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Just reiterating what I said, It is "very easy" I think even new players should have a solid chance of beating it their 2nd-4th try. I'm advanced-ish and can't after now 15-20+ attempts. Including Co-op attempts.
PLEASE DO NOT.
Or make it harder! it's for sure NOT to hard.
Maybe make the easiest easier, so he can win. No idea. But do not punish normal players which play autobattler and similar games often.
I did not beat it on insane yet, but my first try I finished it on hard. So it's for sure NOT to hard.
I'm a veteran of TFT, Sup Com, C&C, Lotr, StarCraft, you name the rts I've played it. I'm not new, I'm not dumb, I'm not bad.
What about the people who don't have that experience, they're having a harder time than I am I'd bet.
This is just such a useless comment.
Yes, as a good player that I regard myself as, the mode is hard and unless you cheese, you CAN'T reliably win it. And I bet you did not win hard on your first try.
Why do I say that? You never know what you will be facing and there is no non-cheese config that works for all enemy setups.
Still havent beat very hard so far.
I think it would be more fun when the RNG gets toned down a bit.
Facing lvl6 units with upgrade in Round 4 is not fun, same goes for a full roster of units with 3 upgrades early on.
Same goes for bad luck with the unit pool, it can lose you rounds and sometimes one lost round can mean the end of a run around round 10.
Maybe tone it down a bit but give the A.I just more lower level units with less upgrades.
And also give the Player a little bit more control about the units pool.
Beside that i like the idea behind the Mode, but it should be more a fun challenging side content and not that RNG heavy which leads to frustration insted of fun.
On the other side, players massing air can do pretty well (with ground chaff to keep them away from your buildings for a while). In a game of counters, leaning into something that needs to be countered when the opponent can't or won't adequately counter it is pretty strong.
My most overwhelming victory so far though was with mass Fangs. A couple fortresses in front and a lot of upgrades and even Vulcan rounds can't handle them. And once I got them rolling, they are almost all levelling up every round.
Mothership Overlords have been pretty good too. Mustangs and the other giants are always useful. Crawlers on the flanks are very effective distractions - even if they don't kill anything, they distract a chunk of the enemy forces for precious seconds. I've been unable to get real value out of Hackers, though - no matter how much or how little I lean into them, they don't seem capable of pulling their weight.
I've generally avoided Steel Balls and Rhinos because I dislike them, though Rhinos have occasionally been useful. Sledgehammers, as much as I like tanks, seem a bit underpowered - hard to find a real use case for them.
And when you're going 12 rounds and accruing upwards of 10,000 in value, you really should look at those research center upgrades. 200 for +10/15% damage/HP gets pretty good. Seems like half the playerbase never looks at their buildings.
Only if they get the experience for an upgrade. Otherwise, they die on the next turn forever if you can't upgrade them.