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#81 Solais

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Posted 05 December 2013 - 09:35 PM

Because that would be too easy. Also you can defend that location well enough.

 

I'm playing on Easy. That means it should be that. Not too easy, but easy enough for the player to not lose the will to play this mod. Which I just did after getting stuck in all the campaigns. I'll try them again and again later, but so far, these campaigns have been anything but fun (with the exception of a few missions). Maybe it will change when the save/load feature is in the game.



#82 WhiteDragon25

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Posted 05 December 2013 - 11:41 PM

I've just finished Soviet Mission 9: "Death From Above", and one thing I noticed was that after you have control of your island base, you don't have the option to build an MCV from the War Factory. This irritated me greatly as this meant I had no way to expand to the other islands (such as the south ore-mining island and the north airfield island), forcing me to grind my way to capturing an Allied Ore Refinery on the other side of the river on the center of the central island.

 

Was the exclusion of the MCV here a bug, or was it intentional? Because being unable to reach fresh ore fields was intensly problematic during this mission.There's only so much ore you can collect on your base island, and so my production capability is limited (my navy was thus put through a meat grinder because of this). This was a pain in the ass until I managed to force my way onto the central island and capture that Allied Ore Refinery. Having that ore field on the north airfield island without any way to access it is just yanking your chain.

 

This mission would go a lot smoother if you had access to MCVs.

 

(The southern ore-mining island had a capturable Tech Ore Refinery, but I didn't even notice that island was even there until I was already 3/4s the way through the mission... and I accidentally blew it up when I was trying to clear the Allied defenses there with my Dreadnoughts.)


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#83 RP.

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Posted 05 December 2013 - 11:57 PM

You can never build a MCV in missions, unless it is really required (if so, you can only build 1).


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#84 Hecthor Doomhammer

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Posted 06 December 2013 - 12:10 PM

You can cheese Death From above so easily.

The AI is programmed to rebuild their Naval Yards in exact spots, which you can block off with squids o typhoons, and when you do it on all spots, you will have free reign over the water


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#85 mevitar

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Posted 06 December 2013 - 02:00 PM

You can do that in all missions with naval yards. :p
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#86 Plasma_Wolf

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Posted 06 December 2013 - 07:12 PM

I've been trying some of the allied missions and so far, I'm not disappointed. There are a couple of things though:

 

in mission four (Seals+Rocketeers), I'd suggest keeping the auto-heal in (for easy at least). Fighting off one mobile AA at a time is hard and tedious enough as it is.

 

This one is probably more a general issue than a mission specific thing, but the walls are more tolerant on dog attacks than on infantry attacks. I've had a single attack dog kill tanya in mission (I believe it is 7, the one where you capture the airbase at the start) simply because the dog could attack from (almost) around the corner and Tanya didn't fire at all.



#87 Speeder

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Posted 06 December 2013 - 07:18 PM

The auto heal is always in that mission, there are no plans to remove it.

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#88 WhiteDragon25

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Posted 07 December 2013 - 03:26 AM

Having just gave up on Epsilon Mission 3: Scrapyard, I just want to say that whoever designed that mission is a rat bastard. Trying to capture those Oil Derricks early on with only 3 Epsilon Adepts is excruciatingly painful to accomplish, and the loss of one Adept significantly hampers progress. All those damn Allied infantry crawling around the oil field are hard to dislodge, and mind-controlling those Engineers needed for capturing the Derricks is agonizing, as there's only so many engineers there, and they can't be replaced if one dies.

 

Once I've managed to collect $10,000 and finished the first objective, the rest of the mission should've been easier - Rashidi's outpost is now mine, and I can use the stolen Stalin's Fist to produce Mantis Tanks. However, one little thing ended my playthrough of that mission soon after: Rashidi's Stinger was apparently a critical unit, and it got killed when the Americans attacked the outpost, resulting in a "Mission Failed". Now, there was a warning given that said that Rashidi and the Stinger were important somehow, but such a small thing slipped by my attention. I tried putting Rashidi in the Stinger to see if that gave me a repair unit, but no dice, so I didn't bother with it further. Until it died, that is.

 

And this is on Easy.

 

A few things I think would improve this mission a little here:

 

1: At least give one sniper to you along with the Adepts and Borillo at the start of the mission, so that you can deal with the Allied infantry at the Derricks a bit easier. Also, give the Adepts a Heroic ranking or something, to increase their survivability a little more. If you want to retain the current difficulty level, then make it so that this version is Easy mode, with current set-up being Mental mode; Normal mode would be inbetween - no sniper, and Adepts are Veteran instead of Heroic.

 

2: Make it a mission objective that Rashidi and his Stinger are mission-critical units that cannot be killed. At least this way one has some sort of concrete forewarning so you won't lose them thanks to a not-so-clear warning that can be easily missed.

 

Everything else is fine as far as I know, since I didn't even complete the mission yet.


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#89 Solais

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Posted 07 December 2013 - 07:13 AM

I have a similar problem with the second Epsilon mission, where I'm stuck now, most of the time I can't even capture the first engineer to get that damn cannon, and even I manage, I just have no way of getting to the second. Good to hear that the third one is just as impossible...



#90 mevitar

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Posted 07 December 2013 - 11:38 AM

Epsilon campaign is the hardest one, and it requires lots of micromanagement. I really suggest you try to finish 2 other campaigns first.
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#91 Speeder

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Posted 07 December 2013 - 11:44 AM

Actually WhiteDragon25, putting Rashidi in the Stinger should give you a repair vehicle.

Mentioning their importance in the objectives list might be a good idea though.

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#92 delulytric

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Posted 07 December 2013 - 12:26 PM

Wow... I find Allied missions easier than the Soviet missions. The Soviet missions (especially the last 3 uncompleted missions) is such a chore. Any tips for S10, S11 and S12? S10 I'm stumped whether to move Volkov left for tesla reactors or go straight right and in for the kill and for S11 it's nearly impossible to protect both KI (I captured it before China reinforcements arrives) and SS at the same time while the massive armada of China forces forces their way into the SS. 



#93 Speeder

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Posted 07 December 2013 - 12:36 PM

If you are playing S10 on Mental then at the third elevation you have to split Volkov and Chitzkoi, use the dog to take out the vehicles on the right and Volkov to destroy the Tesla Reactors and then you have to go back to the right and take out the SAM Bunker. At any difficulty, you have to do both, but you should go for the Tesla Reactors first.

Don't capture KI Assembly until you clear the area around the Seismic Stabilizer and establish a base of sorts (capture Soviet ConYard). Some don't capture KI Assembly until the invasion is over, although the building provides you with several goodies.

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#94 Martinoz

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Posted 07 December 2013 - 01:38 PM

Confirming that A07 Hammer To Fall (at least normal) is just too much for now without S/L.


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#95 WhiteDragon25

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Posted 07 December 2013 - 06:19 PM

Actually WhiteDragon25, putting Rashidi in the Stinger should give you a repair vehicle.

Mentioning their importance in the objectives list might be a good idea though.

 

Apparently, it doesn't. Must be a glitch or something. Probably should add that to the BUGLIST.

 

And thanks for taking my suggestion. :)


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#96 sylergcs

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Posted 08 December 2013 - 02:14 PM

Wow... I find Allied missions easier than the Soviet missions. The Soviet missions (especially the last 3 uncompleted missions) is such a chore. Any tips for S10, S11 and S12? S10 I'm stumped whether to move Volkov left for tesla reactors or go straight right and in for the kill and for S11 it's nearly impossible to protect both KI (I captured it before China reinforcements arrives) and SS at the same time while the massive armada of China forces forces their way into the SS. 

just finished s12 like 5 mins ago.....

keep wolfhounds in your base at all times (every time i had no wolfs in my base he sent Kirov's, when i had wolfs there...no Kirov attacks)

When you get the Ability to build a nuke.....Don't build it.  as soon as you build a nuke he instantly gains a nuke silo and well...hes a bastard with it and you don't realy need the nuke for this mission



#97 Petya

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Posted 08 December 2013 - 02:20 PM

Why did you have to blow up the spoilers?



#98 lovalmidas

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Posted 08 December 2013 - 03:07 PM

See how many people still struggle with the spoilers :p


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#99 Gameaddict11707

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Posted 10 December 2013 - 05:01 AM

I'm playing on Easy. That means it should be that. Not too easy, but easy enough for the player to not lose the will to play this mod. Which I just did after getting stuck in all the campaigns. I'll try them again and again later, but so far, these campaigns have been anything but fun (with the exception of a few missions).

MY THOUGHTS EXACTLY.
The mod itself looks awesome. The lore is amazing and really interesting and I want to get through the storyline. But the current difficulty "curve" (read: infinitely rising line starting at about ten feet above the line between "impossible and a turn-off from the mod" (top) and "challenging but fun" (bottom)) of the missions makes that impossible.
There may as well not even BE difficulty levels with the way these missions are currently designed, it might as well be just "Mental".
The mission designers themselves, i.e. Speeder, Lovalmidas, RP, Cesare, should provide a walkthrough, showing how THEY would do it, if their missions are as oh so "easy" as some would claim. :mad2:
Also, a separate "noob edition" download would be nice; like, the mission difficulty is actually "easy", more like the original RA2 and YR.


Edited by Gameaddict11707, 10 December 2013 - 05:58 AM.


#100 Graion Dilach

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Posted 10 December 2013 - 05:32 AM

Cesare haven't scripted a single map, he only delivered layouts.


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