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But I don't like how you have to guard both sides and cant see whats going on on the opposite side so you cant even really learn what went wrong.
dont the large enemies still throw eggs over the wall on the flank you're not on? my left side flank fell because no one was there to shoot them. i feel like the game wasnt thought completely out in many reguards.
Stalkers should be smart enough to turn around to shoot them. Im pretty sure I've seen that happen. But ya, the roguelike nature of the game is kind of frustrating when you can't even see whats going on and what caused you to lose. I once had a side that I thought was fine but slowly started to disappear cause all that remained was one giant lobbing eggs and the engineers left didn't know how to handle it.
I get the impression that the upgraded rail car is stronger on the left side because of the artillery range reaching further beyond the walls. Is it true or am I imagining things? I only ever used it on the right side after one breach, so I couldn't really check all that well if the shells went far or not.
I tend to leave it supporting the left side while I handle the right one, not quite sure if it is indifferent, but if it really is stronger on the left side it might be the only viable route in high difficulty.
from what im able to tell all allies have equal range reguardless of their position in the stack. allies further behind the walll still shoot as far as the ones in the front.
as far as the range of the mortar on the rail car... i cant say ive noticed a difference. though i dont think it makes that much of a difference in the grand scheme of things.
i heard from a youtuber that the right side has less overall enemies. while the left has alot more. maybe 30% more enemies. mainly Mortar enemies.
ill do another run and see for my self if the range is increased or not... will reply once i do.
There's no breach or map edge on the right side till wave 10 because it's not connected by the bridge, so take advantage of this by clearing and expanding right side during the day and taking all your troops over to the left side during the night and harvest the mushrooms during the nightly attacks which aren't anything till the mortar wave 5.
The defensive mortar you need to clear with diggers/molotovs don't spawn till 6 and no spawns will appear on the day of and after a siege which means if you clear the right day 5 you won't have to worry about it again till day 9.
During the midgame I focus on getting all the advantages and getting fuel as early as possible, I'll probably have 5 stalkers so 3 getting fuel 2 guarding the right with an engi and I'll expand left with 4 diggers and an engi.
Make sure when building pop cap to focus on what you can defend first cause having to rebuild more than a couple of times will be the death of you if you can't afford the final gen upgrade to then get drones so you can make use of those 3 extra stalkers.
Late game I just focus on upgrading walls and over saturating the right side with stalkers and snipers and keeping a small amount on the left side with Ivan and the handcar (since you have molotovs and the handcar you won't need more than 6 stalkers and 3 snipers with you)
I basically just ride the handcar left middle constantly day 20 on so i can see if there's a a dweller there to try reach max pop Cap. day 24 (or maybe abit before if you reach pop cap earlier and don't need food) just take your extra engis and any diggers you have left and turn them into stalkers/snipers. If you have 12 stalkers on the right and 7 snipers I can pretty much guarantee you your wall won't even be touched if you have double gun advantage so you get to have a somewhat exciting fight on the left because you actually have to use those molotovs you should have been stockpiling up to this point
Or just restart until you get the digger bonus and kill all eggs/growths near the base
So it's better... but perhaps not to the point of making that huge a difference. Thanks for the imput. It's the kind of thing that you can only test during final game waves and it's a bit of a risky experiment haha
What generator perks do you all pick?
Food over scrap. Dig overgrowths like crazy early game. Once you get shields this is childs play. Clear a side. Defend the other. Then clear that. That's basically it. It's mainly a matter of making sure you keep the food coming and not making mistakes.
Suffered so much on nightmare (stil have yet to beat the first wave) that I mastered seasoned because I got the hang of the games mechanics.
Spam 2 molotovs per horde.
https://www.twitch.tv/videos/1049350794
Hope it helps!
thanks it certainly has!
im making my attempt now! we shall see how this fairs after reading everything in this thread. thanks to everyone for the advice!