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It does take microing the tanks though... but, I mean, it's an RTS, not just a base builder, auto-battler.
I agree that the balance of many things is off. The processing plant just drains your deposits faster and must be placed centrally. Even without research costs considered it'd be pointless. The solar booster can of course touch 8, not 6 panels, giving you the equivalent of 480 coins for 250 and less space required. As is common, you cannot click buildings you cannot yet build, and it doesn't mention the blueprint à la 4x8 for the solar booster - that allows only players that had previously unlocked them to plan ahead.
I guess if the light tanks could merely slow down the enemy (without needing to be babysat), the mines would run out and force you to capture more real estate, use research to turn the tide, rely on defenses until then.
Still, I think the enemies need a lot more tricks up their proverbial sleeve to pose not just a challenge, but an interesting puzzle to solve on varying maps.
Maybe the devs should take a look at Mindustry for elements qol features that really elevate the gameplay.
While artillery is useful, it works best behind a wall of light tanks to keep the moss from encircling your position (and as the poster above mentions, with enough light tanks maybe you don't even need the artillery). Medium tanks seemed useful during my initial push northward but then became mostly irrelevant once artillery arrived.
A swarm of light tanks works wonders, then solidify your position with turrets (no need for walls). Maybe bring a couple medium tanks to take care of tough branches.
An option worth considering might be to keep mineral patches around in a depleted state, and let the mines make a minimal amount of resources, with the processing plant massively increasing that output. That would turn it into a resource generating tool instead of a money pit.
The power substation basically reveals that power doesn't have enough to do. You either already have enough solar/adv solar or you don't and floating power does you little good. Might be worth rolling Substation into the advanced solar research.
I suppose if I try the demo level again I'll give a light tank rush a shot, if only to see how well it works. (and if I can off that pink jerk to make the rest smooth sailing.)
Oh and economically, 80 for an MG turret vs 100 for a light tank is not in the turret's favor, since we can't recycle them for 100% of cost while the tank can always be moved later.
Speaking from experience you can 100% zerg rush any 1 of the Calyx at the start of the level if you spawn your base fairly close to it since the 4 starting lights can gun it down fast enough.
In my 2nd run I got the idea to try spawn camping the pink and it worked, which is why I proposed the city ruins idea in my demo feedback to make that sort of tactic not viable without making it seem arbitrary since a sapper unit would play a vital role in how you defeat the pods.
If they go that way, I would make it a deep mining upgrade built per mine, maybe increasing it to 30/min or so.
Either way, once the game is balanced right, I think there should be an incentive to go out and reclaim territory with mineral patch on them.
That way, you could strategize how to reach spots that can be more easily defended and there's even an incentive not to take such a spot as your starting location, but leave it nearby for when your mines run out.
I think the most important part for this would be to make the plants much stronger the closer you get to their core, but weaker further away. Maybe they can mount an active defense, but it needs to travel through the roots from the core, taking time, allowing the player to attack on multiple fronts or using feints. But close to the core, that wouldn't work anymore.
Absolutely.
I'm sure e.g. the battery would've helped with the inconstant drain from the launch pad - but simply building more solar panels was much cheaper. So even if they had more things drawing power, such balance needs to be revised.
Yeah, a good example why the balance favours rushing and being on the offensive in general. I guess if the light tanks were far less efficient than the MG turrets, it would be ok even at that price point. Or if tanks cost some coins too, not just minerals.
If it was easy what would be the point? Tanks and light vehicles defends your artillery when the moss is closing in. The artillery shoots at the branches to kill the moss so you can advance. I spent about 40 minutes building up and pushing forward to the mine just north, then just steamrolled the AI in a counter clockwise motion with 2-3 artillery, 4 tanks and some light vehicles. Would have been quicker with 4 artillery. At that point I totally ignored all my base and production.
The plants taking over the area you just liberated is part of the challenge and its not a hard one. I built a wall immediately on killing the first, you can hold the choke point at the top of the map when you kill the second, then the 3rd is very close to 2 as you move down.
4 Artillery would make it light work. Didn't bother with upgrading any production buildings there's no point in this demo. Auto aiming of artillery and towers is the worst bit since they should be aiming as far out and preferring trunks not moss. That is your only legitimate complaint. Aim far, kill the trunk and all the moss dies back.
They are billions on 800% , SC2 on brutal. The game is not difficult at all. It is very stupid in mechanics. And I have no desire to pretend that everything is fine. Quasimorph had the same problems in early versions. At least the developers there had enough brains to move away from the mechanics of one-shots from each enemy.
And I'm not going to answer everyone. I appreciate your faith in another indie that has a great chance of remaining a demo... but no ))