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Sorry, but missions 8 is just retarded, no matter what you do, the rotating creeper below to the right just f*cks you up all the same. Bang up job with all other levels so far, but the feedback on this mission sucks big deal and makes it just frustrating. Instead of the 2 useless asshats up front talking useless crap, a hint would be swell.
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Someone has posted it before and I'll post it again. For lvl 7, digging up a lot of dirt will not help. Instead, use shields and launchers. Makers are not that important.
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Solution to level 5 and up: You can generally "ignore" the quirks of the creeper. Just focus on killing it. Use heavy firepower (launchers, smart use of anti-creeper, etc). For level 5 specifically, you can actually upgrade your range to launch at the node from safety (requires some wall-destroying).
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@shannanan I have no idea how exactly I passed mission 5. I had repulsors firing down at the blue stream (short beam to avoid killing self on splash back). I had blasters/launchers galore firing down. Then I realised by upping weapon move speed (tech) I could disarm weapons, move them through the blue stream, and rearm them safely. One/or more of these strategies helped make a hole..
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The Creeper World games are great. This is a travesty. There comes a time when it's time to hang it up and try new ideas; this series has reached it. It's like watching a 60 year old woman in a porno flick.
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No idea how to complete mission 5? Can't get energy to nullifier build because of the solid streams of creeper. Tried making path with repulsors, didn't work. Tutorial didn't say anything about how to do this.
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mission 4 isn't all that difficult, just let the shields dissolve and prepare all the weapons you can, then it's just moving them smartly, I made a mistake in a moment and have most of the stuff disconected but luckily I had left a couple of blasters around, also have phantom coil dispersed to avoid later problems.
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mission 4
me: alright lets go kick some ass!
5 minutes later, base completely gone and surviving off the 2 remaining reactors making my ship move around the cave.
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The thing I love most about the creeper world series is its creativity. Truly an original work that stands out in an increasingly uninspired market (what? another MMO where I can exchange real money for fake money so I can beat the other people who haven't yet spent real money for fake money? -barfs-). I digress. This, CW2, is a departure from the rest of the series, bravely traversing a land of depth and side-scrolling-ness while traditional RTS games snicker their snoody top-down snickers in the corner. While it may not quite stand up to CW1 or 3, the game's departure from the series is just another example of the author's creativity and dedication to keeping the work fresh. All in all, this game is very fun to play and even re-play, and if it's your first taste of Creeper World, definitely check out the other games! Soon you'll be shooting little pixels into that treacherous blue goo in your sleep :^) -William the First
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As far as I can tell the best strategy, cover ever flat surface in power plants, dig out new areas to put more power plants. Put in 6-10 tech buildings to taste. Build 20 lazer turrets and sprinkle in some cannons. THEN build even more lazers and cannons. If it's not firing it's not using energy cover the map in turrets it's called defense in depth.
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i just thought of a good defense strategy--->anti creeper bombs! (of course not charged makers) 4 shields 1 maker set the maker to produce AFTER you surround it with shields! surround the home base thing with creeper bomb 2.0's (what i wanna call them) and perfect defense