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报告翻译问题
Remember that DPS checks have two components (i.e. a ratio).
If you can't find a way to increase the first part of that ratio, you can try to reduce the second part.
Using crowd control can drastically reduce the Damage Required per Time value. Corrosia Slime Slow and Doc Magnetic Field Slow are very good examples (but not the only ways). For example, build a slime fortress at the chokepoint you're already in from your video and the dynamics change dramatically. Suddenly you need a lot less DPS because you have a lot more time to apply it and kill the enemies.
Also, you can try to split the battlefield into two sections so you end up with two of the above ratios happening simultaneously.
For example, using an AoE long range weapon to apply damage at range and defeat weak targets, combined with a close range single-point weapon to apply damage for the tougher stuff that makes it into your killbox.
This method basically creates two ratios (long range weak enemy cluster ratio AND close range strong enemy ratio). Which means you can solve for each ratio independently by splitting the DPS check into two parts, not having to have a one-size-fits-all solution for the entire battlefield or reducing the entire battlefield to a single choke point.
Anyway, those are just some ideas for motivation if this challenge nags at you and you ever wanted to try again :) Good luck, pilot!
Of the three tries I did, one I didn't record but got all the weapons and crew fairly easily, the second NEVER gave me the slime weapon, and the third gave it to me late and had to spend some rerolls in the shop to avoid picking up literally useless things (which meant snagging an extra cube from the mine and suffering tower damage).
But it still wasn't enough, I still hit a spot where my DPS falls short, suddenly, and unexpectedly. For example, this run (the 3rd), where I pick up two +tesla damage and despite the huge increase in DPS, just get obliterated, losing 120ish tower health in about 15 seconds (and another 10 a bit earlier). The previous chunk of 130 damage disappeared in ~7 seconds and was only saved from death because it was Boss Time: I got pressured out of being able to defend the gap by taking hull damage, so I was unable to keep the slow covering the lanes entirely and all the small fast units got through.
Didn't even get Slime until 7:42 game-clock time.
https://youtu.be/Dd9_YOo3GQs
I just did a solo run on this challenge to see if I could spot my differences (no other crew, no other weapons). Here's my summary of what I did, some of which you're already doing :)
My tactics:
https://steamcommunity.com/sharedfiles/filedetails/?id=3044641140
https://steamcommunity.com/sharedfiles/filedetails/?id=3044642561
https://steamcommunity.com/sharedfiles/filedetails/?id=3044641845
Why, you ask? It's because your fireballs aren't just effective when they are flying out, when they come back to you and are next to your ship for a moment in their "idle" position they are basically creating a large death-circle around you, including behind and to the sides. This can be used to kill one whole stream of the enemies as they'll smash into it. The other streams get taken care of by the fireballs flying out on their back/forth action. You should attack the streams in this way all the time -- don't take the waves head on in line, offset them.
DO NOT try to manually aim at each stream by flipping back and forth. That's not what I mean. Park, then manually angle fire, and just sit there and keep aiming at the same spot.
If you also make sure to do it when you are parked inside the Super Plasma Outpost (I do it just offset from the Super Nova boundary), you enable the incoming enemies to be at two different ranges, which enables the Super Plasma Planet guns to focus fire rather than constantly switching targets and rotating about.
The guns will target the nearest enemies, and if you park in the right spot and angle 45 degrees, your fireballs will be killing the enemies from one stream before they get in range of the guns, and the guns will be able to focus on the ones that you aren't aiming at but that your fireball-shield will be killing.
https://steamcommunity.com/sharedfiles/filedetails/?id=3044642454
The above park-and-angle-fire method and the early intercepting tactics are I believe the most useful things I've found for effectively and consistently beating this challenge, even in self-imposed solo mode.
https://steamcommunity.com/sharedfiles/filedetails/?id=3044642202
https://steamcommunity.com/sharedfiles/filedetails/?id=3044648090
They fly right into the slime trail. Making this mode super easy.
As if that's all I have to do. 🙄
First I have to acquire two specific upgrades (which I sometimes don't see).
Then I need to upgrade the weapon a sufficient degree that it does enough damage/does enough slow.
And figure out where to actually draw the slime as it moves in parallax with the paths...
'Cause "just having" the weapon and crew isn't sufficient, given that I get overwhelmed by fast-moving medium health units.
Yeah, the only time I can manage to do that is at the very beginning (waves 1-4) and then the first four waves after an elite. I just don't have the DPS to chew my way leftwards far enough to intercept before they split wide just above the repair depot and I have to duck back under the cover of plasma turrets. I've tried a bunch of times. :\
Haven't done a solo run yet, though. Hm.
Yeah, having the relevant Captain upgrades (Space Cube upgrades) fully done and the Space Cube general upgrades fully done does give an advantage in these time-limited challenges. Not really in regular Champion mode, but for Solo and Challenge modes with objectives other than "just survive" it can be a huge benefit.
For example, starting with Corrosia with a massively long trail and already upgraded 6 levels is significantly different to starting with a tiny trail and no upgrades. You still have to roll the weapon, but once you have it, bam it's already level 6.
Same with the Fireballs etc.
Oh for sure.
But I don't see a way to automatically start with crew, or did I misparse?
In the Upgrades menu you can toggle Loyalty on/off for each captain which will determine whether they are automatically added into your ship or not.
Then when selecting a Captain at the start of a run, you can right-click to banish any crew you don't want, and only the ones remaining will be added automatically (up to the limit of 3 of course). If you have more than 3 crew unbanished in that screen then it adds them in order from left to right (i.e. Azurene -> Corrosia -> Vermllion -> etc...)
Hi. This mission shouldn't be too diffucult. Invest as many space cubes as you can in Vermilion, Super Plasma Planet and Gold Magnet. If you have spare cubes and you want to use more than 1 captain, invest into Doc, Corrosia and Luna/Azurene. Doc and Corrosia are for pickup range, Luna/Azurene for boosts. Having these captains will save you some time when you collect time cubes between waves, but they are not really needed.
Upgrade only these 3 things: Fireballs (including range), Super Plasma Planet, Gold Pickup (not outpost/vault).
Whenever you have free time cubes, banish everything else. If you don't have time cubes, the upgrade menu allows you to convert your levels into them. Don't waste time cubes on rerolls. Or at least only reroll in the time cube shop since it's much more efficient.
When you begin the game, collect all time cubes and the gold vault on the map, then position yourself as shown on the screenshot. You might want to move towards the bush a bit to the lower right in some waves. Manually aim your fireballs, also as shown on the screenshot.
Ideally, you'd want to upgrade your fireballs to super versions by wave 25, otherwise it will be difficult to clear the mission with no damage to the tower.
You can leave your position only during the preparation period every 20 waves (sometimes you can visit the shop during easier waves).
I went in one last time to do a "solo" run and failed a few times, but realized that I should pick up the Static Field to handle those wide lanes after the first boss (I just wasn't getting enough Fireball to be able to take care of those routes).
Ahhh you should be proud mate, based on the stats the overhwelming majority of folk on Steam give up when anything isn't instantly winnable :)
So either you have to memorize the wave patterns so you can position yourself correctly, or you need to be incredibly lucky with the update RNG.
Also this mode has builtin "hard mode" in the sense that there definitely are crew members that hurt you instead of helping (well, in the sense of wasting your updates on them): Azurene for example, the plasma weapon is pretty much useless in this mode due to its wide spread/positioning to make use of that is hard and it takes way too long to update/is too reliant on the RNG to get the spread reduction to deal enough DPS on the waves to be worth it.
However it just as well has an "easy mode" - or rather a very easy to use build that turns the whole thing into a do-not-move challenge:
If you invest a few updates in gold pickup range (only pick it if there are no weapon updates) and after having leveled up slime you can draw a a nice slow zone at the choke point that also covers the vertical entry paths and then camp at the super plasma outpost for the rest of the game, it is enough to move a little to pick up the gold vaults that are dropped in your vicinity and to visit the vault and time cube generator in the prep-phase after a boss. That gives you enough time to redraw the slow-zone as well. (at least if you leveled up the captains with space cubes - if lacking those pre-updates it'd be more important to farm those close to cooldown early). I think I only went to the time-cube-update-shop twice in my run, all other time-cubes were used to banish useless update choices...