Author Topic: How NOT to use the expansions  (Read 1212 times)

Offline Someone_Else

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How NOT to use the expansions
« on: December 04, 2012, 09:54:42 PM »
Any listed element has resulted in my death. Some multiple times. So don't:

Ignore EMP guardians,
Trigger multiple Raid engines,
Set Hybrids to 10,
Try Fallen Spire,
Send all 8 champions away before a wave,
Trigger the Dark Spire,
Set an exo source to 10,
Think your golems can handle anything,
Think that swarm of wasps will kill an AIHW, or
Ignore the Spire Civilian Leaders

without sufficient preparation.

Offline zoutzakje

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Re: How NOT to use the expansions
« Reply #1 on: December 04, 2012, 10:11:49 PM »
I agree with you on most things. Fallen Spire is only suicidal if you wat to play it on a crosshatch.

Offline Aklyon

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Re: How NOT to use the expansions
« Reply #2 on: December 04, 2012, 10:25:27 PM »
Fallen Spire can be quite fun if you can hold the line in the interstellar background radiation long enough, though I haven't yet.

Offline Histidine

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Re: How NOT to use the expansions
« Reply #3 on: December 06, 2012, 12:09:07 AM »
It's really easy for the pursuit waves from the first city shard to kill you if you don't have some clever cheese up your sleeve. With a proper Spire fleet (even a single-city one) it does get considerably easier.

Offline LordSloth

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Re: How NOT to use the expansions
« Reply #4 on: December 19, 2012, 11:18:05 AM »
How TO use the expansions

Fallen Spire with latest beta, or to be precise, anything after 6.003 "Fortress-Size It"
Quote
Adjusted Fallen Spire shard speeds again, since the increased intensities necessary to match the increased speed were a bit much early on. Now the first shard is back at the original (1/4 of recent) speed, the first city shard is 1/2 of recent, the second city shard is 3/4 of recent, the last shard is actually 5/4 of recent, and the others are unchanged. The intervals between chase spawns have been adjusted accordingly.

In an initially flawed attempt to cure the "Netflix syndrome" of shard retrieval, shards were buffed to move four times as fast for 6.000. The pursuit was changed to keep up with it. The speed was -much- appreciated, but it also provided a welcome difficulty spike, as you rarely killed one entire pursuit wave before the next came in. It just made the first shard retrieval a bit too interesting.