Since kix can change the wording on every stage of each round (like the player base names on that TLC) the fact that they didn't change it for this TLC is just plane lazy.
My advice to new players: "Delete the game from Facebook, change your email on Kixeye to [email protected] and scramble your password. then just turn around and forget this place even exists. You will be better off."
Has anyone completed this Campaign...I have a bad feeling that Kix is sucking you in to a Coin bath in the 3rd Round...I completed the 1st round and looked in at the 2nd....1st was fairly easy....2nd looks similar, but I have had experience with the 3rd of a Campaign being a Coin Bath....Any comments are welcome....thank you.
3 & 4 same but rotate 180deg and more coldsnap on 4, I need 2 punisher tank to go 1 to 4 but its because my puns not build to do fm. 5 well just enter with my crapy pride no engine and let ven kill the rest.
Even if you didn't read the release notes, the simplest thing to do on any new target is gee I dunno slam a gunboat in to peek ...
Gee this looks like a forsaken mission target I'll use my FM fleet(PvE or garrison fleet)...
Gee this looks like a base, I'll use my base hitting conquer hulls (PvP)
NOT that difficult folks!
Anyone who bothered to actually read the whine fest from the OP could push a Volvo through the gaping holes in each argument.
Ok, so am on the last stage 6th target 1 away from completing the campaigns but I can't proceed because there is one ship that won't engage in battle. It's not like it costed me a fleet to do it. Kixeye, how the hell am I suppose to finish it!
Well I can't even complete the first target...and it's not because my fleets are crap......the last ship won't spawn from the top of the map - so I'm just stuck waiting
the homeland camp says recommended class garrison/conqueror but if u try to it says u cant use conquerors & now that's me screwed as i took all anti's off my puns for DMB attacks so they wont last in the camp
T1 of FM has 12 days of punisher build tokens so you could refit them back on again.
the homeland camp says recommended class garrison/conqueror but if u try to it says u cant use conquerors & now that's me screwed as i took all anti's off my puns for DMB attacks so they wont last in the camp
T1 of FM has 12 days of punisher build tokens so you could refit them back on again.
they only put them in there so u will coin a whole fleet of something ...theyre only teasing u
the homeland camp says recommended class garrison/conqueror but if u try to it says u cant use conquerors & now that's me screwed as i took all anti's off my puns for DMB attacks so they wont last in the camp
T1 of FM has 12 days of punisher build tokens so you could refit them back on again.
they only put them in there so u will coin a whole fleet of something ...theyre only teasing u
No they are there to help people who just got the punisher today to build some and do better in the mission. But if you have them built for another purpose you can do a quick refit to work for this campaign then refit them back to what they were no problem.
2nd run target six kix fleets will not enter the combat zone did all the its your fault things not me a bug tried for over 30 mins i sent in a ticket its very frustrating had to go to storage to hulls to even do it then there fleet turn to smoke so refreshed reentered not says the Fm was pun vxp tokens and citadel build tokens someone must not like there job around there
the homeland camp says recommended class garrison/conqueror but if u try to it says u cant use conquerors & now that's me screwed as i took all anti's off my puns for DMB attacks so they wont last in the camp
T1 of FM has 12 days of punisher build tokens so you could refit them back on again.
they only put them in there so u will coin a whole fleet of something ...theyre only teasing u
I already got a full fleet of them the slow way. Now I can quickly add the latest toys to them.
I enjoyed this campaign and if it was a small preview of the new garrison style targets i like the idea of how they are done. The first 5 targets are very easy to do if you have a proper garrison target.
Number 6 is a bit more difficult. But if you have 3-4 cits you can easily go through it. Just beware of the old king of mortars that shows up at the end. Unless you have a bb crew it will overrun you anti morts.
A pride with at least one scattergun and an engine special plus 3 vends makes the very last target in the campaign extremely easy.
Retreat and reenter? I had no issues with that. Or did you retreat and change the fleet you were using for another to kill the ships?
Nothing works, tried everything. It just sits there affected by the shroud, can't target it and it won't move either. Best part is that that was the last stage 6th target, 1 away from finishing it.
Im uploading a video of me doing runs 1-7 very easily. I did use a bb crew but even before then my total damage for the second tier was below 4 hours. I call bullshit on your bullshit.
2nd run target six kix fleets will not enter the combat zone did all the its your fault things not me a bug tried for over 30 mins i sent in a ticket its very frustrating had to go to storage to hulls to even do it then there fleet turn to smoke so refreshed reentered not says the Fm was pun vxp tokens and citadel build tokens someone must not like there job around there
I'll just ask......... did you make sure to kill all the buildings?
they should rename this campaign "Coldsnap Hell." T1 - T4 similar to FM targets with a moving assault ships thrown in at the end. I used by H.Cit/Cit/Punisher fleet and did fine A BB crew helps, but the plasma from the ColdSnaps will cause "unavoidable damage." T5 is an easy base, shouldn't be any problem for anyone with a conqueror fleet. T6 is "The Return of Coldsnap Hell," lots and lots of snaps. The problem with this one is that mortar ship that comes at you in the end. In PP2 I didn't have much of a problem with it, but in PP3 the mortars seemed to be immune to any countermeasure whatsoever and I, thinking it was like PP2, walked my citadels right into the rain. No FM fleet for the rest of the week T7 was another base. Mostly blunderbuss turrets on water with full walls in front and Gamma Omega base guard. No morts, no missiles. The problem here is the explosive resistance on everything is through the roof. Just take your time and advance one by one down the line. I took a malice, spite x2 and vendetta x2 inside. Used the spites to clear out most and then the malice to follow.
I used my FM fleet with a BB crew. And used my 1 good conq fleet and a blank pride I have and did it all with no repairs and got the new hull. Will be built for VXP. If I did not use a BB crew I would have repairs, but would have slow repaired. Fun campaign though.
I know its been explained but, When the TLC starts why does it say Recommended class: Garrison/Conqueror. That is just bad planning. It shouldnt be hard to code it to recommend only garrison during 1-4. Not a huge issue just a delay.
Even if you didn't read the release notes, the simplest thing to do on any new target is gee I dunno slam a gunboat in to peek ...
Gee this looks like a forsaken mission target I'll use my FM fleet(PvE or garrison fleet)...
Gee this looks like a base, I'll use my base hitting conquer hulls (PvP)
NOT that difficult folks!
Number 6 is a bit more difficult. But if you have 3-4 cits you can easily go through it. Just beware of the old king of mortars that shows up at the end. Unless you have a bb crew it will overrun you anti morts.
A pride with at least one scattergun and an engine special plus 3 vends makes the very last target in the campaign extremely easy.
T1 - T4 similar to FM targets with a moving assault ships thrown in at the end. I used by H.Cit/Cit/Punisher fleet and did fine
A BB crew helps, but the plasma from the ColdSnaps will cause "unavoidable damage."
T5 is an easy base, shouldn't be any problem for anyone with a conqueror fleet.
T6 is "The Return of Coldsnap Hell," lots and lots of snaps. The problem with this one is that mortar ship that comes at you in the end. In PP2 I didn't have much of a problem with it, but in PP3 the mortars seemed to be immune to any countermeasure whatsoever and I, thinking it was like PP2, walked my citadels right into the rain. No FM fleet for the rest of the week
T7 was another base. Mostly blunderbuss turrets on water with full walls in front and Gamma Omega base guard. No morts, no missiles. The problem here is the explosive resistance on everything is through the roof. Just take your time and advance one by one down the line. I took a malice, spite x2 and vendetta x2 inside. Used the spites to clear out most and then the malice to follow.
Black leather, chains and whips optional.
Instant repair with countermeasure pride, 4 vendettas and BB crew.