Cubemen > General Discussions > Topic Details
swingline Jan 24, 2013 @ 10:08pm
UpDown level? Anybody
Can't figure it out. I just about get a toehold starting off with mortars, but then they start targetting the wrong attackers (they target the starting line instead of the the ones getting ready to walk over top of them), but it's so much babysitting the targetting (they retarget the starting line regularly instead of the folks getting ready to stomp em) that I can't get them to shoot at the right people long enough to give it a go. I almost felt like I was at the tipping point a few times but I just can't keep'em shooting straight. It almost feels like this level was built with a particular solution in mind but I can't figure out what it is.

edit: just tried it again- had a good foothold, but mortar guys keep turning around and shooting the wrong way. I can't focus on anything except keep clicking them and clicking on the correct enemies to keep fire going in right direction.
Last edited by swingline; Jan 24, 2013 @ 10:28pm
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Showing 1-8 of 8 comments
SeonR  [developer] Jan 24, 2013 @ 11:03pm 
Have you set their targeting to closest and not furthest? That should make them target enemies closer to them.
swingline Jan 24, 2013 @ 11:33pm 
ooh. thanks. I didn't know I could change that. will try that now. appreciated.

edit: still kills me.... I think I'm done for on this one.
Last edited by swingline; Jan 25, 2013 @ 2:25am
SKIRMISHER Jan 25, 2013 @ 12:40pm 
Some of the difficulty you face may be from using Moty units. I try to avoid using them and have yet to have difficulty in Defense - Classic. I'm not as far as you but I decided to jump ahead and give this level a try. My first attempt was to rush the base with 3 grills; I like to try that first on any new level. The uneven area due to the steps made that a blunder. In my second game I noticed the even area nearby that was up high. If you don't know, in combat, having the higher position is a tremendous advantage; for one thing the lower position has to fight gravity where the higher position has gravity working for it. I sent my first 3 grills to occupy 3 of the 4 squared high point location. When the 4th grill became available I had him occupy the 4th square. These grills with the exception of one will survive to the later waves. To ensure victory when a grill dies, replace its location with a Lazlo. My snapshot shows 4 Lazlo units but 2 Grills and 2 Lazlo units may be enough to finish the level.

Last edited by SKIRMISHER; Jan 25, 2013 @ 12:44pm
swingline Jan 25, 2013 @ 12:48pm 
Waldo, thanks for tip. I thought I tried grills but couldn't get them to shoot down far enough (thought they were "too" high.) My first approach to this was 3 grills and I thought I abandoned that spot due to no shooting happening. Will try again.

edit: just played. Wow - that was easy that time... I thought I'd tried that the first time, but I guess I didn't stick with it. I noticed I was taking fire initially and I bet I kept moving because of it. I also noticed a couple men this try had trouble turning 90 degrees to engage like we'd talked about in another post. I wonder if that's what happened the first time I played and I assumed they were just too high to shoot down into the gulley? Once I clicked them and redirected their aim they engaged the remainder.

Like you - I find working my way to the spawn point and camping to be my normal approach. The fun of the game is taking the map and getting to that point unless I just can't make enough progress and then I hunker down. I just played my favorite map of the game so far last night - called "Laneways." The full possibility of the game really came out to me on that one. If you want to try it out I'd love to hear your thoughts on it. Laneways felt like a large scale battle to me.
Last edited by swingline; Jan 25, 2013 @ 1:11pm
SKIRMISHER Jan 25, 2013 @ 8:48pm 
Hey swingline, gave Laneways a go. I keep my units within the two bunker walls that surround our base. I go with a ratio around 5:2 or 4:3 of Flints to Freds, replacing when needed. Casualities will be around 15 - 20.
swingline Jan 25, 2013 @ 10:03pm 
You stayed in bunker the whole time? Wow. I really liked the big expanse of that and good point to set up a choke point out to the left (opposite side from the bunker). I got to bring my snipers out too - love to see them work from the posts on the back lines where the cubes fall. I guess I liked the dynamics of running men out to reinforce that point - bring out my mortars and rockets for support - (sometimes having to time reinforcements to avoid the badguys with rockets), and setting up snipers on back.

I really had a tough time understanding the map/seeing all of the screen correctly when playing - didn't really know how the whole map worked - so I went in and took some screenshots today just to rotate it around and get a better feel for the lay of the land. I actually thought there was a wall in one place where there wasn't one (it's open air undernath at base in the middle) - so I would've probably played it a little bit different if I'd have noticed quicker.
SKIRMISHER Jan 25, 2013 @ 11:10pm 
Sounds like you want Cubemen to ignite into a full blown RTS, lol.
swingline Jan 26, 2013 @ 12:50am 
LOL. I've got 200+ hours in on Defense Grid. I have grown to like being able to move my troops around and take positions though like in Cubemen though..
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