Search found 7 matches

by SneaksieRUS
23 Jan 2022, 22:36
Forum: Balance
Topic: Campaign difficulty spikes (version 4.2.0+)
Replies: 20
Views: 15755

Re: Campaign difficulty spikes (version 4.2.0+)

Sorry, but, are you serious? Even with Insane difficulty, I had the time to spend at least 5 minutes before I started the transporter to an away mission to build defenses. With Hard difficulty, you have more time and more power. I have to admit that "nearly no defenses" is not correct. Bu...
by SneaksieRUS
14 Jan 2022, 21:52
Forum: Balance
Topic: Campaign difficulty spikes (version 4.2.0+)
Replies: 20
Views: 15755

Re: Campaign difficulty spikes (version 4.2.0+)

Using obsolete weapons such as Lancer hardpoints and HMG bunker and almost no AA defenses could not be enough. In the beginning of Beta campaign that's the best weapons you have, especially AA and I think at the time of the large base defence mission (when the entire Beta map reveals and you have a...
by SneaksieRUS
10 Jan 2022, 18:34
Forum: Balance
Topic: Campaign difficulty spikes (version 4.2.0+)
Replies: 20
Views: 15755

Re: Campaign difficulty spikes (version 4.2.0+)

I personally want to ask why your base was so lacking if you played the game before? Most players designs grand bases on all the campaigns for the fun of it and to ward off against potential attacks on the home base. I think the vast majority of people will find themselves having a hard time trying...
by SneaksieRUS
04 Jan 2022, 22:59
Forum: Balance
Topic: Campaign difficulty spikes (version 4.2.0+)
Replies: 20
Views: 15755

Re: Campaign difficulty spikes (version 4.2.0+)

Rushing is no good idea for Gamma 01. You have to fight your way tile for tile and need some time. Your units should be set to "retreat at medium damage" and you should have more than one repair facility. In my Insane walkthroughs, I needed more than 15 minutes after I left the valley unt...
by SneaksieRUS
04 Jan 2022, 19:01
Forum: Balance
Topic: Campaign difficulty spikes (version 4.2.0+)
Replies: 20
Views: 15755

Re: Campaign difficulty spikes (version 4.2.0+)

What Alpha mission are you talking about? Alpha 9 or the final one with the water everywhere? About the only thing we can do is widen the tight areas on the map since the A-Star is trash at times. For these situations unit limitations really won't work and have always eventually failed no matter th...
by SneaksieRUS
03 Jan 2022, 22:08
Forum: Balance
Topic: Campaign difficulty spikes (version 4.2.0+)
Replies: 20
Views: 15755

Re: Campaign difficulty spikes (version 4.2.0+)

The higher the difficulty the faster the enemy units get produced and transported. The timer for the NP reinforcements is the same as before, but for the higher difficulties like Hard and Insane, it is shorter. That's understood, the problem is though that airflifts on Hard happen so fast it breaks...
by SneaksieRUS
22 Dec 2021, 00:20
Forum: Balance
Topic: Campaign difficulty spikes (version 4.2.0+)
Replies: 20
Views: 15755

Campaign difficulty spikes (version 4.2.0+)

Hello! I've been playing through the campaign for the first time since 2019 I think and wanted to share my opinion on its current (Dec 21) balancing. Since I completed it before and remember how it goes in general I decided to go for Hard difficulty this time (thank God I didn't choose Insane). :arr...