scout out quite far ahead
Zolokhan Dec 6, 2022 @ 7:42am 
i went back and beat it ... all i had to do was to not destroy the small base directly south of spawn ... once i defeated the larger bases i flew over and killed it in seconds ..

The boss spam is just scripted in when one base is left I think ... so i just exploited that game event and beat it easy.

Not a very good ending to the campaign.

This game desperately needs a random quick game mode ... like Creeper World 3
MaxdamageAF Dec 6, 2022 @ 1:13pm 
personally i had a blast with the level, even if it was difficult and had surprise counter attack i found it pretty fun
76561199170892429 Mar 24, 2024 @ 4:26am 
idea of spawning units is ok but movement of flying units because of it is absolutely trash. Also it will be great if t4/t5 could attack air units too. Anuke, pls fix
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Date Posted: Dec 4, 2022 @ 7:33am
Posts: 6