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I had a save file from march 2019 when I was trying to get the impossible badge. Got into the game again this week and finally got the badge. 5/5 game
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it doesn't save... I have 1 saved game and when i quit it doesn't saves the modifications, i even tried another new game, i doesn't save either...
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A really important detail that took me a while to figure out is that aliens will do more damage if they started their turn closer to your trooper. So basically, they convert all their unused movement into extra damage. If you have a trooper shielded, you might be able to get away with letting them take damage as long as they are at the edge of an alien's movement range.
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REALLY wanted to like this game. On top of the shitty controls (where characters move of their own volition) the difficulty cap at lvl 9 onward REALLY fvcks up all the fun that built up through the first few levels. If this was a steam game I'd feel cheated and wouldn't recommend it. The concept is great, the look and feel work, but the fun is not there.
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This game is absolutely amazing! I'm in love with all the mechanics: Skill tree; alert state; AP and MP; troop synergy; machine gun (0-5 hits, 11-14 damage per attack); special weapons; badge system; sewer spawns to give a sense of urgency; level layouts; immersive storyline/missions... JUST ONE THING... Line of sight. This includes what affects the percentage to hit was never explained (I've had some weird percentages pop up with no real wall obstruction) and bad line of sight when next to allies. The ONE thing I'd love to see is a "kneel (1 AP)/ stand (1 AP)" function where while kneeling, you may not move, but *standing* allies may shoot through you (and maybe a +10 accuracy bonus to the kneeler). It's what this game is missing for scenarios like narrow corridors, or when you miscalculated line of sight before placing a troop only to realize you're screwed. It'd also be a great way to conserve AP if that troop needs to do a special action rather than fight.
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Way too hard. Sometimes that's a good thing. In this case it makes it less enjoyable. Would've five-starred & favorited if it were easier & longer.
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I really should finish this game some time. Hardly original, but it's good, mostly fun, well done, and the soundtrack is gold. It's as good a reason as any to push for at least the hard badge.
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I wish this badge of the day was on wednesday, since then it would've been exactly one year since when i actually got the badge
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Something that I found made getting the impossible badge easier was finding an old comment that mentioned that Magnetic Bombs block the final boss' line of sight, but still allow for Pierce to throw his other Bombs. So I didn't have to worry about hitting the Boss, then moving to hide each time, because I could use a Magnetic Bomb to hide my guys instead. Still, it took a lot of work and some luck on the last level, especially since the old walkthrough videos are gone.
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Regarding levels: Max level is 41, kinda. (The game says you need 60 million XP for the level after that.) Though only 75 skill points are necessary for everything. Which means, with level 36 (=70 skill points) you will have max upgrades. Provided that you have 5 or 6 additional skill points from badges. Level 36 is reached with 53770 XP (the level up from 35 to 36 alone needs 3260 XP).
@BloodySwords and others who can't save - a solution for Firefox (which is bugged in the last versions) is there: https://www.kongregate.com/forums/1/topics/1783434
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Great game, but I can't seem to keep any of my saves. Don't really want to complete whole game on a single playthrough.
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@treecat: For Mission 5 (Normal Mode/Challenge 1), Taylor is not the bottleneck. Pierce is, as he is the one who -has- to reach the drainage pumps control panel. You can go with e.g. Taylor to the switch in the upper area. It's possible to kill all 'dangerous' aliens at once here, so that you don't have to use alert mode at first - and Taylor will reach that switch in turn 4. No sprint skill needed. Meanwhile with Farro and another one, like Woods, you can protect Pierce on the way to the drainage pumps on the right. (With the last one of the team, e.g. Blake, I usually go right too, but far right, so that I can kill the alien that sometimes hides behind the wall.) Again, it's possible to go without alert mode, until you're standing in front of the entrance to the drainage pumps with that team in turn 4 as well. Pierce will go through the door in turn 6. And if you took the best route, then he just needs one step in turn 7 for reaching his switch/goal.
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I don't see how you can get challenge one without Taylor having the sprint skill which involves spending skill points. What did I miss here.
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Through the miracle of science the final boss did exactly 110 damage to my troops by my 8th turn. Farro was Shield Boosted, but you better believe I clenched on every step as he crawled through acid with his flamethrower. Each hexagonal tile was a different god I prayed to for mercy.
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Certainly a game with high production vallue but I find it to be rather tedious to get the higher rated medals. Very few things your soldiers can actually do and the most useful thing, the overwatch skill, is actively punishing you by limiting the already small movement range even more. We're glorified turrets.
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This game is good, music is cool and you can really feel yourself a captain of the squad, but tactics in this game are nothing.
Never enough movement points, too many action points, many of passive bonuses and buffs, but no really useful skills - I want to throw grenades at enemies behind the corner, ignore their acid remains and counterattack/parry them in melee. But random generation of explosive aliens with their acid blood and poor number of action commands makes half of levels totally random, especially for no damage/deaths run.
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Ran out of ammo way too quickly. Had 6 movement points, could only move 4 squares. Had action points, couldn't spend them. Picked up 4 boxes of ammo with one character, yet he ran out of ammo the same time everyone else did. Found myself clicking a bunch to perform actions that couldn't be performed. Didn't get it.
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This game is really well done, great music too, but I can't help finding it a bit tedious. There are just too many aliens coming at me and I feel like my troops are glorified turrents since they can only move such short distances.
Other than that, this game is top notch
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For saving problems with Firefox check the tech support sticky thread at My Kong > Tech Support. Essentially you only need to alter one value from 3 to 2.
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Seems most of the challenges we're facing here could be solved by better IT. Who designed this space station so that closing a security door requires physical access to a terminal?
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I came back to this game recently after my old save got deleted years ago. One of the best games I've seen on kongregate. Everything about the game is excellent. Careful planning of moves and abilities is needed to get through levels.
Stormalligator made several really good games and in a variety of styles. Tinysasters 2 is really particularly fun. But Mission in Space is their masterpiece. I'd love to play a sequel if they ever make one.
Finally got the impossible match tonight. :) Challenge 6 took a lot of tries and reconfigurations. But it was an 8 turn cap so each individual try didn't take too long.
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General progression outline: Sprint (1) and Sentinel (2) - will help you with time and clearing swarms without slowing you excessively; Ammo damage (3) - less shots to kill => less actions wasted; Flamethrower (4) and Sawed-off Shotgun (5) - you may want to swap Shotgun for Medic's Shield in Challenge 3. Now you have two bodies to clear swarms in one action + Heavy now can clear puddles of goo. Often these 10 points would be more that enough to get a diamond or complete any challenge. Be wary of Advanced Magnetism - it can be _very_ counterproductive; Motion Detector can be surprisingly good, Power Lights - far less so; don't bother with Armour (+HP) and Regeneration Program at all - while Armour is at least marginally useful, RP is pure waste - healed damage is still counted towards Medal limits; upgrade Sergeant only if you have no other choice, start with the War Cry. Yet to clear Challenge 6, though, due to a slew of stupid mistakes on my part, so take with a grain of salt. Dixi.
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accidentally cleared all cookies... with all challenges except challenge VI completed...
PS
guys, everything in the impossible badge is manageable
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Challenge 1 is annoying, the person who created this game is horrible. If it keeps like this I think I am not going to do his challenges. He always assault me by the end. I hate the system of AMOUNT of ENEMIES generated ALEATORY every mission.
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In my opinion the last boss is tricked because the game generate the tentacles where he wants, this is called full luck and this is called also I want to screw players up to make them repeat the mission over and over again. Some tentacles are always spawn far away on purpose to make players lose the mission. That is why the badge "impossible" is posted because many missions depends on enemy luck generator. So good luck players, pull the switch, no good game at all. Just see where enemies are spawn in all missions.
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Nah ATBu (replying to top comment). My comment on Regeneration being useful was just to win battles for beginners (for the badge of the day) who are finding it hard to win at all. NOT on getting medals. Regeneration is much superior to Shield for that reason. Average acid damage per step is 14.5. Regen heals 100 hp over 2 turns. That means you would need to step in 7 puddles to beat Regeneration for healing. In addition, Regeneration works when you get a chance to use it. While Shield needs to be used when you run into acid, making it harder for beginners to use (lets say you just used Quickness and are waiting for cool down), which was who my comment was aimed at, beginners. For Medals it goes without saying that more HP is useless because lots of medals require low or no damage at all. ● I stand by Regeneration being better than Shield for newbies. ●