Posted April 16, 2018
I've just finished the BZ-CC campaign. I waited and played with the 2.0.140 patch hoping that there would be no mission breaking bugs remaining. Indeed no missions were broken, however I did encounter some annoying issues.
Throught the campaign the majority of enemy units are spawned and not created via factories. That is generally OK however it's so blatant in some missions that it just brings the entire experience down.
For instance:
On Thin Ice
There's a Guardian that keeps spawning near the Dropship dust-off area and then goes to the little hill above the biometal pool between your base and the enemy base.
In my playthough I had units there intercepting it along its route and as such it kept spawning and dying several times before the mission was over.
The AAN
The Assault Tanks that attack your base spawn just a little bit to the west, half-way between your base and the enemy base. They continue to do so even if you have units there or even if you've passed that region. At one point I had units stationed there so when the tanks spawned there was a big pile-up with units colliding and flying in all directions.
Braddock
Leading up to the enemy base there are two paths: a western one near the lava and an eastern one. On the eastern path Tanks, Scouts and Mortar Bikes spawn. Like in the mission before they keep spawning even if that area is under your control.
For these three missions I suggest moving the spawning points to less-obvious locations. Or, preferably, have them spawned at the Factory/Kiln as long as its available and then give them waypoints to navigate.
The campaign has many other issues, it's generally unbalanced in mission length and difficulty and it relies a bit too much on scripting but fixing these three missions shouldn't be that difficult or time consuming and would make a big difference in player experience.
Throught the campaign the majority of enemy units are spawned and not created via factories. That is generally OK however it's so blatant in some missions that it just brings the entire experience down.
For instance:
On Thin Ice
There's a Guardian that keeps spawning near the Dropship dust-off area and then goes to the little hill above the biometal pool between your base and the enemy base.
In my playthough I had units there intercepting it along its route and as such it kept spawning and dying several times before the mission was over.
The AAN
The Assault Tanks that attack your base spawn just a little bit to the west, half-way between your base and the enemy base. They continue to do so even if you have units there or even if you've passed that region. At one point I had units stationed there so when the tanks spawned there was a big pile-up with units colliding and flying in all directions.
Braddock
Leading up to the enemy base there are two paths: a western one near the lava and an eastern one. On the eastern path Tanks, Scouts and Mortar Bikes spawn. Like in the mission before they keep spawning even if that area is under your control.
For these three missions I suggest moving the spawning points to less-obvious locations. Or, preferably, have them spawned at the Factory/Kiln as long as its available and then give them waypoints to navigate.
The campaign has many other issues, it's generally unbalanced in mission length and difficulty and it relies a bit too much on scripting but fixing these three missions shouldn't be that difficult or time consuming and would make a big difference in player experience.