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i wish too we could disable him and enjoy the zombies as any other faction who fight win and loose as they doing very well on there own without this zombie alpha game breaking every play run ^^
i play always on insane and slime my way up on other to join the fights but sometimes i need put on most easy ust to beat this silly alpha zombie once in a time as he only take over everything it is no fun at all
I always thought every fight with a Zombie Captain could lead to a defeated captain being turned. I didn't know only Zombie Alpha could do that.
Always taking out Zombie Alpha stopped the Zombie faction from growing any further.
Also I had forgotten that I can ally other factions. With that I quickly had the overall strength needed to fight Zombie Alpha. Maybe the Campaign gets that across, but I think you are not expected to straight up fight the Zombies for every Base and Captain. All you really need to do is increase your faction strength until you are stronger than the Zombies and then you can fly directly to the Alpha Base, take it out and defeat all the Zombies at once.
But it would be fun if the Zombies stayed alive without Alpha and were overall a bit more balanced to exist on their own.
This also leads to *physically* large Zombie empires, with very few captains, which is actually ideal for farming.
It was this map, specifically:
https://steamcommunity.com/sharedfiles/filedetails/?id=955683441
I'd stopped "mowing" an empty border strip, cuz the Zombies had very few captains, so as long as I watched Alpha, I had few problems.
Here's the actual subcore:
https://steamcommunity.com/sharedfiles/filedetails/?id=1123623979
And a build with it (it's the round "Civvie" core):
https://steamcommunity.com/sharedfiles/filedetails/?id=1209567449
I've seen this *exactly once*, mind you, tho the devs say it is not a bug and is fully legit.
If you need specific help fighting multiple high-level Zombies (kinda necessary for farming) let me know.
Edit -> Forgot to mention two helpful bits:
First, put cowardly/less-aggressive pilots on the borders, so they don't pick fights with Zombies (or start wars with other factions at the wrong time =x ). They'll never fight anywhere nearly as well as you, anyway.
Second, *Make sure you give other captains in your faction nice gear, at least once in a while, instead of selling it, as well as REZ!* If you ever look at them, what are they always missing? Nice gear and Rez =/ . If you hook them up, they suddenly stop losing so many battles; they can both fight and, more importantly, RUN AWAY much better.
This is triply true, if you use a wingman (they otherwise NEVER get any loot to use or sell, or Rez, and can't even hie off to resource nodes =x). Try giving them some nice stuff, Rez, and crew, and suddenly, well, they aren't exactly great, really, but they DO stop dying so damn fast ^^' .
Modules rarely drop (suppose that's a weapon issue ...), when using a hanger i've noticed my Scraps decrease each time I battle w/o losing any of my fighters (which sucks) so i've stopped using them as I can't keep paying 2k scraps or so for my 4 fighters each battle.
On top of that I thought i was doing pretty good ... but it's apparent that if the Zombies work at it, they'll wipe out Red (only 8 Captains left) before too long ... i'll eventually succumb to the Zombies or delete the game.
I don't enjoy the combat like I did for SPAZ. But I enjoy the concept and the shiny look / feel of SPAZ 2.
First, stop using wingmen ^^' . Like, EVER. they suck, frankly, and keeping them merely stunts their growth, without a good amount of somewhat annoying micromanagement. Plus, when farming, *they use up a slot an enemy could be in, thus slowing your farming down by roughly a third, overall, assuming a full battle*. Ouch!
Strike Craft overall strategy and tactics, with general combat tips:
I strongly prefer 2 Hammerheads and 2 Shatters.
Eventually, you will string out the entire enemy SC "cloud". Once you have, just turn around again, boost in (around the enemy Scs) and MURDER THE HELL out of exactly one enemy mothership (or at least, blow off as many bits as you can), and booost away before the PO'd SCs come and git'cha =) . Lather, rinse, repeat.
Alternatively, you can simply kite away the SC cloud, and just murder all of them and their reinforcements. This is a relatively good way to get some rather advanced SC blueprints, but once you have them, it's also the slowest by far.
You can also get far enough away,, designate a rally point *just ahead of you*, spawn your SCs, turn back to face the oncoming enemy, and wait. Your SCs will act basically as a "turret farm" at the rally point, and can be kept out of danger far more easily.
If you need to relocate and "re-kite" the enemy, remember to keep designating a rally point away from the oncoming enemy cloud! But this tactic often will make doing so unnecessary; it will strongly increase your total firepower, each time you settle into this defensive position =) .