I just played a game of defender mode - 7/7 experimentalist/tag teamer, 8HW, snake map (40 planets), 60 min.
It's balance seems to be in urgent need of tuning.
I won, but only by using a bug I noticed half-through: killing a carrier on a planet with many AI ships (I think 1000+) removes its contents from the game, 0 ships are deployed. (see first attached screenshot)
My setup was below the recommended number of HWs and could have reduced wave strength compared to the recommended setup of 10 planets.
In terms of strength it cost me 6000K and some m+c, though that had never been a problem.
First wave came after 3 minutes and consisted of 1-2k MK2 ships, which I was able to kill quite fast thanks to t1-t4 autombombs and doomshrooms.
I concentrated all my defenses on the entry world.
Waves continued every 3 minutes.
Around the 40min mark I got 10k+ MK3 ships (sometimes including 1k MK3 Z Elec Bombers) per wave.
In order to be able to win this you have to kill every wave up to 5-10 min before the end with enough time to rebuild and regroup.
I don't think it is possible to kill 11k MK3 ships without superweapons with fleet/def worth about 60000 K in below 3 minutes. If it is, please tell me, how
After 30 minutes I was done building, I had spent all my K and built everything I could. Everything after that was just microing my forts to kill the carriers and rebuilding my engies/rebuilders manually because automatic rebuild did not happen often/fast enough. m+c i had plenty.
With these big waves, at the end I got 10-20 carriers per wave, which were a problem by themselves because I hadn't activated "auto-target carriers" and they were all flying on top of each other, so I had to target the topmost, wait for it to die, target the next one...
I also noticed some strange things:
- autobombs and doomshrooms seem to need some time after being produced before being able to reach their full speed. Is this intended? This leads to a funny queue of units coming out of the factory (see second screenshot)
- in the third screenshot my bombers seem to shoot from super-range after moving them out of the battle. I guess they still had locked their targets and didn't reevaluate the range. The game was running a bit slow at that time.