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As far as I know you need to do heavy flanking to beat on higher levels.
Yes I used to win with this strategy (like with the overlord cheese) but even that does not seem to work anymore.
I did win with mustang spam but i was very lucky because the Bot didnt use fire that much.
U also need money to upgrade the units. So dont use shield or nuke cards.
An upgraded fire badger at the top of each flank helped me the last time, but I haven't been able to get it again on Insane II. 3 scorpions with double-shot and healing were pretty cool too until this point; will need more. My favorite is upgrading a level 6 Rhino with healing, but still not good enough (hacked). Will give mustang spam (and other unit spams) another chance and see if I can have at least half as many units as the enemy with some of the extra funds.
It's extremly important to constantly balance out your units in terms of having something against Tanks (Vulcans, Rhinos) and Air. Like Phoenix, Wasp... but Melting point should replace all these units by time entirely. If you balance it out properly enough the AI will tend to give you much weaker opponents. If you focus to much on crawlers (the total money you've put overall in melee units) the AI will give you a truely hard counterattack. So make sure you spend enough money for anything else rather than melee units in your "break times".
In the end you may end with a max. Upgraded Crawler and 2-3 Upgrades for Melting Point maybe Debuff Upgrade from wraith or maybe restistance buff from Overlord (but I dont like it honestly). If you get a free Upgrade module: Use it on a Unit you wanna sell. Upgrade this unit and then sell it to get extra cash...
Crawlers, Phoenix, Mustang, Marksman, Wasp are good units to start with.
Dont Buy any ability cards like rods, smoke, acid, ... until it's emergency (to not die in this round). Nuke could be still usefull but only if you have a good run.
Mostly sell unit drops to keep promoting / teching. I did keep late boats for photon emission though when they dropped a couple of times, but did fine without them the other times. Also some dropped / starter phoenixes for EMP (I'm not sure they contributed much, but just in case). I tried keeping a high level wraith when it dropped once in early rounds, but ended up selling it after a couple of rounds to prioritise wasp / worm promotions - low level wraith is fine as long as it has range to keep it from taking fire, and they weren't needed early (possibly not needed at all, but still nice to have).
Usually ended up with 10-12 wasps (half of them level 9), 3-4 worms, 2 wraiths. Wasps and worms fully teched, wraiths just range and degen.
Rounds 12 and 15 were generally the hardest, even on Insane IV. Round 18 tended to be pretty easy, with all the extra levels you have by then.
This worked every time, but It certainly trivialises things. Not really a challenge after you've figured it out. Props to anyone that can beat it with a more balanced composition!
Early game yes, late game they get evaporated (most of the time)
I went as far as Insane 3 in duo. Yeah it's a lot of RNG. Kind of stupid, especially some starting setup which are randomly attributed make you lose immediately and you get snowballed. Basically 2 games out of 3 you can just abandon to roll the dices again from the get go.
Pampers game design.
in insane1 its med-air aoe, accel-lasers, extremely high air HP.
and its r12 and 15 that are abnormally hard ^^