Custom Map #1289: Ridiculous. By: Pastor.Healer

Started by AutoPost, October 24, 2014, 02:21:57 AM

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Helper

Quote from: teknotiss on October 27, 2014, 01:40:13 PM
strafers are a good investment i feel, i think i may replay and see if i can save some time!

quelle surprise! :o
The Tekmeister thought Strafer's were a good idea...as if he doesn't think they're always a good idea.
8)

Cavemaniac

Quote from: Helper on October 27, 2014, 01:57:00 PM
Quote from: teknotiss on October 27, 2014, 01:40:13 PM
strafers are a good investment i feel, i think i may replay and see if i can save some time!

quelle surprise! :o
The Tekmeister thought Strafer's were a good idea...as if he doesn't think they're always a good idea.
8)

Huh!

I never thought to use strafers on this map - or bombers for that matter.

I thought build space and energy were too tight...
Be yourself. Everyone else is already taken.

teknotiss

Quote from: Cavemaniac on October 27, 2014, 03:11:36 PM
Quote from: Helper on October 27, 2014, 01:57:00 PM
Quote from: teknotiss on October 27, 2014, 01:40:13 PM
strafers are a good investment i feel, i think i may replay and see if i can save some time!

quelle surprise! :o
The Tekmeister thought Strafer's were a good idea...as if he doesn't think they're always a good idea.
8)
Huh!
I never thought to use strafers on this map - or bombers for that matter.
I thought build space and energy were too tight...


just two strafers on path strike mode can knock out the digi string and if you time it right the runner is in the void and you have time to land a blaster and kill the nest and emitter, and once one is down it got much easier.
i used the N/E/S/W island groups for power with a relay and a beam in the PZ's north and south.
used guppies for beams in the east and west, with pz strafers for the attacks on the 4 corner islands.
i think i had 2 pz and 4 normal strafers at the end. 8)

Quote from: Helper on October 27, 2014, 01:57:00 PM
Quote from: teknotiss on October 27, 2014, 01:40:13 PM
strafers are a good investment i feel, i think i may replay and see if i can save some time!

quelle surprise! :o
The Tekmeister thought Strafer's were a good idea...as if he doesn't think they're always a good idea.
8)
lol, true!  ;)
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

Cavemaniac

#18
Quote from: teknotiss on October 27, 2014, 06:34:08 PM

just two strafers on path strike mode can knock out the digi string and if you time it right the runner is in the void and you have time to land a blaster and kill the nest and emitter, and once one is down it got much easier.
i used the N/E/S/W island groups for power with a relay and a beam in the PZ's north and south.
used guppies for beams in the east and west, with pz strafers for the attacks on the 4 corner islands.
i think i had 2 pz and 4 normal strafers at the end. 8)

I just used a couple of pc's to keep the digi and runners at bay.

Be yourself. Everyone else is already taken.


Loren Pechtel

The four bases in the cardinal directions aren't a big deal, I don't see why one would use strafers.  Drop the guppy on the most distant pad, a nullifier on one of the side pads and wait.  It always works, although the guppy might have to go back for a second load.  The hard part here is taking the first square.

My first try failed due to what seems like a bug to me:  I was moving a cannon out to one of the cleared runner bases to remove the residual creeper for colonization.  The cannon took a spore shot *IN FLIGHT*, too far out to be protected by my beams.  It dropped such a pile of creeper that my base got flooded, though.

stdout

Same exact thing happened to me. The spore landed in the void where the blaster was while en route to one of the corners.

Grayzzur

Quote from: Loren Pechtel on October 28, 2014, 03:08:17 PM
The four bases in the cardinal directions aren't a big deal, I don't see why one would use strafers.  Drop the guppy on the most distant pad, a nullifier on one of the side pads and wait.  It always works, although the guppy might have to go back for a second load.  The hard part here is taking the first square.

My first try failed due to what seems like a bug to me:  I was moving a cannon out to one of the cleared runner bases to remove the residual creeper for colonization.  The cannon took a spore shot *IN FLIGHT*, too far out to be protected by my beams.  It dropped such a pile of creeper that my base got flooded, though.
I was able to get PZ beams up on the top and bottom bases before the spores started coming, and on the left and right before the waves became an issue. Then it was just dealing with the four corners. I did have a couple of strafers, too. :)

Also, if you put the guppy on the side and the nullifer on the back (for the ones where it can still hit both) the runner is in range of the nullifier less often.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

SmileyCoder

Excellent map. Lots of different strategies that can be applied to what is a "simple" map.
Best of luck with your game,
TheSmileyCoder

TheSmileyCoders YouTube channel feat. tutorials on using Treeviews in Access
I might have promised fool proof, but I never promised user proof.

Tero

Brilliant map!  Practically solves itself.   If you can see the steps, to do so.  Although, the spore's payload was a over the top.  But the spore count and frequency was just right.   Keep up the good work!
I respect those who quote me the least.