Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The game is better without the reactors IMO, that just encouraged spamming them everywhere. Limited energy (although most maps still allow *way* more than you need) gives the potential for interesting scenarios.
I tried that a few times. What happens is the massive explosion of creeper slowly but surely washes over to my base and goes over the walls and pyramids to engulf everything. Multiple mortars seem to have very little effect on stopping it.
It's tempting, although in a last-resort kind of way. Either that or editing the save file. I want to beat it legit but not if it makes me increasingly frustrated in the process.
That may be, but I still find it interesting that my playstyle has allowed me to beat every mission before this one with little trouble and at most maybe 2 restarts.
I honestly wasn't able to get even that much going effectively. With only one Wallis powered, none of my SAMs were getting enough Arg to build missiles. I guess I should disable all of the Wallis until I have SAMs built and armed, then enable one of them?
These are good tips. I'll try a few more runs with this stuff in mind and see how it goes. I think I've been too reliant on towers and not enough on mines.
I think the key things for me were:
1. Disable both Wallis Devices, then enable them when you get that "incoming wave" notice.
2. Rush your right side first with Towers. Two Cannons should be enough to stop Creeper from leaking through the cracks in the wall.(I was able to Terp it later, before wave) You might need to do the "leap frog" method to safely claim it.
3. Left side looks like Creeper will spill over, and it will, but it will be so little you don't even need to defend. The Creeper that spills over will die out eventually.
4. Build Towers left side as well, maybe use a single cannon and claim the wall/cliff.
5. If you claim your right and left side walls/cliffs, you only need 2-3 Cannons with 2-5 Mortars to keep those sides from folding.(Assuming snipers snipe incoming eggs.)
6. Place Mortars right up against Laser Wall with Cannons spaced behind them so their(cannons) range are barely able to cover the Mortars.(you may need to pull them back when the Laser Wall dies.)
7. Make AC and use Sprayer(s) set to "Always On" near the Laser wall. I placed two of them next to the Cannons covering Mortars.
Basically your early economy and defense setup is going to determine if you survive that wave or not. IMO, this mission is poorly designed since that "wave" is the only threat. If you survive that attack, you essentially win the mission and can progress at your leisure. Whereas Farbor was a nonstop "omg am I going to do it in time?!" struggle.
I think two things helped me the most, 1) after some initial towers, push for mines as quickly as you're able since they make a lot of energy you'll need for defenses, and 2) once you have SAMs up and armed, enable one Wallis when the attack is imminent. It helps more than I thought in keeping the tide of creeper down. Disable it when your SAMs need to rearm and re-enable as necessary until you can secure more redite.
(I also agree now that sniping the eggs before they move out the gate is the smart strategy, but make sure you're ready with mortars and a Wallis before you do, lest you drown in the wave.)
This is the same problem I'm facing, when you destroy those eggs (even at max distance) you just don't have enough time to deal with the huge release of creeper that slowly encompasses everything.
I don't understand the "intended" method here, am I supposed to build up, get rekt then somehow slowly eat my way back using shields? There's just nothing we have that can handle that much creeper being "Dumped" on you so quickly, if it takes unintended methods like people are stating to overcome it then clearly something is wrong.
I curb stomped this game till this point.
Okay so update, literally just spamming the fk out of mortars did it. Pretty dumb its a "win by numbers" game.
One thing that really helps is if the energy shield in the center is UP when the eggs come along. When you build your defenses (not just mortars--cannons too) you should put them front and center, right up at the energy shield, to push the creeper away from it--because the shield regenerates at any squares where the creeper isn't touching it.
You can use that last bit to buy some extra time to build more economy: let the shield tank the creeper for a bit, build a couple extra towers or another mine, THEN build mortars and cannons and push the creeper off the shield to regenerate it.
It doesn't require that at all. My video earlier in the thread is only one of many demonstrations of that that are out there. I didn't drop in snipers, or materialize up by the info cache, or any of that. You have more time than is needed to build up the weaponry to fight off the creeper. You do have to be fairly good at getting energy up first, then weapons, careful you don't lose too much time to losses etc but there's a significant margin for error while still going the intended route.
I already got through it with my own method. -shrugs-
My frontal shields were up. The creeper that is dispersed when you pop those eggs have insane levels of dense elevation.
I had way more cannons and mortars and it still just became this huge tsunami of creeper that slowly flooded over my entire base. I spammed the crap out of them into every possible spot and that did the trick.
What's stupid imo is when you destroy the eggs they pop ridiculous amounts of creeper where you destroyed it.
Is it doable? Yes, clearly.
Is it poorly designed? I think so. It's more akin to a "HAHAHA I GOT YOU" ~The Devs.
After that I beat it on my second try. Stupid gimmick.
Nearest I can figure is this: I had SIXTEEN snipers at the front line--two of them with ERN's in them. Possibly I simply popped the eggs early enough that the massive creeper wave had room to spread out and dissipate.
If so then there was something else really going wrong at the time, which would be worth knowing as it could come back to bite you in the future. If you feel like uploading it, I'd be interested in seeing the recorder output from that happening.
Yea, when I popped the eggs it was like Elevation level 20 dense creeper orgasms out and floods the frontal area of your base "where it shoots the eggs out"
I had like 4 or 5 cannons, and a 6th on my right side to deal with the little seepage from tampering with towers.
4 mortar's didn't do that, 10 didn't do it, but 20+ certainly did it for me. I had about 8+ or so snipers so as they were shot out I destroyed them not far from the frontal shields, sh*tting out a massive tidal wave of oozing doom that inevitably swallowed the entire map.
How you defended that with only the few turrets you claimed I'm curious to see.
Yea sure I can perhaps do that.
I'm not sure what's going to bite me in the future though, once' you beat that initial wave you've won. I'm sure most of us here playing Creeper World 4 have probably followed CW through its development all since its stages as a basic flash game which was found on newgrounds. Back in like the early 2000's iirc. I'm sure all of us already know a lot of tricks to get through certain challenge spots.
You could look at the video I posted earlier in the thread. Not trying to be repetitive but based on the numbers you've given, it just doesn't add up. I had 7 mortars and 4 cannons, you said 10 didn't cut. 7 was enough for me and I could have taken on more creeper with that amount. So just numbers of weapons doesn't explain the difference.
Nah I had plenty of energy generation was like + 17 or 20 without any deficit .
The problem, was, as I stated, it was just a huge tidal wave of creeper being released at the front of my base at elevation 20 (and dense as hell too )
I probably over-built just to ensure I destroyed the push.
The first time I probably had issues, the second time I didn't. lol I was just surprised KC did something so stupid to their players like this, in the years I've followed this game I haven't seen that one yet.
UPDATE- I noticed it goes over like 100 elevation. That's seriously fk'ed up lmfao.
Been a while now but I think I had ~10 cannons, 10 snipers & 6 or so mortars by the time the wall came down. You just really have to prioritise early economy as much as possible so you have the resources to build & supply as much defences as possible in a way that no other mission forces you to do.
Basically you can play the whole campaign like a total inefficient lazy noob (I know I did) except for this one mission. Its pretty dumb. Difficulty is good but could've been a more gradual increase instead of just 1 BS mission
There's no way to design a campaign that satisfies all those people.