Tempest Rising

Tempest Rising

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Mission 4 GDF is soo badly balanced and unfair even on normal.
Yeah, I know, git gud.

But for everyone who wants to play a fair RTS in the spirit of C&C, please tone this down. Or market your game as Dark Souls for RTS. Endless attacks from outside the map, who thought this is a good idea?

And while I'm at it: why don't you allow quick save and a pause function? Call it "accessibilty" or what not but please...
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Mission 4
Retaliation mission is a significant difficulty spike.

I played it on Hard and I don't think it's any reasonable without the meta upgrade to resist the effect of gunships attacks. Without that, the anti-air units die to air, which is a bit silly.

With the upgrade the mission becomes a bit tedious but doable. Using anti air repair pods and jeeps with range extension so your tanks are be able to shoot far as well as riot vans with engineers on the front supported by repair pods is a slow crawl, but can be done. You gotta just micro away damaged units, be careful in choke points.

The rate of attacks never slows down and those attacks are strong enough to chip away at you if you aren't fully focused on microing to repel them, but you are also expected to deal with a large base at the end and attacking with all that required repair spam also takes a lot of micro. Since a single squad of rocker launcher infantry can just delete your tank in two salvos you have to be everywhere at once.

This mission would benefit from some kind of capturable recon tower that would reveal the map around your base so you can at least see attacks coming on the minimap. That way you will know which side to focus on.

But really I would just reduce attack frequency after initial sam site objective, so the player has more time to micromanage the attack.

And do something about that red effect buildup from the air units, I don't think it's a reasonable mission without the immunity upgrade, meaning if you don't have a reset and you took something else - you have to redo the campaign from what I can see.

Bonus gripe: transport helicopters are slow as ass and boarding units is fiddly. If you select more than one vehicle at a time they will drive into each other and prevent each other from boarding. Coupled with slow heli speed it's actually painful to use them. Make it like sup-com where you can put a transport marker and assign transports to it or at the very least fix that buggy vehicle loading.
It is a bit of a difficulty jump but totally doable.
what upgrade?
That mission is hard but fair, i had so much fun when i decimated the AI on hard.

Grenade turrets and drone soldiers are your best friends, regular soldiers and tanks for the rest.
Dernière modification de Dosto; 18 avr. à 10h18
MrDjinn a écrit :
Mission 4
Retaliation mission is a significant difficulty spike.

I played it on Hard and I don't think it's any reasonable without the meta upgrade to resist the effect of gunships attacks. Without that, the anti-air units die to air, which is a bit silly.

With the upgrade the mission becomes a bit tedious but doable. Using anti air repair pods and jeeps with range extension so your tanks are be able to shoot far as well as riot vans with engineers on the front supported by repair pods is a slow crawl, but can be done. You gotta just micro away damaged units, be careful in choke points.

The rate of attacks never slows down and those attacks are strong enough to chip away at you if you aren't fully focused on microing to repel them, but you are also expected to deal with a large base at the end and attacking with all that required repair spam also takes a lot of micro. Since a single squad of rocker launcher infantry can just delete your tank in two salvos you have to be everywhere at once.

This mission would benefit from some kind of capturable recon tower that would reveal the map around your base so you can at least see attacks coming on the minimap. That way you will know which side to focus on.

But really I would just reduce attack frequency after initial sam site objective, so the player has more time to micromanage the attack.

And do something about that red effect buildup from the air units, I don't think it's a reasonable mission without the immunity upgrade, meaning if you don't have a reset and you took something else - you have to redo the campaign from what I can see.

Bonus gripe: transport helicopters are slow as ass and boarding units is fiddly. If you select more than one vehicle at a time they will drive into each other and prevent each other from boarding. Coupled with slow heli speed it's actually painful to use them. Make it like sup-com where you can put a transport marker and assign transports to it or at the very least fix that buggy vehicle loading.
I actually found the mission to be pretty approachable on hard. Not sure what upgrades you're saying are mandatory, but I'm pretty sure I didn't have them, I just had some of the middle row.

Drone infantry, hunter tanks, the AA/infantry tanks and then the starting support tanks to plop down repair fields cleaned out the map for me.

The counter attacks did occasionally hit the left side, which was my weakest since I pushed refineries down to the low ground, but that's about it.
The right side I just towered and walled up and could just ignore, since ramps are pretty good defensively.
Elenoe a écrit :
what upgrade?
On the mission screen go to Armory. The upgrade is: Tempest Imbued Plating. It will prevent the red bar buildup that wrecks your vehicles.
Yes, it's the toughest so far
MrDjinn a écrit :
Elenoe a écrit :
what upgrade?
On the mission screen go to Armory. The upgrade is: Tempest Imbued Plating. It will prevent the red bar buildup that wrecks your vehicles.
That upgrade is the first one you need, Tempest can wreck you crap in no time. That one that makes your soldiers heal over time works well too.
Dernière modification de Dosto; 18 avr. à 10h45
Dosto a écrit :
MrDjinn a écrit :
On the mission screen go to Armory. The upgrade is: Tempest Imbued Plating. It will prevent the red bar buildup that wrecks your vehicles.
That upgrade is the first one you need, Tempest can wreck you crap in no time. That one that makes your soldiers heal over time works well too.
You don't "need" it. But it helps if you have it. I did the mission just fine without it, and I'd assume all missions were tested without any of the bonus upgrades, since there's no way to know what order people get them in.
i done mission 4 on insane, and didn't find it that hard. you spam air defence in ur base, u push an expansion base down the bottom left where the tib field is, and push up and around there. spam out the buggy units that shoot air, add in afew tanks and grenade units and push around the map slowly. You dont even need to focus attacks on ur base once u have ur defence setup. any air attacks should die form ur turrets and drone guys in seconds. once u pushed up enough, you can build another expansion base to get the last tib field.

The last part where u need to chopper ur troops across, u only need to do it once, then u just build a base across the other side of the map and spam out troops up there instead, at that point the enemys pretty much done.

if u think mission 4 is hard, lol wait till mission 5
Dernière modification de puppet74; 18 avr. à 11h01
Git gud, just finished the mission on normal.
puppet74 a écrit :
if u think mission 4 is hard, lol wait till mission 5
What are you talking about? Mission 5 GDF is trivial, there's barely any attacks and you can clear whole map easily with air until last base.

How are you keeping all your units alive to afford many turrets and repairs for them? Are you doing some high APM micro?
Used Heavy Gunners (stolen tech) , drone opertors + medic guy. For base defense guard posts with drone operators and engineers to repair it. Basically faceroll, also operators can shoot drones from transport helicopters.
SWENinja (banni(e)) 18 avr. à 11h54 
Check my stream, swen1nja on twitch, I did on first try
Malyzzon a écrit :
Yeah, I know, git gud.

But for everyone who wants to play a fair RTS in the spirit of C&C, please tone this down. Or market your game as Dark Souls for RTS. Endless attacks from outside the map, who thought this is a good idea?

And while I'm at it: why don't you allow quick save and a pause function? Call it "accessibilty" or what not but please...

What? There was an increase in enemy units, but that doesn't make it more difficult if you increase your own output. The game is not hard. As an old school RTS player I find it fun and a little easy at times.
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