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Zgłoś problem z tłumaczeniem
*For the first 3 sam sites, build hunter, drone soldier, shieldmaiden, and medic. Move immediately after defending an attack and take one sam site, then back to base to defend next attack. Use the heals whenever you can from shieldmaiden and medic.
*Build as many transports as possible and fill with drone soldiers. Once you have 3 - 4 full transports, you have a mobile defense force. Do NOT unload your drone soldiers, the transports will direct the drones.
*Immediately after defending an attack, send your 3 - 4 full transports the back way into their base (follow right edge of map) take out the 4 sam sites. You can stealth your transports to get them into the base.
*If you're still having issues, save when they announce and attack, see which side it's on, then reload.
Increased range for Laser Weapons and Auto-Marking for Laser weapons helped a lot.
Then there was one scenario where I lowered the diff to normal and tried for days replaying it again and again and again and still couldn't beat it.
Did mission 4, and every other mission so far, without losing any buildings or units (well, aside from the game annoyingly counting any engineer that captures a building as 'lost' on the post-mission stats screen and the Sniper loaded into the extraction Sky Crane at the end of mission 3 showing as 'lost' on the post-mission stats screen too).
Hunter tanks + Shield Maidens w/ repair turret cheese works just fine, incidentally.
Did gaming went downhill that far? When it comes to player skill. Imo tempest has the easiest and most accessable campaign.
What I did:
Spam laser turrets and put grenade and gatling turrets inbetween.
Build 2 harvesters.
Order them to the fresh fields.
Spam units.
After 5 Minutes, select the whole army in the base and as a blob go east and then north while keeping the turret spam up.
I cleared the first half of the map in 10 Minutes.
Build beacon for new refineries at the top field.
Then park half the army at the left enemy spawn point and the other half army at the top spawn point.
Use beacon to build new base for attack up the cliff.
Kill enemy
I picked 3 laser upgrades/doctrines and built guard towers with engineers and put drone operators in them with laser drones and built laser towers and put engineers nearby (behind) the laser towers to repair them when they get damaged.
For the second part of the mission, I used the build-area beacon where the specialist got dropped then fortified that position with laser guard towers and engineers then re-built my barracks and vehicle factory over there too and just started pumping out tanks and shield maidens and riot vehicles.
Also went around with some scout vehicles and grabbed the money boxes when my tempest started running out.
Your starter units can hold quite well for the 2 front defenses, just add 2 engineers, build guard towers for your infantry and they will auto repair the defenses. If your tanks are really dying fast, the shield maiden's ability is crazy powerful and stacks if you deploy multiple repair turrets.
I think it is more of a spike in whether or not you are used to old school C&C vs RA3/warcraft/starcraft hybrids; where units have abilities that can turn the tide. It just makes it more apparent in this mission. If you knew your current units' abilities its honestly pretty easy on normal. No longer the case where you just spam 1 tank type and it can roll over infantry + handle other tanks in a fight.
- Some new to RTS players may not know but your initial refinery is not an efficient refinery. More often than not you would want to pump out 1 or 2 more harvesters to get that income really going. There is also 1 free tempest field to your left base that may be open to attacks but you can just shift your defenses forward. The tempest field just slightly to your top of the base is also practically untouch and has a root vein that would slowly replenish it which you could probably throw another refinery there.
**ECONOMY AND LOGISTICS IS KEY TO ALL RTS / WAR GAMES**
- A small force of 2 shieldmaidens and a couple of scout cars + hunter tanks would deal with all the sam sites and airpads to your left. You want to push out the first sam site as well as they are literally sitting on 2 tempest fields for you to expand and get rich which will in turn let you build more factories and pump more tanks out.
- Abuse the beacon ability to just build refineries or you could even build a small defense outpost and tower crawl towards the sam site base
- Abuse the comms rig, the attack speed and buffs it gives when deployed is really good, and you need that intel for your abilities ala shieldmaiden tank repairs
- If you find that your tanks die fairly quickly, throw a couple of infantry preferably grenadiers as they can tank fairly well if there aren't any machine gun type counters.
- Drone operators are fairly weak (maybe because I use the laser perk) but they are literally "free artillery" or long range fighters if you were to cheese the game. Get like 20-40 of them and use the remote drone ability to fight at range and they rebuild them drones for free and pretty quickly too.
- For the 2nd phase, honestly once you understand the synergy between your unit abilities its a steam roll at this point. The AI is smartly designed to throw a variety of counters at you, so you have to respond equally as well. There's no 30 rhino/grizzly tank rush in this. The Helos were shred them tanks apart and fast. Put shield maidens, in tank vs tank they can deploy repair turrets to turn the fight and not lose any tanks.