Hey guys. For the 2.4 update coming in August I have done some tweaks to the existing campaigns and scenarios.One thing I would like to include is standardising the difficulty settings of the Genesis campaign. I think I did a good job on making them all balanced on the Much Harder difficulty, but it's much harder to test and gauge at lower difficulties when I could breeze through them. So what I would appreciate is for everyone who has played the Genesis campaign missions to let me know what difficulty they played and leave a rating of how difficult they found each missions. Where 5 is the standard difficulty, 10 is you couldn't beat it (on that difficulty) and 1 is very easy. But feel free to expand on why it was too easy or hard. For example. Difficulty played: NormalMissions:Cassiopeia: 5Glarus: 5 Atwater: 8
Griffinclaw: 3Bauhaus: 7Auctor: 6So far, the impression that I seem to have is that Atwater and Bauhaus are a bit too difficult at lower difficulties while Griffinclaw is a bit too easy. However, I want to get a bit of a bigger consensus before I tweak stuff based off only a couple of peoples feedback. Thanks.
I suggest you stick this up on the Steam forum, I think it gets more traffic.
Just curious what "tweaking" means in this case.
I thought normal level was just the AI working exactly like the player, with no bonuses or penalties, and just plain smart/efficient AI.
So what gets tweaked?
As to level of difficulty at "normal" setting...
Hard to know what advice to give, because this depends on what you want your standard for "normal" to achieve...
But below, I have assumed that the goal is to make "normal" defeatable by an average (reasonably experienced) AOTS player, like myself, in one or two runs.
With that in mind...
Level 1 was perfect. It made me work just a little, and got me excited about what was to come. Good flavor and ramp-up. Just a little pleasant pressure in end game of level.
Level 2 was fine. Just a little easier than level 1, but within acceptable margin, in comparison to level 1. A solidly acceptable level 2.
Level 3 ... holy gawd this was hard... this was the Atwater level, I am thinking.
Level 4 ... WAAAAYYYY to cakey (far too easy). But honestly was perhaps a welcome win after the six hours spent on Atwater. I did very much like the concept of the command nodes in the middle, which rained down reinforcements when you held control of all of them... BUT... perhaps there were just a few too many reinforcements... made things a bit too easy... Especially with the early Juggy drop.
Level 5... Harder than level 4, but still fairly easy. My approach here was to try and knock out opponent command nodes as fast as possible, to essentially reduce the competition and pressure early-on. So I claimed the center with small units, and then pretty much channeled all my resources into some relatively fast T4 (juggy) builds. I then used the juggies to beeline to opponent command nodes. Strategy was a little rough around the edges, but it worked pretty well. One or two runs to win, but I wasn't forced to work too hard. Just a smidgen more aggression/pressure from the opponents would be good here.
Final level... Again, difficulty on this level was just right. It made me think and work just enough. Not a breeze, but definitely not impossible. Seems like there would be several ways to get it done. Towards end game I sent in a HUGE air fleet to soften the command node for the rest of the advancing forces (Juggy + Dread + Other). The air force pretty much melted. The computer had aggregated a huge number of artemis(?) units (the PHC AA) by its command node. It wasn't a bad thing for the computer to have near the command node (obviously), but it also seemed like a somewhat buggy behavior (there were just so many). Might be something to look at. At any rate, this made the win harder, because the opponent's airforce had likewise become pretty strong. I couldn't shoot the planes down with the Juggy and Dread, so the final assault was delayed for a bit. It was fun, but I would have liked the end game to be a LITTLE more tense (because it was also the final level). Maybe a more aggressive and responsive final defense would have ultimately been better and more challenging.
Just curious what "tweaking" means in this case. I thought normal level was just the AI working exactly like the player, with no bonuses or penalties, and just plain smart/efficient AI.So what gets tweaked?
Pretty much in agreement with @fantstc1
But mission 5 'Harder than 4 but still pretty easy'?? This is hands down the toughest mission, even after mission 3 which took me 3 attempts before I realised that trying to push the the halfway point at the start was a bad idea.
The problem with 5 is the Cronus, they come from every side. Which wouldn't be a bad thing if not for 3 reasons.
1. They start coming super early, the earliest I've had is 24 minutes. Average is maybe 28-30.
2. They spam them and pretty much nothing else. Just finished a go at it and by 60 minutes there's a Cronus coming from each base, with 1 or 2 bases pushing 3 at a time! The was maybe 5 non Cronus dreadnoughts that I saw through entire match.
3. If you're trying to hold the central plateau any turrets you place down can't hit the enemies coming up the slope until they're at the top. If you move the line back you sacrifice the generators giving you resources, if you move it forward you have to make it even bigger to cover the area.
That's with me turtling, I watched a YT vid of someone rushing the generators to get the Jugg, tried that and got 4 of them. By the time I got to the fifth I lost 2 and was stomped before I could regain control.
So here's my suggestions:
I'll beat this eventually, but it shouldn't be THIS hard
Great game by the way, replaying C&C was getting a little stale. So thanks.
EDIT: Dropped it down to easy, still tough near the mid point of the mission. But after that I had an easier time replacing the turrets that got destroyed, made a ton of Harbingers. Hit and ran their Nexus' until I won. Didn't even go near the generators.
Yeah, this is right on. Same here. Would be a good idea to provide this directive to the user at the normal level.
Something like:
"The enemy is fairly well entrenched. Establish your presence on the planet, and then bunker down for a while. Build up some forces, and don't try to engage right away."
I forget how I dealth with these guys, but they weren't a problem at all for me. I think I used drone launchers.
Orbital scan?
Oiye.
Not even sure what to say about this.
There was this cool RTS called Starcraft2 that most of us played for a decade or so before this...
But yes, Ashes is its superior now, in many ways...
(but still needs touching in a few areas, IMHO)
I would make an excuse about how I don't find SC2 fun....but that would be a lie. I'm just terrible at it
And a couple of things extra. The thing where the turrets wouldn't shoot down the slopes stopped, dunno how or why. Just when I relaunched the game they worked fine.
When I dropped it down to easy I had a Cronus come at 20:11!
And I just finished the final level, which was a cake walk on normal. Can't wait for the next chapter, will they be adding in a new faction considering all the mentions of "Something's coming"?
Wouldn't third faction be nihilon?
I mean, "genesis."
"In the beginning..."
Am I missing something???
Expecting some "advanced nihilon" ... the alluded to it on last level, right?
"He's processing and evolving faster than we can..."
... something like that.
I'm currently stuck at mission 2 in normal.
Tried 4-5 times already.
I do not get what's the trick, and I have looked at videos and reproducing what I see there (or trying at least ...).
Campaign beaten at: Harder
M1: 4 - good sense of urgency with the escalating aggression, but two Dreadnoughts are sufficient to control the map
M2: 3 - the auto-Artemis is enough to win while you turtle and bail out Nihilon to buy some time. Not hard to win, but still tough enough to win quickly.
M3: 8 - have not found a dominant strategy, but not impossible to beat
M4: 2 - it's almost easier to give up the peninsula after getting the Leonidas & 2x Hyperions, to avoid the constant reinforcement notifications
M5: 7 - tough, forces you to take full advantage of the generator reinforcements & Juggernaut before all foes hit a critical mass of strength
M6: 5 - easy enough to approach/chip away from the sides and allies hold out long enough, but I usually end up with at least one angry Juggernaut on my doorstep, so the urgency is not missing
Don't ask silly questions.
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