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Particle Fleet => Exchange Map Comments => Topic started by: AutoPost on June 28, 2016, 11:17:04 AM

Title: Custom Map #6: Microcosm. By: planetfall
Post by: AutoPost on June 28, 2016, 11:17:04 AM
This topic is for discussion of map #6: Microcosm
(http://knucklecracker.com/particlefleet/queryMaps.php?query=thumbnailid&id=6)

Author: planetfall
Size: 128x72

Desc:
Tactics are not a type of mint.
Title: Re: Custom Map #21: Microcosm. By: planetfall
Post by: SmileyCoder on June 28, 2016, 04:16:28 PM
What tactics do you use to beat a map like this? I am too dense  >:(
Title: Re: Custom Map #21: Microcosm. By: planetfall
Post by: knucracker on June 28, 2016, 07:11:26 PM
Good question :)  I'm not really sure how to proceed other than a desperate sacrifice of ships in a careful order (which I have not yet deduced).
Title: Re: Custom Map #21: Microcosm. By: planetfall
Post by: J on June 30, 2016, 01:10:23 PM
Quote from: virgilw on June 28, 2016, 07:11:26 PM
Good question :)  I'm not really sure how to proceed other than a desperate sacrifice of ships in a careful order (which I have not yet deduced).
Seems to work :)

Particles spawn faster than you can kill them and there doesn't seem to be a limit.
Spoiler
Use the amp gems for energy production and energy range (it seemed useful to me at least). Get the HQ and lathe in range of the emitter and sacrifice ships until it's gone. Sacrifice another ship afterwards to blow the particles away.
[close]
Extreme micromanagement wasn't needed. There were ~1000 particles when I engaged the emitter (made a wrong choice earlier, but was able to continue).
Title: Re: Custom Map #21: Microcosm. By: planetfall
Post by: fuxoft on October 03, 2016, 08:30:30 PM
Quote from: J on June 30, 2016, 01:10:23 PM
Quote from: virgilw on June 28, 2016, 07:11:26 PM
Good question :)  I'm not really sure how to proceed other than a desperate sacrifice of ships in a careful order (which I have not yet deduced).
Seems to work :)

Particles spawn faster than you can kill them and there doesn't seem to be a limit.
Spoiler
Use the amp gems for energy production and energy range (it seemed useful to me at least). Get the HQ and lathe in range of the emitter and sacrifice ships until it's gone. Sacrifice another ship afterwards to blow the particles away.
[close]
Extreme micromanagement wasn't needed. There were ~1000 particles when I engaged the emitter (made a wrong choice earlier, but was able to continue).

Sorry, I have no idea what you mean. By the time I have two amp gems and "get HQ and lathe in range of the emitter", the particles chase me and kill me in about 10 seconds. What I do is: Use HQ to get first gem, then mine the second gem while lathe is constructed. That takes a few minutes. Is there quicker way to get those gems??
Title: Re: Custom Map #6: Microcosm. By: planetfall
Post by: planetfall on October 03, 2016, 09:35:13 PM
Here's the order I used:
Spoiler

gem mine->energy mine->energy crystal->stunner->lathe->gem(on production)->destroyer->ship spawner->destroyer->2nd gem(on HQ)->emitter with HQ against lower map edge->cleanup particles->doppel
[close]
Title: Re: Custom Map #6: Microcosm. By: planetfall
Post by: fuxoft on October 04, 2016, 05:00:06 AM
Quote from: planetfall on October 03, 2016, 09:35:13 PM
Here's the order I used:
Spoiler

gem mine->energy mine->energy crystal->stunner->lathe->gem(on production)->destroyer->ship spawner->destroyer->2nd gem(on HQ)->emitter with HQ against lower map edge->cleanup particles->doppel
[close]

Sorry, I still have no idea how to kill that spawner. I have both gems and all ships, and still have no idea. Whenever I approach spawner with any of my ships, all the particles just flow out and follow the ship, killing it in a few seconds. I have no time to even start lathing the spawner...
Title: Re: Custom Map #6: Microcosm. By: planetfall
Post by: planetfall on October 04, 2016, 09:20:25 AM
Spoiler

Bombard it from the edge of energy mine range with Destroyers. That will push the particle mass to the left and buy you a few seconds. I found I could park the HQ on the bottom and it could lathe more or less without being harrassed, but that may have been a fluke or a bug so save before you try. If not, send in both the HQ and Lathe, bring the destroyers forward, and charge them into the particles when the HQ or Lathe start taking damage.
If you try to build the jovens or cruiser, you probably can't destroy the emitter before the doppel spawns.
[close]
Title: Re: Custom Map #6: Microcosm. By: planetfall
Post by: Johnny Haywire on June 21, 2017, 12:09:30 AM
QuoteTactics are not a type of mint.

Totally laughing out loud - took me almost 2 seconds to get it  ;D

Sorry for being late to the game but I love your subtle humor. Gonna try this map just b/c of the description.
Title: Re: Custom Map #6: Microcosm. By: planetfall
Post by: Johnny Haywire on June 22, 2017, 11:18:10 AM
Wow, yeah I see why people aren't liking this so much. Not that it's a bad map, just a difficult one.

I dislike having to pause and meticulously place ships in optimal positions but I found it necessary on this map. It was several minutes of brutal, grueling agony for me and my only consolation is that I managed to beat your time like a band conductor ;D

This is one of those maps that forces you to act quickly. I didn't even grab the second gem - time is more important in this map than upgrades. For what it is, this map is very well thought-out and forces you to accurately prioritize your builds & attacks or meet certain doom. And I'm just guessing that Victor von Doom is indeed confident. I've never met him.   ;)
Title: Re: Custom Map #6: Microcosm. By: planetfall
Post by: hbarudi on July 16, 2018, 11:28:39 PM
Quote from: planetfall on October 03, 2016, 09:35:13 PM
Spoiler

gem mine->energy mine->energy crystal->stunner->lathe->gem(on production)->destroyer->ship spawner->destroyer->2nd gem(on HQ)->emitter with HQ against lower map edge->cleanup particles->doppel
[close]
Thank you very much for the walkthrough, using that build order and getting an amp gem hq to lathe the emitter followed by the doppel maker was important and having to park the hq at the edge of the map in a way that the particles don't "notice" that I am lathing the emitter.
Once the emitter is gone, I was able to continue to take out the doppel maker, but by the time I was able to get to the doppel maker, it placed the core of a doppel that eventually grew to look like that default (wolf) ship. But then I built all 5 ships and the missile launchers on my ships took care of the whole doppel while fighting the particles until everything was defeated. Though I was victorious when I lathed the doppel maker, I kept playing to go after the doppel itself and the rest of the particles.