#VPAC Splintered islands [3823]
16 messages · Page 1 of 1 (latest)
I have no bloody idea what hapened at some point. My units obliterated with something either invisible or i did not found it. I rage quit on it. Thanks, but no thanks.
I can't beat the game hoping my 5 star veteran spore launcher will disable the shield for the Riftlab for my two TCMLs to kill it
My emitter just dies, any creep I make dies, anything I make further that's not a launching-type unit dies which means I don't really see the fun factor in having to win using no creep but missiles
The thing killing them are the flying units, at some point, they get unlocked from their spots and start destroying everything
The way I dealt with them was building multiple SAM's and hoped that when activating them, they didn't get obliterated. It took over half an hour, but they did eventually die.
Granted I had already killed the rift lab by then.
I'm beginning to suspect Vertu was mauled by an RC aircraft as a small child. Pity. The levels were pretty enjoyable before this one-trick fixation.
Does this include the Fighter Drones? They are a new thing so I was using them a lot to get a feel to how I should implement them and to maybe instigate feedback about them.
I apologize - that was overly harsh and unfair. My feedback on this is - the level is interesting and fun, with a lot of potential paths to victory to explore. Unfortunately, at least for me, the drones were a near-complete stopper. Constantly having my emitters destroyed, as well losing masses of creeper, meant the any new emitters I tried to place were unlikely to activate before being in turn destroyed. This made activating any other units - including the SAM's to combat the drones in the first place - problematic at best. I believe I was slowly wearing them down, so it was clearly winnable, but I found it profoundly unfun to watch my entire arsenal wrecked in a few minutes by three enemies I had very little recourse against. If other people found it enjoyably challenging, more power to them, I found it frustrating.
Have you tried using lures?
For reference this is the first time those types of Fighters where encounterable outside of hardcore difficulty.
Actually, I did try that - it's how I finally killed off all 200 of those fighters in the earlier game with them - they seemed to target lures by default, and took a while to destroy them. In this case, I don't know if I was using them incorrectly, or if I had so little creeper left they just didn't activate, but the drones seemed to ignore them. So, yeah, I tried them but without result.
They prioritize emitters and other buildings over lures
Spoilers. Those super fighters are brutal||, but one armored lure is enough to keep them busy. ||You dont want those guys anywhere near your base because they have a EXPLOSIVE Jumps. They only jump to avoid attacks. if you place them away from your base you be able to have some infrastructure to attack. They have a ton of health and that jump helps them take no damage but you can kill them.
Note to Vertu : those guys suck. i wouldnt but them in a normal run UNLESS you have some power stashed away. but keep them coming on hard hardcore. ; D
Was able to kill the base before the first nuke launched. Was very ecstatic to find a tiny hole in the base.