Author Topic: Seeking Help on 8.6 Dif All Options 8  (Read 794 times)

Offline Mal

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Seeking Help on 8.6 Dif All Options 8
« on: March 09, 2015, 12:38:56 am »
I am struggling with just getting started on a diff 8.6 game with all options on 8. The game has gone on for just about 2 hours of game time and I am stuck with just two systems.

I am trying to use Kahuna's turret strategy to secure my base and my first opening base. I believe I have most things setup right. However, I find defending and taking another system a challenge due to the following :

Defending -
  • The missile guardians wreck my defenses very quickly and outrange everything but my sniper turrets
  • Hunter Killers are coming to my homeworld, forcing me to use a handful of lightning warheads to deal with it ( I did not have any armored warheads stockpiled), causing AIP to become very high early on.

Offensive -
  • I am trying to expand using just my champion and then an offensive beachhead. I have enough energy and metal but again, my defenses are getting wrecked due to an overwhelming AI response with hunter/killers and missile guardians out the wazoo.

I have attached my savegame if you want to take a look and see what I am doing. Perhaps I am just focusing too much on the turret strategy and I need something else to help me. I have even tried using flagships to boost the turrets. They do alright for a while but then just get squished and overran. I built 2 forcefields for my engi/remains rebuilders on the system i wanted to take, again, it lasts for a bit but is overrun once the forces start pouring in from the two neighboring systems...perhaps thats just not enough forcefields and I need to unlock more.

Anyways, I am just curious how some of the veteran players take on the AI on diff 10, since 8.6 really seems to be sucker punching me.


EDIT - After checking the missile guardian range I realized they have a 18k range, so missiles and snipers can get them. I guess I was just overwhelmed by their sheer numbers in the early game. But hey, if this is the norm for diff 8.6, then I guess I need some advice on strats for this...the only thing that comes to mind is more warheads...always more warheads :P
« Last Edit: March 09, 2015, 06:09:25 am by Mal »

Offline tadrinth

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Re: Seeking Help on 8.6 Dif All Options 8
« Reply #1 on: March 09, 2015, 06:40:20 pm »
You have everything cranked up to 8?  That is... quite ambitious.  The 'standard' level for minor factions and AI plots is 4.  One doesn't usually turn them all on at once, either.  The minor factions have pretty varied effects on difficulty, but the AI plots are all straight-up pain with no benefits to the player, so having them all on is going to result in tremendous pain, even at Diff 8.6. 

You need superweapons.  You need them ASAP.  You have four exos charging: botnet, golems, spirecraft, and alt-champ progress.  Have hybrids shown up yet?  You do not want them running amok; high level hybrids can build additional hybrid spawners, eventually resulting in them reproducing to overwhelming numbers. You'll be dealing with Trains, too, but happily Nuclear trains only show up at Intensity 10. 

I took on Diff 10, but I only turned on minor factions that were beneficial to me, and no AI plots, and easy AI types.  I cheesed it, basically. 

Some of the shorter range turrets have radar dampening at Mark II and above; this will force the missile guardians to close with them in order to attack.  I would pick up higher marks of Needler turrets since they have bonuses vs Artillery hulls. 

Heavy beam cannons can put out a lot of damage, and they may be able to chew through H/Ks if you can unlock high enough marks. 

I think you can probably afford a fair amount of AIP at diff 8.6, so I would use warheads liberally and rush the Fallen Spire campaign.  Get far enough in that and the rest of the threats will start looking a lot less scary.

Check out the "Ride the Lightning" AAR for strats. 
« Last Edit: March 09, 2015, 06:42:22 pm by tadrinth »

Offline Mal

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Re: Seeking Help on 8.6 Dif All Options 8
« Reply #2 on: March 10, 2015, 12:05:47 am »
Well thanks for letting me know how "ambitious" my game really is Tadrinth. :)

I reloaded into a different game and had quite a bit of success with unlocking HBC's to mark 4 right off the bat.

You are right again, in that superweapons are a needed defense for my systems. I was just having trouble pushing to get them with, what I believe is special forces, warping in and conking out a new system it found important.

I will look into the radar dampening of the turrets, that detail escaped me.

Finally, I spent about an hour and a half reading "Ride the Lightning" AAR. Wow, what a wild ride. Thanks for the recommendation. With the nomad planets and the grid setup of the my map, I could easily swing the space a spire victory needs, should things come to a stalemate as they did for Peter.

I will continue the good march onto a hardwon victory. Thanks again for letting me know "what's good" by Tadrinth. :P