The bad: Arbitrary restrictions for artificial challenge.
The mistake: Doesn't work.
The intention is to expand early while it'd be wise to tunnel the attacking enemies at the spawn area's entrance where they can be handled easily, with even the advantage of them hitting the terrain and thus saving ACU HP, instead of having to defend into 3 directions (top left, top right, bottom right) while building up. But that turns out to be a mistake once the T2 unit spam starts upon which this turns into waiting for doom, the Spider Bot. I get it: Unit spam for the win. It's just not the way I want to play but the sole way I'd stand a chance here - only because of all the restrictions that were made. Now this would feel a little more doable if the units that attack from the bottom right had an actual cloaked mini-base there that could be destroyed to end these attacks. I'd actually start moving north towards the objective if it couldn't happen at any time that a bunch of T1 / T2 enemies pop up on radar, coming from the bottom right. Having some bombers patrol there doesn't work due to FAF's map border air unit stop script. And transports with assault bots would work fine but transports aren't available.
Another important issue with this map is that it doesn't allow anything but a perfect gameplay. It's either that, early death or being locked into the corner, waiting for death due to the T2 / T3 attack waves spam or the Spider Bot.
It'd help if it was somehow explained early on what tech isn't available in this mission so that at least planning with this in mind would work instead of realizing that a lot of stuff is missing only after hitting T2.
It's nice to have audio for the mission's objectives but the voice is far too quiet and it'd be better in clear English, without the accent, if possible.
Edit: I'm pretty sure that this map isn't completeable in it's current design and without mods. At least when playing solo.Statistics: Posted by Idontknowman — 19 Dec 2017, 08:21
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