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How to rek survival mode: Find two points on the map you can put Odin City on, then constantly move the city in the air between the two points = infinite survival
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There are many ways to play the game. None of them are bad. There is a triumphant moment when you cap all the emitters, that is understood. Just remember, when we leave, the creeper covers the map. Whether survival mode or just linking the totems, the creeper always wins. Enjoy the moments the creeper gives to us. It's all good.
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Am i the only one who gets caught up in killing every last bit of creeper, to the point of covering the map in collectors and double lines of blasters and mortars? No, just me the psychopath? Okay then *gets back to killing creeper*
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@Tandu: You can just play the game with the variation you described. You don't need an option to play without floating structures. If you'd like to, just post your time and add something like (NFS) for No Floating Structures.
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I forgot to ask Balbanes... Is it acceptable to move Odin City and/or land Odin City in the creeper where it takes damage, but links to a totem? Thanks.
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How about a variation where totem packets are only transferrable via stationary structures or grounded turrets? In fact they could (and should IMO) change the rules or at least make it a selectable option in the start menu.
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Balkans: SMB is MTargaryen being a troll and making light of a few of our shortcuts (FTP = fastest possible time, RFI = room for improvement). The beauty of this game is that it can be played in so many ways. Sadly, the only measures easy to compare are Fastest Time and Longest Survival Time. Many play variations such as Only Mortars, Late Start, Only Blasters, Cap All Emitters First. As in any war, the idea of getting out the quickest with the least fighting appeals to most commanders. In the end, the creeper always covers the planet when we leave. What criteria do you use to show REAL skill? No floating turrets? Cap all emitters? Just wondering. It's all good.
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We are all against the Creeper. While the speed record is more easily seen, the other versions, longest survival, limited weapons, late starts, cap all emitters are all played here.
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@chilese, sorry for being unclear, what I meant was I never tried out whether a charged totem continues to work if it is disconnected - I always end up connected to everything I've built.
Maybe the backstory says what you say, but the game mechanics suggest that all the packets - build/ammo/charge - use up the energy collected/produced locally. Anyway my approach comes from the fact that I first played CW3:Abraxis where you have nullifiers and the goal is actually to destroy emitters. On some maps I even find myself going for the emitters and having to remind myself I only need to reach the totems. :)
Bottom line is, I agree that there's no wrong way to play this game.