[campaign] Swarmed too early; Sub_2_6 #2130
Replies: 10 comments 11 replies
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What was your strategy after you arrived at the LZ? I see no repair facilities and no artillery batteries. You need at least two repair facilities, some artillery defenses, and a CB tower to destroy the enemy artillery. |
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Thanks for the suggestion. In the end I had to drastically change my strategy and do much as you suggested with lots of bombards and a few artilleries and a CB (my first attempt was ripples; nope :-( ). Building all that in time would have been even more of a struggle with the default time. I did win but only because I knew what was coming and had changed the timings as above. Compared to every other mission this one was massively more difficult. My suggestions:
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You can see here my way to handle this level. My combat units are waiting near the LZ for reinforcements. Don't move further north than the edge of this picture in the west and not farther north than the scyscraper you can see in the east. Otherwise you will activate a trigger area with the result that all factories are enabled and all units on the map will attack you. In my second transport I put 9 more Heavy Cannons on hover and one more truck. For the third transport you can either take artillery units (RR or Howitzer) or Vtol Bunker Buster to knock out the three factories of the base in the middle. |
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The first two points are currently not possible because all of these units are already on the map and we have (atm) no map editor that could remove units from the map. |
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The beta ones definitely seem a little easier than the Alpha's did. But this particular level is too much. I put it to you that from a game-design perspective, if you're relying on the player knowing about the concept of triggers (not all will), and how they work in WZ (far fewer will), and you don't tell the player to stay at the starting point and expect a strong counter-attack... well that's poor level design IMHO. |
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This is no longer the case. Latest since version 3.3.0 (I'm not sure if this was already implemented into 3.2.3) you get the "missing" power as a bonus with the result that you have at the beginning of the next level the same power as if you have played the level till the end. And for lower difficulties, you get an extra power bonus on top if you end the level earlier.
That's right. And experienced players that have played the game more than once should know them. In the case of Beta 8 we made the level easier with the trigger areas because with the old script all factories and attack groups were activated after the middle base was detected. Which was pretty early if the player build a CB tower because he knows that he need it to fight the enemy artillery.
Yeah, there are a lot of situations in Warzone where you first has to fail before you can succeed. Alpha 10, Beta end, and Gamma 5 as the most remarkable examples. But also in other levels you move forward in a "trial and error" way. Especially if you play the campaign for the first time. I remember, when I played the campaign for the first time and came to Alpha 06 I restarted from the end of Alpha 02 to get prepared for the beginning of Alpha 06.
Yeah, and it's not only about the trigger areas in Warzone. They are part of the strategy/tactic you have to chose. Only the exactly knowing of the trigger areas is not enough to beat a level. It's helpful to know them though.
Please don't misunderstand me, I'm thankful for your feedback and take it absolutely serious. Your feedback is not the only feedback I got and still get and every feedback is, was, and will be part of my thoughts about a level. But no every suggestion can be implemented. Nevertheless I started a discussion with Kjeff about your suggestion to increase the time before you get attacked in Beta 08.
It's even worse, I'm one of the two main developer of the balance changes. ;) Together with Kjeff01. But there is no "one trick" which makes a level easily winnable. That's something we never wanted. The goal was making all weapons viable choices at one point and Insane difficulty a real tough competition. Maybe it's too much at some levels but the whole campaign with this changes is beaten by several players. We'll see what KJeff thinks about my suggested changes basing on your suggestions. |
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I'm afraid 2_7 is a similar story but for air attacks. So I go back to base (good thing I have strong saving skills or I'd be busted), and load up with 4*whirlwind AAs plus some land units. 20 seconds after landing two are already dead. 40 seconds after landing all the AA are dead. So back to base again. 6 builders now; I build a line of 5 AA's and while they do manage to shoot down the aircraft, it's not after they've destroyed 4 of the 6 builders, plus two of the turrets within the first 60 seconds. But no more air attacks so I guess I got them all. And thus when the 6 tank-killer equipped hovers turn up 30 seconds later... :-/ (although save-scum back to just before they came and... now they haven't turned up... another random seeming trigger)... oh there they are... 2:30 this time, just in time to compromise the LZ... and here are some cyborgs to join them.... I have to admit, this has stopped being fun and now I'm just getting bad-frustrated. :-( Sure I can likely win by memorising a bunch of triggers, a specific build sequence, some judicial microing at 0.125 speed, and a lot of save-scumming, but that's not what makes WZ a game I came back to, nor is it how I won most of the previous missions. |
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Further suggestion, once I'd tweaked the start time so I wasn't immediately swarmed the mission was fairly easy (still on "insane"). Completed it with ~30 mins on the clock. I think a better form of difficulty would be to increase the build rate of the enemy per level. This way rather than rely on early scripted attacks, the constant pressure that's on the player is higher. Because currently once you're past those scripted attacks, every mission is fairly easy. |
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I'm sorry that I was quiet for a long time., I was on vacation with my girlfriend. Because of your feedback, I adjusted the timers in Beta 08 and 09 and made them depending on the difficulty. Not exactly the way you suggested because with the camChangeOnDiff function we already implemented a way to make timers and queues depending on difficulty. Attached is a zip file with a mod with my changes so you can test them if interested. |
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On a similar vein to these, there's a rather fundamental problem with Cam_2End and Cam_3A. Namely if you don't know what 3A contains, the player may make the entirely sensible assumption that it is like the evacuation to 2A was and there were buildings and construction vehicles around. So they don't send any of those things along, instead sending a mixture of other units because they have no idea what to expect but it's not likely to be construction. But along comes 3A and you get swarmed with technologically much-superior, and very-numerically-superior units whilst having no base, and in my case no way to repair them. (And I was only doing 3A on "Hard"!). Now the player has to replay the entirety of 2End just to send construction vehicles first! :-( If the player wasn't engaging in good save-discipline they're stuffed. I also note looking in the 2End code that there's an |
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I'm playing the campaign on Insane difficulty; 4.1.2. So far it has been pleasantly challenging. I found most of the beta campaign so far not a problem (think 30 to 50 minutes left on the clock for most of these missions).
However, Sub_2_6 is another matter. I have no idea what the triggers are, but before your first reinforcement transport arrives (3:00), you get swarmed by cyborgs. They're not dangerous in and of themselves but:
That all sounds great except: you have to deal with all of that with just 9-10 combat units and maybe a couple defences + repair bay.
Even if I manage to finangle it such that my first reinforcement transport lands, the heavy tanks with heavy artillery support make mincement of my 17 hover/track heavy cannon pythons with a repair bay right behind them and a defence or two.
TL;DR: The timings on this mission are far too short.
Edit: Trying again; I stand corrected, there are two sensor tanks, so even if you flank with hovers and take one out (taking huge damage in the process), a minute or so later another turns up. :-/
This is all that remains with 90 seconds until the next 2nd reinforcement drop (all but two of their units have green health):
Edit2: Tried again after double the attack start times; same result even with 3 transports of tanks and micromanaging everything at 0.125 speed, AND knowing what to expect. The real killer is the artillery.
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