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Recently, it seems that trying to build SAMs causes serious lag in the input on Firefox. Rest of the game appears to keep running fine. Probably an interoperation glitch with Firefox introduced in a recent FF update.
Also, audio seems horribly disbalanced and way louder than it should be. Needed to lower Flash's audio level in Windows to control the issue.
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9/18 24:25 with no base movement, no drones, no reactors. My strategy was to colonize the entire left edge of the map right from the start and hold it with 4 blasters plus 1 mortar, then add another mortar at the bottom and expand via the upper peninsula. https://imgur.com/a/J9GpG
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@Thomsenite
It's very hard, but not impossible.
https://imgur.com/a/N2aPh
(Also, Is it just me, or have the maps from the past week or two been getting more dynamic, complex, and difficult? I'm not saying it's a bad thing; I actually enjoy it! I was just wondering if anyone else noticed this.)
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9/18 is the hardest map I've seen in this game. It kicked my ass 5 times before I could hold onto a foothold long enough to come back.
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9/16 is good for the RKC "lite" -- move the base just once, no drones, no reactors. 37:53 with tons of RFI of course.
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If you struggle with the 8/12 RKC have a look at this video about strategy, tactics and micro management http://tiny.cc/cw-tutorials-2017-04-16 At start you need to plan the timing of every collector to use your cash of energy effectively.
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8/12 - 15:07 on RKC. My first try http://imgur.com/a/ssGdF My guess is at least 3 minutes of RFI, maybe 5 with aggressive magic micro management :) Just saying, you might wanna beat me on this one ;) Spores from west. You don't need as many speed nodes as I built. 5 to 7 might be best. Maybe 3 or 4 storages. Put storage and speed nodes where they make packet routes shorter. UPGRADES: energy, cost, range, 20% speed in this order, but this might not be the best possible choice. There was not much resistance to branch out simultaneously to both near elevated areas at start. No gimmicks, just good energy management at start. 2 + 1 blasters built as late as possible to guard the low lying chains. 1 mortar as late as possible to prevent overflow from west. Few bombing runs asap to the western pool. Then capping the northernmost emitter. Bombing runs to the southern pool continuously. Conquest of the near low level. Dominance by safely building energy overflow.
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8/12 - I'd hesitate to say it's undoable, since you did it, but that's one tough bastard of a level. I've been eaten alive around 6 times now.
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8/3 - 20:54 RKC. "Knowing a thing can be done is half the work". The trick is to get the upgrade for 10% more power, not 20% more efficiency. Two blasters can lock down the lower influx, you can build fast to the hill in the middle, with one blaster to cover your line while you build a mortar there. Once that gets going, that blaster can keep the east side in check with another one, and the mortar will eventually stop the influx from the east. Once you get that, you've won. Eventually.
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Hehehe :) No, 9/3 was 29 minutes for me at first try. But... Rain King challenge eh? "no base movement, no drones, no reactors." - I'll try.