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How did I not find this lp sooner? I've got well over 400 hours into CW3. I'm not the fastest player but I've never lost a map. Deathwind fucked around with this message at 05:33 on Jan 2, 2018 |
# ¿ Jan 2, 2018 05:24 |
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# ¿ Apr 20, 2024 16:59 |
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Most levels in this series can be finished very quickly, albeit not the way I play...
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# ¿ Jan 4, 2018 22:16 |
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Mortars are the only practical weapon for fighting uphill and a couple should be mixed into any large blaster formation just in case.
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# ¿ Jan 5, 2018 08:41 |
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General Revil posted:Actually, I disagree. Generally speaking, an uphill battle results in a single layer of creeper. Mortars aren't that useful in such a case. There's another weapon that we'll get eventually that does a better job supporting an uphill charge, but we'll get to that when we get there. I detest the air units in this series for reasons I'll get in to when they start appearing (special exception for the guppy)
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# ¿ Jan 7, 2018 22:34 |
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Just wanted to mention, the 4th game is in development and is looking good. https://youtu.be/sRT0-ejllwY
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# ¿ Jan 15, 2018 05:28 |
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I thought I had played all of these games but I don't recall the shift of perspective so I must have missed this one...
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# ¿ Mar 5, 2018 08:28 |
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Anti-creeper is by far one of the best ways to push for territory in the franchise, it's only drawback is that it's affected by gravity.
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# ¿ Mar 11, 2018 07:41 |
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Blasters backed by anti-creeper weapons will very quickly gain you ground as the AC will fill in the voids created by the blaster fire. The resource block is only being tapped when production is inadequate for your spending. Minor spoiler: blocks like this exist for both AC and energy.
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# ¿ Mar 12, 2018 08:46 |
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The one from cw3 is glorious.
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# ¿ Mar 13, 2018 20:33 |
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I'm more interested in Thotimx's reaction to the amount of extra content in CW3.
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# ¿ Mar 28, 2018 01:09 |
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Turning repulsers into anti-creeper launchers sounds like a good idea.
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# ¿ Apr 11, 2018 09:09 |
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RichardA posted:Just keep it in mind for CW3 if nothing else; there are parts in the next game which are incredibly annoying without target prioritization. Make that literally impossible without proper target prioritization.
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# ¿ Apr 22, 2018 14:50 |
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Creeper World 3 has FAR more to get through, there's a couple bonus levels in three I'm dying to see attempted.
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# ¿ Jun 9, 2018 08:48 |
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Still waiting on his reaction to the bonus content to CW3.
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# ¿ Jul 6, 2018 09:08 |
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Ignatius M. Meen posted:All I want for CW3 is for him to please try to use the area select function more because I die a little inside every time he moves more than 2 units one at a time. There's even the M hotkey to hold while moving batches of units so they all land at the same time, but I'm not sure how much the suicide bomber tactic will occur to him. I find that units never go quite where I'd like when I use group movements, but I do abuse the pause button constantly making it pointless.
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# ¿ Jul 7, 2018 09:36 |
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Ignatius M. Meen posted:That's still like, 1 or 2 you might end up adjusting out of 10. If it's more than that regularly, you just spend a few more seconds adjusting the initial drop (or change your plans maybe if the field you're trying to move to sucks for what you're doing). I micromanage everything, my game is paused for more than triple the time it's running.
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# ¿ Jul 7, 2018 22:21 |
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I believe there is an option for UI scaling to fix the tiny text issue. Mouse wheel controls zoom. The story will make "sense" in the end...
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# ¿ Jul 10, 2018 07:26 |
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Not to spoil anything but the warp inhibitor tends to be the most powerful emitter on any level with one, perhaps they have been repurposed towards that end.
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# ¿ Jul 14, 2018 10:54 |
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So you just build it in place, not a hardship for it's massive gains. I actually like using relays in power zones near my front lines to simplify pushing without worrying about range between them.
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# ¿ Jul 16, 2018 18:41 |
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I tend to build my network out of relays to keep my collectors from overlapping but this is not a good idea for several maps...
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# ¿ Jul 21, 2018 18:46 |
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The developer chose default creeper/AC colors first then designed the terrain colors to contrast. To be specific white/light gray occurs somewhat often...
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# ¿ Jul 24, 2018 19:11 |
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A common tactic I use is to temporarily push the creeper back to dig a trench, it works about as well as a wall but unlike building a wall your blasters can fire on a trench without building a firing platform. Alos it's important to remember that terps very power demanding, I've had more than one map that I almost screwed myself by over terraforming into the red.
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# ¿ Jul 28, 2018 09:18 |
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I use shields to create a place to advance weapons, once the creeper is beaten back I advance the shield.
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# ¿ Sep 6, 2018 06:41 |
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The first two packet speed and build speed upgrades are major game changers. A sprayer set to always on a bit back from the front lines works wonders to establish a fixed front and prevent enemy advances. The sooner started the better.
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# ¿ Sep 17, 2018 14:11 |
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Fangz posted:Energy efficiency helps a lot though! A reactor on the default costs two whole minutes to pay for itself after it finishes building. The value of energy and ore efficiency are map dependent, sometimes they are vital but others they are worthless. The capacity upgrades are almost never worth more than a level (unless you need truly massive numbers of beams)
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# ¿ Sep 17, 2018 19:35 |
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LordSloth posted:Since you decide to tackle Tormented Space, I foolishly dived back in to a planet that is not on your itinerary, much to my regret. Can I get the address of that one?
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# ¿ Oct 28, 2018 09:50 |
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I loved that map, I believe got by through abusing an always on sprayer to hold back the flood.
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# ¿ Nov 2, 2018 09:39 |
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There are KNOWN impossible maps in tormented space...
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# ¿ Nov 7, 2018 04:00 |
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All of the random levels have that round platform somewhere, it's always worth considering as a starting point.
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# ¿ Nov 7, 2018 21:27 |
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The leader boards have been packed with hackers and cheaters for ages....
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# ¿ Nov 12, 2018 03:01 |
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To fight digitalis uphill you should terp a couple firing platforms at the hight of the digitalis, completely negates the uphill issue...
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# ¿ Nov 20, 2018 02:17 |
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Tormented space question, is s200_101 jovencoting even possible or am I wasting my time? Edit: included starting map Deathwind fucked around with this message at 07:21 on Nov 25, 2018 |
# ¿ Nov 25, 2018 07:16 |
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# ¿ Apr 20, 2024 16:59 |
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I believe that has already been shown in one of the videos.
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# ¿ Dec 19, 2018 02:17 |