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Edwin's timer is fairly generous you can clear many optional stuff before rescuing him in fact you should.
And once he is freed set up ballista chokepoint to places enemies will come from to attack once timer starts.
Usually having 2 gates guarded will be enough for the whole mission and behind them full of eco buildings
.So you need to push and bottleneck those 2 gates so your army never need to defend as the wastes time.
You need to set up eco and the army clears at least 2 keeps.
Clearing the third keep is harder as it has grand ballistas.
One route has only 1 near it base.
As always triage center push forward regen after combat,once not need delete it(refund 100% cost unlike other buildings)and move it forward.
Also useful you can place it so some of its radius reach the boss arena and you can stay there for enhanced healing.
You do not need to clear the whole map likely not enough time for it either.
But killing most camps thant send attack waves is good.
Maybe you can kill final boss with having 1 keep alive never tried killed them all.
You likely need 5-7 mins to kill boss.
Maybe hidden timer could increase by 5-10 mins or there could be an optional objective where you can rescue a few catapults or other siege units.
I agree Edwins timer is easily the most sane part and forgiving its the second half of the mission thats the real struggle, i used choke points and three ballista towers but would have to micro some units there too, as the enemy siege weapons and arbalests would outrange my towers forcing me to step in. but its hard to find the time while also pushing the boss and his keeps.
Yes the 2 last scenarios are hard(the final one is way harder than the hector one btw),but i didnt have to load(i save all the time) once.The thing is you can't turtle and build up forever AND you need to do 3 things:utilise all the available land to you(especially in last one this is initially very little), you need to be aggressive and take more and you need to identify the best chokepoints(for both scenarios but especially last).
All in all this was a really fun+demanding addition to the campaign if a bit short and i hope they do more with campaign -no spoilers- (dlc maybe?).Also hopefully more heroes(theda for sure maybe bishop) and more factions(alderin are basically there just need 1 or 2 hero representatives,maybe iron talon?)
//Oh and for last scenario rush grand ballistas/impalers they make everything a breeze(arbalests can tide you over for a while though)
I generally do like the game and its story, both having few issues here and there but generally it is a good game.
Still campaign seem to max at around"veteran"survival difficulty.
While"horrific"survival is not timed but you are on a race to get eco and defences up for the coming nightmares harsher than in the campaign.
So in that sense timed objectives are not that different from survival.
TAB was also basically time based in fact all of this wave defence games in certain sense are timed.
You can also play survival and that likely makes you a better player so campaign will not be a big issue.
1. Expand quickly to the east as you only go east to clear up space for you to get enough land to keep growing.
2. Move north, kill off everything there in the small pocket since the gate is still closed.
3. Move west to claim as much land as possible to time the objective of saving Edwin.
4. DO NOT UNLOCK HIS CELL ONLY TRIGGER THE TIMER TO GO AWAY.
This seems to give you more time, as gates which opens during the campaign takes longer to open and thus less enemy waves to worry about.
5. KEEP BUILDING & Upgrading, build ballista towers and keep a small defence force at home(by the first gate to the east)
6. Something something about the air growing thicker, at this point - is where I moved to Hector with his ritual, had enough troops to push in to him as well as getting myself to the very first keep which heals the shield.
7. Siege engines, get those - especially the impalers. I used about 3 when I pushed for the second keep.
8. Move back and start attacking the bubble, build up barracks near-by to Hector and keep spamming units out those out. I built 4, since siege workshops are sadly a bit too expensive to spam out in the same way.
I had about 8 impalers firing upon the bubble with 2 min left to spare. With a lot of Spearmen, Archers and footmen(I have no idea if they are called that, but they are cheap).
Use EDWIN'S golden bubble to quickly clear out one wave of nightmares which spawns at the ritual. (And use it in general to get a lot of enemies slain in one go whenever you have taken him out of prison)
I still find the mission to be -very- overtuned, due to the fact that the third keep is heavily guarded in comparison to the other 2. And trying to do all 3 would almost leave you with no time for the ritual itself. (At least from my experience).
Expand to the west as you go from the beginning, expanding into the Order regions, wait until the last minute to free Ed, then you go expanding to the east. Meanwhile, focusing on getting hunters out, then just spam hunters. You need to be careful with your hunter groups in late game though. Don't let them die.
It is a healthy difficulty imo, but I play Horrific for fun, so may not be healthy for others...
And if you are already playing on horrific campaign likely will be not a big issue.
For new to RTS players likely much harder.
But likely this is the harder missions for players who are not seasoned at nightmare difficulty in this genre.
So Imo they could add a 2 optional objectives to mission 9 both takes places after the portal and likely takes 1-2 minutes to clear objective guards with a strong army.
1: Order has a second prison where they keep some prisoners as slave labor for siege engines.
If you free them you get 2 catapults or maybe a free siege research or anything of value.
B
2:There is a spot with strong energies where 5 light bearers can do a counter ritual adding 5 minutes to the timer but all 5 will become friendly unsuable NPCs.
And of course clearing the guards would take like 1 min.
If player does both they likely get a net time of +1-2 mins and some free siege units.
Maybe they could add a second anti ritual spot for additonal 5 mins which would need to be cleared from guards+some light bearers.