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If you don't know much about the systems you should stick to sandbox mode and learning how to build, first getting something that works and kills things, then refining it until it becomes workable as a campaign unit or a good prefab system you can place wherever.
Adventure is okish, it does get boring quite fast. You need to look up adventure mode. You can't destroy the junk you start with. You need to keep adding to it. Kill stuff for more resources and keep adding more guns.
Design mode is where this game is good. Building, designing and getting it to smash other things. Just like playing with lego but with missles and big guns.
It has a very strong set of core design features that you won't find anywhere else (literally). But outside of these core features the game has seen very little development over the decade since its initial early access release. Neglected, one might even say.
I've been here since 2014 and I don't care what you say either, the campaign is the primary game mode and the one you keep in the back of your head when building craft in the sandbox mode :p
Nah, but seriously though, the campaign updates over the years kinda ruined it. Yeah I agree it should be the main gamemode, but the devs sure aren't treating it as if it were... I know you play on older versions, where the "strategic AI" and new diplomacy stuff doesn't exist. I won't say old campaign was amazing, but it sure felt more like a campaign than nowadays.
The campaign is more of a strategy/RTS mode but it suffers the problems some other strategy games have.
(The Diplomacy could be better, probably, like a lot of things in the game but IMO it's not a terrible idea. The game just doesn't really have that level/style of strategy baked in through).
I spend most of my time in the designer though. Iterating designs to "theoretically" be fielded in an eventual campaign run.
Though it does suffer from there either being a non-obvious correct way to build, or needing to find some kind of exploit/weird interaction. If anything, it feels like over time more of the things players can build are not effective- instead of optimizing to squeeze a bit more performance it's facing a cliff where anything less just doesn't work at all.
It's not just that the systems are complex, they're full of pitfalls and nothing works the way you'd expect it to in actual battle. (AI doing stupid stuff, weapons barely making a scratch more often than not, etc)
Also it's kind of ugly but that's more subjective and something that can be worked on after performance, if performance is on the todo list or do-able.
Yes, you could just say "get good" but I'm kind of addicted to the game, lol.
I don't want to say to say it needs to be dumbed down or take away options, but it feels like it's designed for countering/challenging power users and I want the choices to feel like they matter.
Failure is to be expected, and it can be a learning experience. But it can also be disappointing if you just want to see your hand crafted vehicles in epic battle yet every battle is practically over before it begins.
the only one who need more thinking is the 3x3, you are limited to some height increment and you should no use 3m spin turret if you want to add 4x1m generator on the level 0.
https://steamcommunity.com/sharedfiles/filedetails/?id=3354867720