Custom Map #1232: Pump Wars 2 (Harder). By: UberWaffe

Started by AutoPost, April 02, 2021, 04:40:24 PM

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AutoPost

This topic is for discussion of map #1232: Pump Wars 2 (Harder)


Author: UberWaffe
Size: 256x160

Karsten75

Definitely harder. I seem to get to a standstill every time where I can't take another impeller or territory and my front-line units get sniped. Then that 50K "storage tank"? bursts and regardless of what I do, after that I wind up being pushed back and lose.

A few of the units have wiki entries that say they're PAC, so maybe that's the issue here? But I doubt it, since I don't play PAC maps.  I guess the low number of scores attests to the high difficulty.

UberWaffe

#2
Quote from: Karsten75 on April 03, 2021, 09:00:24 AM
Definitely harder. I seem to get to a standstill every time where I can't take another impeller or territory and my front-line units get sniped. Then that 50K "storage tank"? bursts and regardless of what I do, after that I wind up being pushed back and lose.

A few of the units have wiki entries that say they're PAC, so maybe that's the issue here? But I doubt it, since I don't play PAC maps.  I guess the low number of scores attests to the high difficulty.
Here are some tips for if you want to try again:
Spoiler


  • Securing the North greenar mother is key, since using orbital powers on the creep backlines is very powerful. You can actually build refineries outside the Creepelisk range and still mine from the outer greenar crystals.
  • I cannot stress enough how powerful converting creep in the enemy territory is. I would do "Singularity" + "Convert" + 2x"Damper" to convert creeper around their central pump, and then use dampers to creep other creep away from the new AC while it flows through the pump.
  • The north has less creep. Go for the north creepelisk control and emitter, which will disable two creepelisks guarding the greenar mother.
  • The pump north-west of the center on the 'z-shaped' island gives you a lot of bang for your buck if you get AC into it, since it feeds into other pumps that also give good multipliers. I built "always-on" sprayers close to it (outside Creeplisk range) with walls that funnel the AC into the pump. Once more AC starts flowing in from elsewhere I disable the AC blocking on those walls.
  • The north-east section (if secured) allows you to build mortars on the edge that shoot into the enemy territory.
  • Securing the two pumps east and west of the center with cannons + mortars can help buy a lot of time. You will likely lose those positions later, but keeping out the initial flows of creep can be a lifesaver.
  • Build walls to help secure the central pump for if the creep gets past those absorbers. Several layers between the crazonium walls behind the absorbers can help a lot.
  • Towards the south-west, you can build mortars on the long strip to shoot into the creep waves, to help reduce them before they get to the next pump.
  • Use arg for making ERNs. ERN your miners for extra energy.
  • The two dead-end high platforms with emitters on them are not that important, but once your AC starts flooding them, nullify the emitters and then use sprayers to suck up AC there, as it doesn't go anywhere from there.
[close]

deadpoor

quite hard but very satisfying experience. maybe a little more mine would be nice, struggle on the deficit for a long time.
When I saw the play log not sure  I'm more surprised on the 5hour one or 21min one...

Karsten75

#4
Well, thanks for the advice! I kind-of followed it, and managed to beat the map. Can't say I've formulated a strategy and there are probably a ton of optimizations that could be done.

Here's a slow video of the recorder. (should have made it a tad faster). Different, shorter video from a faster completion. :)


Karsten75

Did it a few more times, familiarity allows for faster completion. :) Every time though, at least one unit escape the attention of one of my nullifiers. :(