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That being said, some of the experimental units are straight up BS. I particularly dislike how some of them have all 3 traits of superiour range, crowd control and single target capabilities such as the experimental hackers. They even hit air units FFS. You have very little tools of actually countering one, since no matter what you throw at it, it will likely get thrown back at you threefold.
On the other hand, some of the experimental units are nicely balanced and offer interesting challenges or even potential weakpoints the player can use. Experimental marskmen for example are extra weak to armor upgrades, since their base damage is much lower compared to base marksmen, making it possible to tank them with combination of repair and armor. It is also nice to have rounds where experimental variants are combined with their base ones when they have different unit focus. The experimental marksmen wave with the base assault marksmen mix up is once again a good example.
Still, the overral biggest problem with the experimental variants seems to be the range. They are very high priority targets, but there is barely any ways of targetting them. On the other hand, some of the experiementals that come at you, such as experimental steels balls are also very rough to take out with their huge health pool in combination to having the repeating photon emission while breaking into normal steel balls which further break into crawlers which break into acid, but at least they are still doable if you have enough horde clear to burn the crawlers... preferrably before your horde wipers get smelted by the steel balls themselves.
Why on earth do we need any form of "increase the challenge" on survival when majority of players can't pass it on the easiest mode? That is the point.... the experimental units increase the challenge on a gamemode that is already unfairly challenging due to other reasons. There is literally no reason to add even MORE unbalanced challenge. We already can't keep up with the amount of units and varying unit placement thrown at us. What possible good reason is there to give the enemy units with unattainable superiority? It's baffling that there are human beings alive who think this is good. Maybe keep the experimental units for the "insane" difficulties or something. The fact that we are getting swarmed by units that we could never attain on the easiest possible difficulty is insane to me. This is bad.
It wasn't any easier than the current experimental units rounds, but it sure was much more boring design wise. The experimental units are absolutely good for the game mode. The whole point of the survival mode is to be challenge to beat.
I do agree some of the experimental units are too well rounded, but the existence of the experimental units itself is not an issue. The survival mode is much easier than it used to before its rework and introduction of the experimental units. You used to get no resources back at all if your units lost all their lives and your unit pool was random selection of random units with random level, making it impossible to make consistent strategies using X, Y and Z troops as you literally would not be able to predict what you are getting, meaning that most unit upgrades were huge waste since you might not get another chance to recruit the same unit again in 5 rounds.
The easiest survival difficulties are also very manageable and the more 'insane' experimental units like experimentla warfactory's are already locked in the insanity difficulties.
sounds like a skill problem
I know you are meant to have flyings to counter it, but your whole army can't be flying if you want to win other rounds...
Survival is hard, really hard (insane 2-4). One of the most efficient strategies is to go for speedy units (crawlers, balls, mustangs, wasps, phoenixes - overlords, wraith and typhoons can be considered too as well as stormcallers for support) and go offensive (rush tower and flank aggressively) on one side and defensive on the other tower. Crawlers must be teched with replicate and then speed/damage. Mustangs with anti-missile can greatly help (vs random missiles too). balls with mechdiv is also recommended. If you take stormcallers, you might want to avoid fire (self defeating) and take the techs that increase speed, range and EM.
You might consider taking giants with spawners, that's up to you but I would advice to stick to cheaper units and make them elite instead (sell anything that does not fit the strat). Wraith with degenerative aura can do wonders to support your troops.
If you manage to consistently take the tower on the side you attack down fast enough, then you will do enough damage to win the round with minimal losses (which means more resources). Use you level ups to restore durability (unless you have enough money and are confident that unit will get another level up within two rounds) and prioritize deployments and techs over level ups.
Then it is about luck, patience and perseverance (neither of which I have lol). It might take (quite) a few tries and the favor of RNG gods to get to the end round (which there is a chance you lose, but if you did well in the previous rounds, then you should not take lethal damage even if you lose the last). If you are lucky, you get the right cards and the right AI compositions. Remember to diversify your army, you need a lot of crawlers, but you also need something that can kill/neutralize any flamer unit really fast to support them.
As I said above though, from what I remember, survival is a lot about chance to get the right cards/units at the right time as well as the right composition. If you face some mini-vulcans early in the game and you went crawler mustangs, the run might be over before it even started. If you face those experimental rhino and they are on your offensive side, kill 80% of your army, then tough luck.
I tried several techniques, like using only units that regenerate and increase HP, using only giants that spawn minor units, using only flying units, etc... from all my attempts, the speedy builds I advised you to consider seems to give the most consistent results, but it is not working 100% of the time either.
The "insane" difficulty is appropriately named. If you don't have the resilience (to the frustration) and persistence to make the likely many attempts to beat those levels then, stick to lower difficulties. What else is there to say?
Crawlers are generally very good at guarding the flanks when deployed to rear and also bolster as chaff lined nicely on rounds where flanks don't happen (like the rhino round), so you pretty much always want crawlers on every survival run. Add dps increasing upgrades to deal better with high health flanks as necessary and do get the replication module.
All flying units are also very viable in survival. Wasps and overlords are bit harder to use due to their low life threshold, but wasps still work very nicely when other similar speed grpund units are placed in front of them. Crawlers, phoenixes, rhinos, mustangs and steel balls are all 16 base speed units and should be deploed in the back in layers to block incoming attacks based on whether you need to tank low damage attacks (rhino with armor), low dps attacks (rhino with regen) or high damage attacks (crawlers to absorb hits for the rhino). Wasps, phoenixes and mustangs can follow behind the main line. You can pretty much use any tanking capable units. Wraiths with armor and regen also work nicely for covering wasps since it can only be aggroed by units that can target air.
Steel balls have very nice synergy as blockers for crawlers since they can get armor and ability to break into crawlers.
Overral any unit that can get regen and armor is super strong if you get one with high level as drop. Add extra health module to further boost the advantage from high level. Fortress with armor and repair module does the same thing.
It took me several days to finally beat round 12 and unlock the next difficulty, it was frustrating and tiresome at first, but once i took careful observation, i discovered that i made bad decisions, wasting resources on wrong units and upgrades, i actually found the game so engaging to play, it looks like a RTS but it's actually chess pieces to be countered properly, where queen could still be taken down by pawns.
I tried to play other easy games and found them to be boring, tedious, not stimulating, what's the point of upgrading or leveling up if it makes no difference, still the same routine of beating the game, but man, picking the right upgrade and unit in this game makes the difference, it's like playing card, playing the wrong card and you lose.
Make the mode useful, and not just 'fun'. Or at least allow it to be fun again and not stupid RNG every second game where you have a fun comp that is interesting, but gets rolled by some units that don't even exist.