> Very low densities of creeper (both types) "evaporate". They can save your arse one day - in mission 10 I burned through cca 1000 units of gems in final phases of the assault. Also, do not forget to actually spend your technites. > Do not overbuild tech domes - they get more and more expensive as you build them and you never need too much of them. > You can stuff up to four ore rigs on one ore deposit. On the other hand, they take every enemy structure in range with them. They are extremely fragile and take long to charge. > Nullifiers should be built in the final phase of the assault when all gates and emiters are covered. If you forget to cover even one building, phantoms can make LOT of damage. Coils have large range, can attack two phantoms simultaneously and damage them pretty fast, so you do not have to build too many of them. > On a map with phantoms, always cover your buildings with phantom coils. On the other hand, they chug a lot of ammo and can't keep a frontline. Blasters are great at keeping creeper on a frontline (well, they can push it quite good in larger numbers too), but launchers are the key to eradicating high density creeper. > A group of launchers should lead each attack. But beware - they can only hold this much. > Repulsors are excellent at keeping creeper away as well as pushing anti-creeper forward. But rely on the blasters - they are often more resilient than they look. > Drones can only be damaged by blasters and, to certain degree, anti-creeper. Use this to make pockets of hyper-dense anti-creeper before opening assault. > Makers have more production speeds (and therefore ore consumption). A micro rift atop your ship and close to the frontline will take a great strain from your supply lines (metaphorically), but beware of drones - they can use them too. In later missions you'll fight on long distances and weapons will eat ammo like mad. > Micro rifts are the best thing since sliced bread. Use them to compartmentalize anti-creeper and as improptu barriers in case of sudden creeper eruptions. > Shields can buy you time, but they can't defend you alone. > Work with blasters as though they were foot soldiers - when moving against creeper, have roughly half of your "unit" cover the ones that are advancing. Also no unit or packet will travel through "dark" parts of the map. > Packets can't travel through creeper - you need to cut a path. > Pause! When each second counts, pause and issue your commands without stress. Sometimes, you'll be required to act quickly, but most of the time, it's about planning, executing the plan and waiting. Some missions can take quite long to complete (my "top" time is ~65 minutes). Might be subject to revisions/additions based on feedback. It contains some general tips and tactical advice on different missions. For all those that are lost, this is the place. Especially if you didn't play the first series. Creeper world 2: Academy (CW2:A or just CW) can be a bit overwhelming when you first play it.
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