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Campaign Feedback - Advanced Cloakbots and Stinger

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This thread is for feedback for the following campaign missions, initially released Sunday 29 October 2017:
  • Tremontane: Unlocks Gremlin, Hacksaw
  • Hebat: Unlocks Knight (cloakassault), Windgen
  • Thibella: Unlocks Scythe
  • New Falsell: Unlocks Phantom (cloaksnipe)
  • Walchice: Unlocks Stinger, Stardust

Useful feedback you can give us includes:
  • Did you experience any technical difficulties? (If so, it would be great to get infolog, screenshots if appropriate, etc.)
  • What difficulty level did you play the mission on? (The options are Easy, Normal, Hard and Brutal.)
  • How difficult did you find the mission? (On a scale of 1-10 or something.)
  • Were the optional objectives all too easy? Too hard? (The aim is for each mission to have some easier and some harder ones.)
  • What were your biggest challenges in completing the mission?
  • Were the main objectives, optional objectives, and hints clear? Were they useful?
  • How enjoyable was the mission? (On a scale of 1-10 or something.)
  • Any other specific feedback about the mission.

Other Feedback Threads


[Spoiler]
+2 / -0

7 years ago
Great idea!
Missions for every type of factory.
Very entertaining missions, which make discover the specialties of each unit in every new mission. It reminds me of a bit one of the first RTS, of the Masterpiece "Dune 2 ".
Great fun and you learn a lot
+0 / -0
How come older version of Avalanche is used? I cannot play a mission because download of Avalanche v2 fails every time. (fixed with browser download)

The pathing on river nix is really annoying. Anything that came out my factory wanted to suicide into the defense up north rather then crossing the bridge as directed.

The archers valley mission was really fun, although I suspect I could have won entirely with zeus spam and no turrets.
+0 / -0
quote:
The archers valley mission was really fun, although I suspect I could have won entirely with zeus spam and no turrets.

Not my experience (winning with zeus). Since AI had no arty, it just spammed skirmishers of all kinds. But then i also went for all three bonus objectives at once.
+0 / -0
I was mainly dealing with swarms of glaives, only one significant shieldball which nearly took out my fac. Normal difficulty.

Tabula mission was hard until I stopped being dumb and suiciding batches of scythes, got a sunlance down with about 20 of them at once, then found the Bertha at the first place I guessed it would be.

The only mission I didn't like was river nix one. The rest of them were great.
+0 / -0

7 years ago
The missions were super fun! I love how smart the AI was. Sometimes, it felt like it set traps for me and I felt outsmarted!

Thibella: I loved this one! The mission took place during a massive battle between AIs. Maybe we can move this mission to an earlier spot. It will give the player a taste of the huge battles to come!

New Falsell: The late part of the mission is a bit easy and slow. We could give the red team more resources so it can mount serious attacks.

Walchice: Was a really fun one too! Though once I set my Stingers up, the AI became really hesitant. It only made a couple of half-hearted attempts to break through. Is it too smart for its own good? It's like it knows it has no chance and makes a token effort.

In missions, it feels like the second part is a bit uneventful compared to the first part. You already have built your your economy, your defense and your big army. There is no way you can lose. Maybe the AI could keep reserve armies hidden in a corner, ready to counter-attack when you reach a milestone?

The secondary objectives felt right! I could complete some of them in the first run, but not all.

It would be nice if you had a reward for completing secondary objectives. It would give you another reason to go back.

I played all the missions in normal.

Overall I loved them and I can't wait for the next missions!

+0 / -0
quote:
How come older version of Avalanche is used? I cannot play a mission because download of Avalanche v2 fails every time. (fixed with browser download)

Oops, I'll fix that.

quote:
The only mission I didn't like was river nix one.

CArankTheMooseIsLoose Is this just because of the pathing, or were there other issues?

quote:
It would be nice if you had a reward for completing secondary objectives. It would give you another reason to go back.

You get more experience for completing the optional objectives (although doing them on anything but Easy is only for bragging rights at the moment). This probably isn't clear.
+0 / -0


7 years ago
Pathing was worst problem, but compared to other mission the River nix one was very slow and boring, waiting for snipers to walk all the way to the singus, they don't seem meant for an infiltration role.
+1 / -0


7 years ago
There should be a fix out soon, so keep posting feedback. So far:
  • The version of Avalanche has been fixed.
  • The Sniper mission has been tweaked with some terraform to fix pathfinding. The active opponent makes Felon and Thug to encourage Sniper use.

To improve the pacing of the Stinger/Stardust mission I'm considering spawning enemy units at a set time (or times?) into the mission. This would give the player a period in which to build up their defenses before something heavy is bought against them. Does anyone have any particular ideas?
+1 / -0
FIrankFFC
7 years ago
The AI on the mission you get gremlins on either never built any units, or just stopped at some point.
+0 / -0

7 years ago
I like these missions, no major issues.
Do objectives scale with difficulty? If you have to survive 15 mins, or beat the enemy before 8:00 (bonus goal on one of the missions), does this become e.g. 20 mins and 6:00 on harder difficulties? Or is the difficulty only for the AI?

Some objectives and target times are challenging for me on Normal, which is how it should be - bonus objectives should be hard enough, but possible to get all of them at once, if your skills are up to snuff.
+0 / -0
quote:
The AI on the mission you get gremlins on either never built any units, or just stopped at some point.

@[ffc]killer What difficulty were you playing on?

quote:
Do objectives scale with difficulty? If you have to survive 15 mins, or beat the enemy before 8:00 (bonus goal on one of the missions), does this become e.g. 20 mins and 6:00 on harder difficulties? Or is the difficulty only for the AI?

The main and optional objectives don't change, but the AI's starting units and units it's allowed to build do change, as well as the skill of the AI itself.
+0 / -0
FIrankFFC
7 years ago
I played through the missions on normal.
+0 / -0
Walchice isn't really feasible to beat until you get Shieldbots and the Aegis imo. Dealing with Amphbots from the north isn't too hard with Glaives but the shieldball with Rogues and Thugs from the south is rather hard to deal with.

Also, not really sure why the player is given EMP Spiders. You can't even rebuild them and they're only good for stopping Glaive rushes. Pushing them forwards to stop Ronins will get them killed by defense turrets.
+0 / -0
I won Walchice on Hard using only Convicts, Stingers, and a cloaked commander - with both bonus objectives. Many Convicts flash-plopping many Stingers everywhere and flash-reclaiming all corpses.

Commander was only really used as an oversized scythe, to sneak into the cloakbot factory area to kill the fac and get out.

I guess it could have been possible with Conjurers, but that would be harder both because Conjurer's energy tax, and because Conjurers are much less death-proof.
+0 / -0

7 years ago
I've just played planet Hebat after already having access to thuglaw. Needless to say there was no challenge there, even on brutal. I know you're rather limited by the abilities of the AI, but wouldn't it be possible to give the AI some serious economic and strategic advantages on brutal? Like a singularity reactor to compensate for bad attrition and some proper porc to prevent rushing.

I think it might be interesting to make brutal so hard that you have to develop a mission specific strategy or unlock more units to beat it. Combined with the ability to change difficulty on the fly, this would add more replay value to the missions. Alternatively you could also make the bonus objectives harder, although I haven't quite understood their meaning yet.
+1 / -0
Yeta:
First I tried the 12 minute bonus objective, but when I noticed that I couldn't push back those shieldballs fast enough I decided to leave it up to my ally and only do my part.


Diff 4/7: Easy mission, but completing all bonus objectives simultaneously on brutal is hard.
Fun 2/5: Chickens is more fun for tower defense.

This is probably a mission worth replaying after having unlocked scythe/sniper for the factory kills.
+0 / -0
New Falsell (Brutal):
The shield player dies to just a handful rockos and 2 snipers on fight move within five minutes. After killing the singus, all that's left to do is walk to the artifact. I won in 7 minutes.

Diff 2/5: You need to micro snipers north while also fighting shieldbots south.
Fun 2/5: Cool map and setting, could've made for a great mission.

I'd like there to be more enemy presence that forces you to evacuate towards the artifact. For example constant enemy airstrikes and attacks from the south. Then you manage to turn off the enemy's power for a minute until it is restored. You need to use this weakness to quickly run past the enemy's lines and evacuate your commander.
+0 / -0

7 years ago
Walchice(Brutal):

Actually, the tech lab exploded at 14:50, but somehow it didn't die.

Diff 8/8: @_Shaman Reapers dropped from the sky directly on my commander.
Fun 5/6: Dante rain!

I'll have to play again to complete the bonus objectives.
+0 / -0
Thibella(Brutal):

This wasn't really a mission, but more of an epic AI showoff. It would probably look even cooler if you used multiple AIs on each team for the colors.

Diff 0/5: Team/AI battle showcase, I built 60 scythes in 5 minutes and then took that bertha from behind.
Fun 4/5: Cool scythe action, epic AI battle.
+0 / -0
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