Custom Map #5437: Strikefleet Delta 22. By: Decagon

Started by AutoPost, February 06, 2018, 08:05:17 PM

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This topic is for discussion of map #5437: Strikefleet Delta 22


Author: Decagon
Size: 160x220

Desc:
Boss Battle! Strikefleet Delta find Strikefleet Sigma.

GoodMorning

Sorry Decagon, but this one lost to its own lag, for me. That and the fact that I was always easily able to counter the threat, save perhaps the opening half-minute of securing the base with an AC layer. But the lag set in after that.
A narrative is a lightly-marked path to another reality.

Keeper Decagon

Quote from: GoodMorning on February 17, 2018, 03:15:42 AM
Sorry Decagon, but this one lost to its own lag, for me. That and the fact that I was always easily able to counter the threat, save perhaps the opening half-minute of securing the base with an AC layer. But the lag set in after that.

Lag? Still?! ARGH. I was so certain I had gotten rid of that.

sigh
"For me, there is no honour or glory. No praise to be had for what I do. I fulfill my purpose for the protection of all... neither of us are going to make it out of here alive." - ?? ??, 145th CE

malibashi

I can secure 4 PZ and build a Berta, but then after 12-15 Minutes I invariably get run over by waves upon waves of airborne enemy units. Can't recharge the beams fast enough to defend, let alone attack. Five tries, five fails. I consider myself an old hand, but this one leaves my calling for help. What is a winning strategy here?

Keeper Decagon

Quote from: malibashi on March 01, 2018, 04:14:01 PM
I can secure 4 PZ and build a Berta, but then after 12-15 Minutes I invariably get run over by waves upon waves of airborne enemy units. Can't recharge the beams fast enough to defend, let alone attack. Five tries, five fails. I consider myself an old hand, but this one leaves my calling for help. What is a winning strategy here?

Spoiler
Taking that large ridge is the key to stop being overrun; the emitters there aren't very strong, but the digi makes it a little more difficult to take quickly, but clever use of the AC Bertha should be able to make space for you up there, then use the PZs on the ridge along with more beams to keep the aircraft at bay. Spamming beams is a key way to prevent the enemy from swarming you with aircraft. I think I had at least 50 or more beams on the map by the time I went on the offensive.
[close]
"For me, there is no honour or glory. No praise to be had for what I do. I fulfill my purpose for the protection of all... neither of us are going to make it out of here alive." - ?? ??, 145th CE

malibashi

Thanks for the hint. I ignored the AC Berta on my first tries. Now I made it - and beat your time  8) really, hell of a hard map, I like intelligent enemies, lot of fun this one. Great job!!!

Johnny Haywire

And if that doesn't work, you can always just follow this method that requires no pausing, no saving, and really doesn't make much lag since you don't need to expand...

Spoiler
1) Start off setting all your guppies to "stop resupply" and launch them all in a nice even spread around your base
2) Fill the base with collectors and build the necessary stuffs.
3) Take the ridge quickly and build a reactor in the 1st PZ
4) Kill the other one quickly & build your bertha (or build it on the other ridge)
5) You should have plenty of beams now, so you can
6a) Advance when you feel comfortable, and if you really love advancing so much you won't like option 6b, or...
6b) Target your bertha & AC bertha on the nearest enemy CN, let the bertha hit first then the AC bertha about 1 sec or less afterward. It will die after maybe 10 hits or so (?).
[close]

Always love the variation in your maps, Decagon! Just wish the Creeper CN's were a bit smarter to make it a bit more challenging.  ;D
You disagree with this sentence, don't you?

fractalman

I didn't take the ridge at first, just focused nearly everything I could into early-game energy production with the bare minimum defenses and went after the totems on the right. Later when I had a bit of breathing room I went after the ones on the left.  Range upgrades are everything, and mortars are the main defense against landed units; ramp up beams gradually.

That said, I did have a couple moments where I nearly got overrun because of the moving waves of creeper. 

bgzzz

Even though I consider myselft an experienced CW3 player, I still don't get how sleepers maps can be won.
Is there any post with general strategy for this kind of maps ?

Johnny Haywire

Aye, bgzzz... actually, most sleeper maps are pretty easy once you get the general idea. It's been a while since I did this particular map, but go back and read my above spoilers with how to deal with this one and you'll get some ideas about how to win just about any sleeper map.

The main thing vs. sleepers is to outrange them. Upgrade your range and keep the creeper at bay and then you can advance. You can use regular long-range damage (berthas, snipers) to hit the CN and kill it over time, or AC works also. Kill one CN and they all explode.

In just about every sleeper map, the AI has no sense of strategy and will often fly the CN right into a huge lake of AC and then die. So just be smarter than that, hunker down and turtle up and you should be fine in just about every sleeper map.

Hope this helps!  ;)
You disagree with this sentence, don't you?