FA Mission 6 - Overlord

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FA Mission 6 - Overlord

Postby speed2 » 24 Jan 2017, 20:19

FA Mission 6 - Overlord

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Feel free to post any thoughts about this mission or suggestions of what you'd like to see changed or improved. Link to the recent changes can be found in this post: viewtopic.php?f=78&t=13626&p=140165#p140165

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Re: FA Mission 6 - Overlord

Postby BlueMal » 13 Mar 2017, 10:37

I was past all of the cut scenes and an hour into the game (no replay file available sorry gents) when a de-sync caused me to get kicked from the game, I was the host. The message that popped up disappeared too quickly for me to snapshot it, but here's the log I pulled up shortly after the crash.

It really sucks when you dedicate an hour to a game and it all of a sudden decides to evict you from the match; so naturally, I was pretty upset.
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Re: FA Mission 6 - Overlord

Postby KeyBlue » 13 Mar 2017, 13:09

BlueMal wrote:I was past all of the cut scenes and an hour into the game (no replay file available sorry gents) when a de-sync caused me to get kicked from the game, I was the host. The message that popped up disappeared too quickly for me to snapshot it, but here's the log I pulled up shortly after the crash.

It really sucks when you dedicate an hour to a game and it all of a sudden decides to evict you from the match; so naturally, I was pretty upset.


Sorry to hear that.
Unfortunately it'll be difficult to help here, because the information you gave us isn't enough really.

The file you posted probably was the forever.log which doesn't really tell anything about ingame issues.
Incase game.log isn't available then read this again : viewtopic.php?f=78&t=13626#p140631
It also explains how to enable logs so you can give us the right log next time something goes wrong.

Most interesting is that there is no replay available.
All games you play through FAF automatically get a replay which is saved both locally and on the server.
So it is a little strange that you have no replay.
Did you not use the FAF lobby perhaps?
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Re: FA Mission 6 - Overlord

Postby Cuddles » 07 Apr 2017, 21:02

Finally managed to win, had to go solo at it. noobs kept dying.

Spoiler: show
There is no patrols going to fetchers island late game.
Turinturambar defended very valiantly
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Re: FA Mission 6 - Overlord

Postby saqib126 » 06 Jul 2017, 04:37

How do you win this mission, when playing this with my friends we usually fare fine until the 20 min mark when fletcher goes rouge and soon after, a order czar usually comes over and crushes our base, sometimes killing one of our acus. If we survive that, we have to deal with multiple undersea fatboys, and then getting nuked. We managed to survive all that once, and then the gate activated(by this time Rhiza had been nuked and killed). Then the eternal hordes of seraphim overran us. How do you guys do this mission and get around these obstacles?(btw we played on hard first, died, then continued on medium)
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Re: FA Mission 6 - Overlord

Postby KeyBlue » 06 Jul 2017, 19:10

Maybe provide replay of your best run? (from your local replays)
Then we can give you some targetted advice on what you're missing/doing wrong.
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Re: FA Mission 6 - Overlord

Postby Moocats » 16 Jul 2017, 14:55

My friend and I had very similar problems with this mission. For us though it was due to the unyielding need to play sim city. when pushing those urges to one side; I did realize that the following seemed to work and did stop that Order Czar.

Player 1 (me) would pick Cyran and Player 2 would be Aeon as he was locked to it.

I would have a Cybran ACU and get control of the existing UAF sACU. So I'd build a Cyran land factory next to my UEF starting buildings (missile def/powerplants etc.) then move down south with my ACU's.

I'd have my teammate use his Galactic Colossus to immediately clear that small Serpahim outpost below us; hense forth Player 2's job is to expand his econemy and use that Galactic Colossus to guard player 1's southward shenanigans. He'll need to destroy the enemy artillery and siege tanks. Player 1 however will need to monitor it (alternatively Player 2 can simply give player 1 the experimental removing the need for him to focus on it often). Half way between starting point and that small Seraphim outpost there is a few wrecked Cybran buildings and a mass deposit. I'd get a T2 UAF extractor on that with the mass storage on the four sides. I'd alternate between building t1 AA turrets and recycling wreckage. I'd also at this point have that T1 Cybran factory I built ages ago que 30 T1 AA units.

I'd "walk" down the hill from that T2 mass extractor; building more static AA and a couple of UEF T3 Ravager point defenses (and a T1 radar) recycle the fatboy wreck build the two extractors again, just T2 on the two mass deposits.

The aim is to keep alternating between building more AA turrets and recycling wreckage. There is alot of wreckage and you need it to feed your economy as player 1.

When your 30 t1 AA is done. Send it down below where the wrecked Cybran buildings where at the start and have them patrol. Upgrade the land factory all the way to T3. (Once that's done get an Engineer our and give it to your team mate.) Your team mate will need it to build Tech II missile point defenses around player 1's T3 power plant BEFORE Fletcher goes rouge. Otherwise the ballistic subs he has will wreck you both. Another note; When fletcher does go rouge player 1 needs to send his T3 Assult Bots to the right and immediacy destroy Fletchers Stealth generator and the fatboy he attempts to build there. That early fatboy does NOT cross the ocean Flethcer literally builds it to your right. Stop him.

The next aim is to push south a little further and build one of those T1 Deposit placed power plants. Before you do that I'd suggest upgrading the ACU and sACU to have better resource output. Move south; Get a shield on that power deposit, some T3 Point defenses and T3 AA. Another radar, some kenels to keep the galacitc colossus alive and maybe toss in a couple of T2 static artillery guns although those only provide a small amount of help I found and obviously build extractors on the 3 deposits.. whilst you hold this posiiton; build another T3 Engineer at that first Cybran factory and have that build an experimental Cybran megalith. Player 2 needs to do most of the work building that and it's a crucial job. Player 1 needs to keep spitting out t1 AA, perhaps mix a couple of T2 in the mix. Build those north of your shield position where your "holding the line"

Do attempt to upgrade some Mass extractors to level 3. it will help and if possible assist player 2 in building some Cybran T2 Missile defenses in the north where you started. Put them to the top and right of that starting UEF T3 power plant.

Now the next stage of the mission will trigger before the megalisth is done. But you should hav eit built before the Czar is sent at you. What you want to do is sit the Mega to the far left of the south defnese line thing where the shield is. Put it quite near the ocean and wait. (obviously keep an eye on it) The Czar I found will aggro on it for some reason and the Megas HP is very forgiving of mistakes. Simply let the Czar aggro on the megalith then march the megalith to the right towards all those AA turrets you should have. Once the Czar is nicely in range just stop and absorb the damage until the Czar falls from the sky. It is important to maintain enough distance as the Czar crash can do a crap ton of damage. The reason we used a Megalith as it should if done correctly survive the crash and have a good half health left.

Once the Czar is dead I'd urge you and / or player 2 to build a couple more T3 Strategic missile defenses. Especially covering that south position. Now I've never been nuked on the south position but the main starting area has been nuked hard before when the enemy did manage to knock down the T3 Missile defense building you start with. A couple of backups is a good idea I think. If you've reached this point you should be on the right track. The megalith and Galactic Colossus do ana amazing job holding that front line where the shield is. A second megalith to guard against future fat boys from the right is a good idea too. Those usually go for your starting area so a megalith guarding the right side of the starting base is effective but tbh expensive and not exactly needed.

At this point you can choose how you want to win. I suppose a few T3 heavy artillery is the easiest as this is a very turtle style of play already. One final word of caution. Fletcher seems quite apt at breaking through the defenses you placed to stop his ballistic submarines. He likes larges groups of T3 Heavy gunships. You need fanatic AA and T2 point defenses under a few different shields to be truly immune to him.


Now all this is from a noob perspective who likes to turtle and build. There are many far better players who will have way better methods but I did find this method to work too so worth considering.
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Re: FA Mission 6 - Overlord

Postby rowrowthegreat » 01 Oct 2017, 10:40

OK so this mission is a bastard. I have been through tons of different strats, but the most successful by far is this:

Main ACU should be Cybran, this will allow you all 3 techs

Upon start immediately upgrade RAS on main ACU.

With UEF sACU build a t1 land fac and spit out 5 engies on attack move between the wrecked factories have sACU assist. Immediately upon completion of these upgrade the fac to t2. Start infini build of Sparkies. These guys reclaim wicked good and have increased movement speed. Use these guys on attack move to scour all the mass

With Aeon sACU build an air fac and start upgrading to t3

After air fac is lvl 2 with assist from sACU move sACU and build enough mass storage to have around 10k to 15k mass storage then sheild the East pre-build and put up some flak for anti gunship. Do the same for the west aftwards

Once you have t3 at your air fac put it on infini build for t3 engies. Use these engies to make a second t3 air fac and put it on infini build for Redeemers. These things are super mobile and can wreck anything coming your way. They will provide excellent cover for your reclaim missions and keep you secure against navy as well. Add about 30 t3 engies to assist this factory. By the 16 min mark using this strat you should have about 30 t3 gunships. These can be used to intercept the czar far from your base to avoid the terrible ruin that comes from having it assplant directly into your power grid.

Once the map expands you get some more reclaim (soul ripper to the west, and about 7 to 8 exp wrecks around the control center. Your redeemers should now make short work of the sera base closest to you. If you pair them with the aeon exp battleships you can wreck any base easily. I built about 3 and it could take down the shields and aa effortlessly.

If you rock this strat you should never need to build any mass extractors (still do as the bonus mass is nice). But if you are having trouble keeping an area locked down the reclaim should be more than enough as long as you keep a healthy storage bank. Keep expanding your shield and power network with adj bonus.

IF you think you can swing it then rock out a sera rapid fire arty or a mavor. This will allow you to wreck the arch as soon as map expands.

Good luck with this bastard of a mission. I really enjoyed playing this. Awesome job devs. Once I'm done with this I'm going to start slogging through the custom missions.
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Re: FA Mission 6 - Overlord

Postby speed2 » 05 Oct 2017, 12:46

Aeon will do just fine, good old combo of GC and CZAR, just gotta reclaim a bit and its fairly easy. You can czech the replay.
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Re: FA Mission 6 - Overlord

Postby Forblaze » 18 Oct 2017, 19:26

Is there a way to disable the map expanding before objectives are finished? I don't really want it to do that.
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