alfred007 wrote: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 the AI pathfinding - the entire base was filled with units that couldn't get out. Perhaps an overall limit should be introduced, like if AI has XX units he can't order or at least airlift anymore.
stay close to your LZ until you have your artillery or Vtol Bunker Buster flown in, it's doable.
Agreed, it was tough but I was able to beat it after several tries (bunker buster VTOLs blew up the factories and then only the defences were left, still proved a challenge because of the time limit).
Here is also Hard difficulty the reason. For Hard and Insane difficulty we added some "surprises" because for players that have played the campaign a few times the level became too easy with the knowledge of the spawn points. For Hard and Insane difficulty, it's more recommended to concentrate your defenses around your LZ and the power resource in the middle of the map instead of spreading them all over the map.
That's the problem - you say you prepared the mission for a 'spawn camping' player so he won't succeed this way. That's nice for Insane diff, but I didn't even attempt that on Hard! I had lots (I thought so) of defences around the initial base, but they barely survived 15 mins I think. That would be OK (my bad for not preparing better) if the game didn't require me to survive the entire mission. The only way I could survive for 20 mins more I think is by building the defences across all the map. This kind of tedious behavior can't be expected from a new player. I wasn't new and I didn't play this mission on Normal, but I'm not sure it will be survivable for a full mission length either.
Because of that the game is doing now autosaves every 10 minutes.
Imagine playing the game and finding out you can't survive the last mission because you didn't built the defences on half of the map 5 missions back. Would you really load that old save even if you have it and spend at least 1 hour building those defences and then replaying these tough missions once again?
This was also implemented because the level became too easy if it ends after you started a few transports.
Understood, but that's what I meant when I wrote that you're making the game for multiplayer vets at this point. Too easy for them is impossible for a regular, especially a newcomer. It's not like you have to prove anything to anyone. The game won't became worse if you think it is too easy, quite the contrary, for the most players it will be more enjoyable. Those who lack the challenge should be playing Insane, right? Then why this requirement is on Hard (and I suppose on Normal as well)? What bad thing will happen if the player gets 2 transports out and then the Collective steamrolls everything that is left? This is completely by the story (Nexus nukes both the Project base and the assaulters) and will leave the player with 'whoah that was close!' feeling. Nothing would be broken or feel too easy - the player has Gamma 1 on his hands after that.
Just a side note - once I worked in a dev team of Theatre of War series of RTS/wargames and they (especially the first one) were plagued by too high difficulty. Mission designers simply thought that to be interesting the missions should be really hard for THEM and ignored the QA and players feedback. They couldn't be more wrong and this was one of the main reasons these games didn't became popular. Noone wants to buy another game in a series if he failed again and again in the first one he played because of the mission design like 'you have 5 tanks, go assault the fortified position and see an enemy counterattack you with 10'.
For your problems with the first Gamma level, I need a few more informations. Did you use a commander? How experienced were your units? What kind of units did you use (propulsion, body, weapon). From what you are telling I can only suppose that you activated the Nexus factories too early. If you stay near your LZ, don't leave the valley west, and don't move much farther north than the second oil derrick near your LZ, you have, even with Insane difficulty, enough time to bring in all four transports from the Beta campaign. Or to build a factory and produce new ones.
That's what I remember (didn't attempt it again since my initial post). After getting my back kicked I thought this was because I flew only 2 transports from Beta so I restarted the Gamma campaign from the menu with default units. You get several Hero tier tracked units in the first transport. I fend off the initial attack, built repair, cyborg factory, assault gun bunkers and wall turrets, regular factory, two derricks. Stayed near the LZ, did not go further at first. Recycled a couple of default Hero units and made two veteran (I think) Commanders, assigned units to them. While I was doing all that all the transports arrived and I had a lot of units. Started producing more to replenish the losses because the units and defences were dying to cyborg and hover enemy attacks (tracked Tigers with assault gun and the second type AT rockets). The attacks became nearly constant (I couldn't kill them fast enough so there were almost no breathers between them), I sent one Commander with his units to take out the Northern base as suggsted in the guides. He succeeded with heavy losses, but after that the attacks from the West became so hard they overwhelmed the defences and the Commander that remained at the base. VTOL attacks also sometimes blew up vital buildings like factory, the AA sites I could place in the limited area shot some down but that didn't prevent the damage.
Restarting on Normal didn't help - it was quiter, but as I said in the initial post I could only held the line and replenish the losses when I had the oil. With 15000 (?) oil gone Nexus continued to kill my units and I couldn't build them at the same speed anymore with 4 derricks operating (2 in the spawn area and 2 to the North). I leveled the Northern base, but the Hover and Cyborg attacks from the West intensified, there were no time to repair or attempt an attack West with Nexus putting this kind of pressure.
I think the Scourge (?) hovers are part of the problem - they park on the lake and pick up your defences near the spawn. You have to go out to the lake to engage them and this triggers more brutal Nexus attacks.
All balance changes were tested from players with every experience level. Newbies, experts, and every experience level between this. We finished the balance changes only after all were able to beat the whole campaign.
I want to invite you to the official Discord server. There you can discuss everything with players of all experience levels and get some helpful hints for your walkthrough.
https://discord.com/invite/ZvRVQ8g
I would like to hear how people beat Gamma 1 at its current stage at least on Normal, RIP any newbie that attempts it I guess

Thank you for the Discord link, I may try asking there too when I accumulate enough willpower to try Gamma 1 again.
Berserk Cyborg wrote: 30 Dec 2021, 19:09
People failing Gamma 1 is nothing new. From past observations, they usually don't know the basics of weapon effectiveness, or, are simply using obsolete tech. You'll want 2-4 Assault-Gun units (high experience and attachment to a high experience Commander is recommended) with Tiger body + Hover/Tracks Propulsion. Inferno is another choice that works with the cyborgs. Other than that you'll probably want the rest of your units to be Hyper Velocity Cannon or Assault Cannon since they'll absorb more damage and won't be as frail as the Tank-Killers.
The default units were Heroes, most of them tracked Chainguns. They fend off the initial Cyborg attacks, but later on as I wrote above I've been trying to build tracked Assault Gun Tigers (Assault Gun is the blue thingie similar to HPV, right?). I converted a couple of Heroes to Commanders (each one had like 20 unit limit).
From there it's just a matter of building your base, bringing in reinforcements, and fortifying the LZ with 1-2 trucks placed preferably in the first transporter load. You don't need to start attacking immediately (venturing outside the LZ West and North exits) and chances are if you do that too soon you'll be overwhelmed by the pure technological advantage Nexus has.
Sounds like what I've tried to do, but the attacks became nearly constant so I destroyed the Northern base to reduce the pressure from the North, but the stream of enemy units from the West made it clear I'm loosing the war of attrition unfortunately.
Also, using the Counter-Battery sensor is vital to stop those Angel missiles which are a high priority target.
I don't think I even saw the missiles (failed sooner maybe?), there were VTOL attacks though.
My main suggestions are:
- Limit the max units the AI can have in the Alpha away mission with lots of reinforcements because currently it breaks the pathfinding if the player doesn't rush;
- Don't requre surviving for the entire mission in Beta final if the player already managed to send at least 2 transports of units away;
- Do something with Gamma 1 because it looks impossible even on Normal at the moment (so far I've tried restarting it like 3 times on Hard and 1 time on Normal). That's definitely too much for a newbie playing on Normal.