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Kinfolk910
Nov 5, 2010
Honestly like early robotics as it means bunkers can handle themselves for the most part. Snipers are of course a must have.

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ilmucche
Mar 16, 2016

What did you say the strategy was?
Played this game years ago, it's so drat good and the planetary campaign is super stressful

Sally
Jan 9, 2007


Don't post Small Dash!
Looks like Infested Planet is on sale on Steam for the weekend...

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Mine Shafts Raid (16:11)
:siren:

First 'Raid' style map, in which we have early-map time pressure a la Sudden Strike, but also need to defend all of our bunkers or we'll be 'fined' and lose some of our potential pay. And we can't have that. Next episode will have us returning to the plot mission path.

Kibayasu
Mar 28, 2010

That's a potentially very mean variation with the bunkers building themselves plus a mutation for every hive destroyed. Kind of related to escort units that you can't control and just throw themselves into a fight without your say so but at least in that mission there was no penalty.

Strategic Sage
Jan 22, 2017

And that's the way it is...

ilmucche posted:

Played this game years ago, it's so drat good and the planetary campaign is super stressful

Another planetary campaign fan ...

Kinfolk910 posted:

Honestly like early robotics as it means bunkers can handle themselves for the most part. Snipers are of course a must have.

I'm thinking I will at least go with Robotics ahead of Mortars, 'winning the tie' there as it were.

Kibayasu posted:

That's a potentially very mean variation with the bunkers building themselves plus a mutation for every hive destroyed.

It can be, I sort of look at it as a double-edged sword. The free chopper strike you get on each one is not nothing.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
The Return (21:34)
:siren:

The 'superhive' is what returned, and we now have a name for it. This is causing Gen. Magnusson some ... issues. From a gameplay perspective, this map is a vehicle for the introduction of one of the most feared enemy variants: Guardians. In large numbers they can cause severe pain, though there are enough resources to combat them on this map to ease that.

Tombot
Oct 21, 2008
This is rapidly turning into a "Just Nuke them from orbit and let god sort them out" situation. As far as we know this lifeform is like a fungus and we are only destroying the fruiting bodies, it probably stretches out underneath the entire planet.

Donkringel
Apr 22, 2008

Tombot posted:

This is rapidly turning into a "Just Nuke them from orbit and let god sort them out" situation. As far as we know this lifeform is like a fungus and we are only destroying the fruiting bodies, it probably stretches out underneath the entire planet.

Sounds infested then.

Strategic Sage posted:

:siren:
The Return (21:34)
:siren:

The 'superhive' is what returned, and we now have a name for it. This is causing Gen. Magnusson some ... issues. From a gameplay perspective, this map is a vehicle for the introduction of one of the most feared enemy variants: Guardians. In large numbers they can cause severe pain, though there are enough resources to combat them on this map to ease that.

Magnusson reminds me of Neil Patrick Harris from Starship Troopers mixed with Benedict Cumberbatch.

racerabbit
Sep 8, 2011

"HI, I WANT TO HUG PINS NUTS."
:frolf:
Magnusson is gonna get eaten, isn't he?

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

AltaBrown posted:

Magnusson is gonna get eaten, isn't he?

We could only be so lucky.

Tombot
Oct 21, 2008
He's probably not even on the ground, he's just sitting on a cushy armchair in a spaceship somewhere high in orbit.

Edit: Wait what? I just watched further into the video and I realised I was completely wrong.

Tombot fucked around with this message at 21:19 on Jan 25, 2022

Strategic Sage
Jan 22, 2017

And that's the way it is...
Regarding the Magnusson theories, I will remain silent on those for now. There will be .... developments on that front in the next plot mission two episodes from now. We're about two-thirds of the way through the plot at this stage, so they are at the point where whatever they want to do with it, it needs to start coming together.

Intentionally being vague of course to not prematurely spoil it for those experiencing the game for the first time.

racerabbit
Sep 8, 2011

"HI, I WANT TO HUG PINS NUTS."
:frolf:

Omobono posted:

We could only be so lucky.

I dare to dream.

Samovar
Jun 4, 2011

When I want to relax, I read an essay by Engels. When I want something more serious, I read Corto Maltese.


NOW this is looking like a good, tough game.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

Samovar posted:

NOW this is looking like a good, tough game.

This LP inspired me to pick up the game and play through it. The campaign holds your hand for the first half. When it stops being nice, it gets extremely rude.

This can make the other game modes a shock, since the campaign and skirmish modes will go directly for your face.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Samovar posted:

NOW this is looking like a good, tough game.

It gets there, just takes a while as multiple people have noted.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Caves Hunt (20:05)
:siren:

Our new mission type virtually mandates the use of Stasis - we have Crawlers to hunt every time we knock down a hive or they just go build themselves again somewhere else. Often somewhere *worse*. I fear what is going to happen to this gimmick on the tougher mutation settings, but this one wasn't too painful.

Also, by way of announcement; partly due to the increasing challenge and partly for personal reasons, we're going down to one episode a week now. When we get back to it, the main plot will proceed and the next mission there is quite momentus.

Tombot
Oct 21, 2008
Y'know, that health regeneration really does come in clutch, the poison effect is usually one point away from killing you before your health starts coming back. I don't know how you'd manage without it.

omegasgundam
Mar 30, 2010

Strategic Sage posted:

When we get back to it, the main plot will proceed and the next mission there is quite momentus.

Looking up a guide, and oh boy. That's a mess that I wouldn't mind you grinding a set of side missions to get some upgrades or even buffs for if you intend on playing it strait. On the other hand you can just cheese it with something you already have, but where's the tension and entertainment in that?

MechaCrash
Jan 1, 2013

I really like the Robotics upgrade. My SOP is "build the Robotics upgrade so my bases can handle themselves, build a grenade facility so my grunts can throw grenades, and then just human wave them down." My casualties tend to be a bit higher. :v:

The funny thing about the Flamethrower is that you'd think it's great against swarms of jerks, but in my experience that doesn't pan out. They switch targets too much to really get a good focus going, but if you tell a flamethrower to focus on a building, that building will very quickly stop being a problem.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.
The flamethrower is excellent for killing hives in the early game. I usually switch a sniper and a flamer back and forth so the towers get picked off from long range and then the flamer wades in to finish the job. They are decent for killing swarms but only if you give them an attack-move command, and their high speed means they can wade into a bad situation and start slashing back the numbers. As a result they do tend to die a lot though.

Flame marines do need babysitting to stop them targeting something dumb and haring off after it. This is a similar problem with the officer's personal rocket weapon. I sometimes find spore mines cause chaos far out of proportion to their actual damage, because the marines suddenly start targeting random mines instead of the approaching horde of alien bugs.

They are pretty much mandatory against some of the later mutations, which are more-or-less immune to bullets. There is a point where their usefulness tops out though, and we've seen (but not controlled) the marine you'll want to take over the heavy destruction role at that point.

Strategic Sage
Jan 22, 2017

And that's the way it is...

omegasgundam posted:

Looking up a guide, and oh boy. That's a mess that I wouldn't mind you grinding a set of side missions to get some upgrades or even buffs for if you intend on playing it strait. On the other hand you can just cheese it with something you already have, but where's the tension and entertainment in that?

I actually don't know how to cheese it, but I can definitely play it straight with what I already have. No need to grind.

Strategic Sage
Jan 22, 2017

And that's the way it is...

MechaCrash posted:

The funny thing about the Flamethrower is that you'd think it's great against swarms of jerks, but in my experience that doesn't pan out. They switch targets too much to really get a good focus going, but if you tell a flamethrower to focus on a building, that building will very quickly stop being a problem.

I find they do very well against swarms, but if it's a swarm I need help with I'm still going Shotgunner. I don't think they are quite as good at it actually, but they are cheaper. Flamers are more suited for barriers or single hard targets as mentioned IMO.

Tombot posted:

health regeneration really does come in clutch, the poison effect is usually one point away from killing you before your health starts coming back. I don't know how you'd manage without it.

Part of that is just the logic of how Life Support works, which I don't fully understand but it does like to wait until you're almost dead to start healing you. But also, what MechaCrash said about 'human wave' and I know other people play that way. Going with the larger numbers of generally disposable marines and just not worrying if they die, recycling them after they re-spawn, etc. is a viable way to play. When I've tried it, I end up losing too many at the critical point of an attack, get pushed back, and so ... I evolved a more cautious approach with the idea of 'get the job done right the first time' - which doesn't always work but seems to me to work a lot more often.

SIGSEGV
Nov 4, 2010


I think life support and regen logic in general tries to eat the poison damage first, since it often exceeds the total health but hasn't entirely applied, it can be touch and go that way.

omegasgundam
Mar 30, 2010

Strategic Sage posted:

I actually don't know how to cheese it, but I can definitely play it straight with what I already have. No need to grind.
Surround two points with six mines each, as tight at possible. You'll need an additional 12 BP, but that's not hard on this map.

Kibayasu
Mar 28, 2010

During that final part where you put your solders between the remaining hives I think one control which would be neat to have, though probably not really needed in the end, would be the ability to tell a soldier to only shoot in a specific direction, not spin around to fire at whatever is closest. The flamethrower would probably be able to handle an entire angle by itself.

Strategic Sage
Jan 22, 2017

And that's the way it is...
:siren:
Memento Mori (24:06)
:siren:

The plot stinkens. A key moment in Gen. Magnusson's arc, and we see the seemingly-obligatory 'survival is victory' map type as envisioned by Infested Planet.

Next, we dive back into the randoms for the Grotto protocol. Aka the knife twists just that little bit further. But we *are* starting to catch up, at least for the moment, on available upgrades.

racerabbit posted:

Magnusson is gonna get eaten, isn't he?

You were saying?

Kinfolk910
Nov 5, 2010
Yeah. Managed to make through this one with a combination of the heal building, the healing pod and my people popping between bases with the use of officers so they stay up. You legitimately can stay far longer at some bases than the game intends it seems this way.

Right. Probably should clarify on second thought. You might have had an easier time if you had a healing pod around keeping your troops alive than seemingly dead most of the battle. No offense intended just insight. Same for snipers keeping the clone troopers down instead of an officer.

Kinfolk910 fucked around with this message at 19:12 on Feb 4, 2022

Samovar
Jun 4, 2011

When I want to relax, I read an essay by Engels. When I want something more serious, I read Corto Maltese.


HOLY MOLY

Mzbundifund
Nov 5, 2011

I'm afraid so.
If you’re completely insane it’s technically possibly blue to beat this map without the General dying. The plot doesn’t acknowledge this unfortunately.

racerabbit
Sep 8, 2011

"HI, I WANT TO HUG PINS NUTS."
:frolf:
I take no pleasure from being ri-...hahaha, who am I kidding? Magnusson was such a prick that if the bugs didn't get him, one of his soldiers probably would've.

Tombot
Oct 21, 2008
The turrets on the bunkers aren't as fearsome as I thought they would be, they look like peashooters compared to the manually built ones.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Well I for one am shocked that the general died on the mission "memento of death"

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

War is intellect, and man do you suck at war Magnusson.

But congratulations, you annoyed the Zerg aliens enough they stopped sandbagging.

Donkringel
Apr 22, 2008

Omobono posted:

War is intellect, and man do you suck at war Magnusson.

But congratulations, you annoyed the Zerg aliens enough they stopped sandbagging.

Right? He just throws his men away at every chance. He confuses "overwhelming firepower" for intellect.

Also this level looks incredibly fun.

MechaCrash
Jan 1, 2013

Tombot posted:

The turrets on the bunkers aren't as fearsome as I thought they would be, they look like peashooters compared to the manually built ones.

The bunker turrets are fine for the basic enemy dribbles that the game usually spends most of its time throwing at you, but they are absolutely not up to holding off a dedicated assault like what we saw here, especially multiple dedicated assaults. Like they can easily handle the kind of attack where you'd normally go "eh, stick a grunt there, maybe upgrade that grunt to a shotgunner, don't worry about it," but this was a bit higher octane than that.

Strategic Sage
Jan 22, 2017

And that's the way it is...

Kinfolk910 posted:

You might have had an easier time if you had a healing pod around keeping your troops alive than seemingly dead most of the battle. No offense intended just insight. Same for snipers keeping the clone troopers down instead of an officer.

None taken - we have enough tools that there are many approaches possible. I used the officer mostly for speed, and I didn't think a healing pod would help that much when I had the robotics bunkers around.

Mzbundifund posted:

If you’re completely insane it’s technically possibly blue to beat this map without the General dying. The plot doesn’t acknowledge this unfortunately.

Quite so. Here's a video of someone else doing it, if anyone cares: https://www.youtube.com/watch?v=ybqAKcR3jUY

Regarding Magnusson: The King Is Dead. Long Live the King. Or somesuch

Kinfolk910
Nov 5, 2010
Seemingly the regen building and the healing pods together keep my guys alive even when I'm face tanking the enemy. At the very least I've had some good success running them into enemy turret bases and having them all walk out alive. That said it works better with the Star craft Stim pack rip off.

Another thought is that the grenade building works best with infantry spam. More people throwing grenades is better value than a few high tier troops.

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Mighty Steed
Apr 16, 2005
Nice horsey

Strategic Sage posted:

Quite so. Here's a video of someone else doing it, if anyone cares: https://www.youtube.com/watch?v=ybqAKcR3jUY

Enjoyed the BP farming strategy and the guys in the YouTube comments pointing out how inefficient he was.

Looks like this is dependent on a bit of endgame tech you haven't unlocked so can see why you'd not want to attempt it yet.

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