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#21
Colonial Space Map Discussion / Re: Custom Map #7570: Creep Fa...
Last post by fractalman - March 24, 2024, 03:04:28 PM
I actually beat this without using any AOO, though I reallly should'vve used them to speed things up clearing out 500 ish deep creeper. 

Started by the reactor tech.


Early on I only snagged the flip emitter at the top (using creeper from the friendly spore and a sprayer) so that i'd have a foothold for later, used blasters to keep the digitalis cut off, and focused on merely holding the bottom section and advancing through the top middle bottleneck.  While I spent some energy on the left section, it was more so I could use it as a source of a bit of anticreeper to assist the mainland (and to keep the digitalis from being a menace). I could probably have gone WAY faster in that region/done less micro during the mid game if I'd not skipped the explanation on how they blue ones worked, but early game only using one sprayer as opposed to a sprayer AND a guppy saves you 2.5 reactors worth of energy- A pretty big difference at that stage.



Anyways, if you're fast enough about building up your economy and offense, you can cut through the top section and loop around just as or preferably before the creeper from the south starts spilling into the middle. take too long, and you'll be in karsten's situation, and likely won't be able to advance through the top.
#22
Quote from: D0m0nik on March 24, 2024, 02:20:22 AM
Spoiler
Hmm, seemed to work for me! You could possibly build 2 or 3 collectors and 3 reactors first but it may prove slower than building 2 collectors and a terp (which you need anyway, 2 birds one stone) and landing a second CN. A second CN gives 1.5 power! Either way it is possible to get up to the spores, build a nullifier and have a beam hovering about ready to use the PZ if necessary before the first wave.
[close]
That approach seems utterly impossible to me.

However, I realized I was being too organized in base building, going for spots that took a minimum of terping but produced a mess gave me enough power.  The first nullifier took out 4 spores and from then on it was trivial until the top ones started to fire but everything in the upper zone is within pz nullifier range of another item, it didn't last long.  Then use one of those pz to terp a spot to attack the final row.

And I never needed another CN.
#23
Farsite Colonies / Custom Map #4850: Barista 5 - ...
Last post by AutoPost - March 24, 2024, 07:52:19 AM
This topic is for discussion of map #4850: Barista 5 - Split Second


Author: Heisenberg
Size: 297x220
DISCUSS ON DISCORD
#24
Colonial Space Map Discussion / Re: Custom Map #11087: Spore H...
Last post by D0m0nik - March 24, 2024, 02:20:22 AM
Spoiler
Hmm, seemed to work for me! You could possibly build 2 or 3 collectors and 3 reactors first but it may prove slower than building 2 collectors and a terp (which you need anyway, 2 birds one stone) and landing a second CN. A second CN gives 1.5 power! Either way it is possible to get up to the spores, build a nullifier and have a beam hovering about ready to use the PZ if necessary before the first wave.
[close]
#25
Quote from: D0m0nik on March 23, 2024, 03:42:54 AM
Spoiler
You need 2 CNs as soon as possible.
[close]
That seems utterly counterproductive.  Build space is very valuable on this map.
#26
Exchange Map Comments / Custom Map #2007: Impeneterabl...
Last post by AutoPost - March 23, 2024, 08:36:42 PM
This topic is for discussion of map #2007: Impeneterable


Author: BEric2000
Size: 480x480

Desc:
An assault that is impossible....or nearly
#27
Farsite Colonies / Custom Map #4849: [C4D] [1] Fr...
Last post by AutoPost - March 23, 2024, 08:31:25 PM
This topic is for discussion of map #4849: [C4D] [1] Frst Invstigtn [FIXES]


Author: LiteralNoob
Size: 200x150
DISCUSS ON DISCORD
#28
Colonial Space Map Discussion / Custom Map #11089: 688 Ore Min...
Last post by AutoPost - March 23, 2024, 04:16:20 PM
This topic is for discussion of map #11089: 688 Ore Mines + cheap Thor for achievements


Author: YouDontKnowMax
Size: 120x120

Desc:
688 Ore Mines + cheap Thor for achievements
#29
Farsite Colonies / Custom Map #4848: [LPAC-VAMPIR...
Last post by AutoPost - March 23, 2024, 01:31:27 PM
This topic is for discussion of map #4848: [LPAC-VAMPIRE] Zombie Survivors


Author: CS Z
Size: 435x150
DISCUSS ON DISCORD
#30
Colonial Space Map Discussion / Re: Custom Map #9841: Hunsruec...
Last post by toolforger - March 23, 2024, 05:19:38 AM
Nice overall.
Small issue: Why do I have to collect more Berthas after killing the Inhibitor? That's just mop-up.