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For "Warp Never Changes" you need to control the other end of each teleporter. You can see where they connect if you hover your mouse over them. There's a squiggly sun looking thing near the middle that will turn off the defenses for the lower right corner. It took me almost an hour the first time I did it, so it's a longer one.
As I understand it, each emitter has a fixed rate of production, but there's also a global cap on how many particles can be on the map at a time. Once that cap is hit, then emitters can only produce new particles as fast as the existing ones are destroyed. If you kill off a lot of them, then the rate of production will increase until the cap is hit again.
Melt: *edit* nope, not Melt but Fountain */edit*
Use particle as much as possible. For example i placed a grabber between both streams to catch particles falling down and send them back on a way to frontline.
Emitter control can save you 2 grabber ships, both useful early on when energy is tight and for strategies like one mentioned before.
At some point it seems of advantage to choose left or right and push this flank to the top.
To keep your ships save, place them in your particles or beneath, especially early on when you are short on energy.
Warp:
Not sure how fast you run into trouble without more details, but i had the feeling that capturing and securing those 2 bigger islands at your starting position was quite important. So omnis and omni reactors is a way to go. I started down in the corner but i've seen a youtube video with a quite successful launch near 2.island.
Another important thing is to understand those warp holes, where particles and mire come from and that might influence your priorities - remember: mouse over worm hole shows connections.
*edit*
D'oh!
Just realized when i came back to this thread that i mixed up Melt with Fountain....sorry for that.
- The mines produce Terrible energy. Miring the land near you early should be a priority, and consider slotting the land energy increase upgrade once you have a gem to do so.
- Use the terrain to your advantage. Positioning your ships - at least to start - behind the rocky islands will make it easier to hold the partical off until you're ready to push out.
- Do NOT push straight up the middle. It's suicide. The heavy swarm of particles that'll aggro can overwhelm even the firepower of your whole fleet - and if a dopple spawns on top of a ship, it can instantly blow it up, no questions asked. Work your way around an edge with a sub-fleet instead, while your main fleet keeps you safe in the middle and the other edge. (The normally useless destroyers can be useful as part of this sub fleet)
- The rock burner upgrade is needed to really get the blue particles out to where they'll do much good. Once you're secure, use it to cut a hole somewhere that your grabbers can do some good with it. (I personally aimed at the lower island, and then after taking the lower island cut a hole in THAT to get it near the lower right emitter)
- You don't have to destroy all emitters. Take out enough to let you destroy the large mysterious structure embeded in the struct, and you're done
Hope that helps.