<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[AI Wave Survival - Air Nightmare Slykar]]></title><description><![CDATA[<p dir="auto">Hello everyone,</p>
<p dir="auto">I wanted to share the settings I use for this map. If you enjoy playing it, feel free to share your own settings and explain why you use them. I'm always interested in trying new approaches.</p>
<p dir="auto">Most importantly, a huge thank you to Rama and AKarmy01 for creating this amazing mod.</p>
<p dir="auto"><strong>About the Map</strong></p>
<p dir="auto">The map features a unique gameplay flow. The first 8–10 minutes are an intense build-up phase where build power is limited and every decision matters. This is followed by heavy combat, resource shortages, and a final stage where build power once again becomes a critical bottleneck. No matter how experienced you are, you will constantly have to adapt to changing challenges.</p>
<p dir="auto">Depending on your starting position, securing enough energy can become a challenge of its own. At the same time, surviving alone is almost impossible, making teamwork essential. Victory requires a coordinated team that can support each other throughout the entire game.</p>
<p dir="auto">With 11 different playable positions, the map offers excellent long-term variety and replayability. Some positions are thrown straight into the action from the very first minute, while others enjoy a calmer start before eventually facing their own intense challenges later in the game.</p>
<p dir="auto">I recommend 8–9 players for the best overall experience.</p>
<p dir="auto">Fewer players make the map significantly easier.<br />
More players tend to slow the game down too much.<br />
Do not allow players with a CPU score above 150–200, as this can negatively affect performance for everyone.</p>
<p dir="auto"><strong>Settings &amp; Reasoning</strong></p>
<p dir="auto">Overall Settings</p>
<ol>
<li>Unit Count</li>
</ol>
<p dir="auto">Too many land and naval units tend to block each other and create pathfinding issues.</p>
<ol start="2">
<li>Air Units</li>
</ol>
<p dir="auto">Air units create the most dynamic gameplay. They engage quickly, die quickly, and generate reclaim rapidly, which helps player progression.</p>
<p dir="auto">Because air units are short-lived, they also place less strain on performance compared to large numbers of land units.</p>
<ol start="3">
<li>Air Balance</li>
</ol>
<p dir="auto">More air units means more action and more fun.</p>
<p dir="auto">For that reason, I prefer not to modify:</p>
<p dir="auto">Unit HP<br />
Damage<br />
Speed</p>
<ol start="4">
<li>Performance Adjustments</li>
</ol>
<p dir="auto">If the game becomes too slow due to excessive unit counts or reclaim:</p>
<p dir="auto">Reduce Air from 40 to 32<br />
Increase damage by roughly 20–30%<br />
Set reclaim to despawn after 3 minutes</p>
<p dir="auto">I do not support Reclaim Turret mods. In my opinion, learning how to use reclaim efficiently is a core part of the game and a skill every player should develop.</p>
<p dir="auto">The settings I use on this map are ideal for making reclaim more accessible and rewarding for players who are still learning how important it is.</p>
<p dir="auto">If you notice a teammate who isn't using reclaim, I would really appreciate it if you took a moment to ask whether they'd like to learn more about it—just as I do. Teaching newer players how to use reclaim effectively helps both the player and the community as a whole.</p>
<p dir="auto"><strong>Slot Roles &amp; Player Limits</strong></p>
<p dir="auto">Three slots are closed and replaced with Mex spawns.</p>
<p dir="auto">Two of those locations simply do not provide enough room to build a proper base.</p>
<p dir="auto">The third closed slot (top-left area) reduces enemy spawn pressure and makes the position easier to defend. It also encourages players to occupy the remaining slots, creating a more balanced match.</p>
<p dir="auto"><strong>Top Left</strong><br />
Slot 7 – Easy – ECO</p>
<p dir="auto">Energy production for the team<br />
Experimental/Game Enders<br />
Build SMD coverage for the front line</p>
<p dir="auto">Slot 8 – Hard – FRONT</p>
<p dir="auto">Hold the line<br />
Keep both Mex alive</p>
<p dir="auto"><strong>Top Right</strong><br />
Slot 6 – Normal – ECO / Navy / Front Support</p>
<p dir="auto">Support the front line<br />
Build Game Enders<br />
Transition into Navy later</p>
<p dir="auto">Slot 4 – Hard – FRONT</p>
<p dir="auto">Keep both Mex alive</p>
<p dir="auto"><strong>Island</strong><br />
Slot 1 – Normal – ECO</p>
<p dir="auto">1.5x Mex economy<br />
Rush Monkeylord<br />
Navy<br />
Game Enders</p>
<p dir="auto">Slot 2 – Normal – FRONT / ECO</p>
<p dir="auto">1.5x Mex economy<br />
Survive<br />
Game Enders<br />
Navy later</p>
<p dir="auto"><strong>Beach</strong><br />
Slot 10 – Normal – Front Beach</p>
<p dir="auto">Survive<br />
Support Slot 12<br />
Maintain naval control<br />
Provide SMD coverage for Slot 12</p>
<p dir="auto">Slot 11 – Easy – ECO / FRONT</p>
<p dir="auto">Protect the rear of Slot 12<br />
Secure the mountain against air attacks<br />
Transition into Game Enders</p>
<p dir="auto">Slot 12 – Very Hard – FRONT</p>
<p dir="auto">Survive</p>
<p dir="auto">Slot 13 – Very Very Hard – FRONT</p>
<p dir="auto">Survive<br />
Rush Monkeylord<br />
Navy</p>
<p dir="auto"><strong>How to Win</strong></p>
<p dir="auto">The map can be completed using almost any strategy:<br />
Land, Navy, Air, Experimentals, Game Enders, Nukes, TML</p>
<p dir="auto">However, combined-arms strategies generally have the highest chance of success.</p>
<p dir="auto"><strong>Recommended Strategy</strong></p>
<ol>
<li>
<p dir="auto">Destroy or Capture Rift Orbs</p>
</li>
<li>
<p dir="auto">Rush Monkeylords</p>
</li>
</ol>
<p dir="auto">One to three players should rush Monkeylords and move them toward the second HQ as quickly as possible.<br />
Recommended slots:<br />
1, 2, 10, 13</p>
<p dir="auto">Use at least two Monkeylords and snipe the second HQ from the water between waves.</p>
<ol start="3">
<li>Weaken HQ Defenses</li>
</ol>
<p dir="auto">ECO players should get two Scathis online as soon as possible and focus fire on the HQ to weaken its defenses.</p>
<ol start="4">
<li>Destroy Support Bases</li>
</ol>
<p dir="auto">ECO Player uses Nukes, TML, Game Ender to destroy all Support bases</p>
<ol start="5">
<li>Naval Siege</li>
</ol>
<p dir="auto">Use MML ships to continuously siege the HQ.</p>
<p dir="auto">Seraphim Carriers are particularly effective because: MML, AA and a safe Air Production</p>
<p dir="auto">Once the HQ's defenses have been weakened (see Step 2), even T1 and T2 bombers can contribute significant damage.</p>
<ol start="5">
<li>Final Assault</li>
</ol>
<p dir="auto">Gather T4 land units and reinforcements beneath the naval siege force.</p>
<p dir="auto">If necessary, launch a coordinated T4 land assault between waves.</p>
<p dir="auto">A well-timed T4 push against the HQ can secure victory.</p>
<p dir="auto"><strong>Hosting:</strong><br />
Slot 2 - Close Spawn Mex<br />
Slot 5 - Close Spawn Mex<br />
Slot 9 - Close Spawn Mex<br />
Slot 14 - AI WAVE MAIN HQ<br />
Slot 15 - AI WAVE 2nd HQ<br />
Slot 16 - AI WAVE Alternate HQ</p>
<p dir="auto">Map:<br />
Adaptive Griffin Survival</p>
<p dir="auto">Mod:<br />
1% Particle<br />
1,5x Build Range<br />
1,5x Storage Capa<br />
25% Air Crash Damage<br />
AI Wave Survival<br />
All Faction Q-Gate<br />
Hive Engi for all<br />
No Friendly Fire</p>
<p dir="auto"><strong>Settings:</strong></p>
<p dir="auto">HIDE DEFAULT</p>
<p dir="auto">Share Condition ---&gt; Full Share<br />
Victory Condition ---&gt; Sandbox<br />
Prebuilt units ---&gt; on</p>
<p dir="auto">AI Unit Cap ---&gt; 2.000</p>
<p dir="auto"><strong>HQ Settings:</strong><br />
HQ Health ---&gt; 2,5m</p>
<p dir="auto">HQ Alternate Health ---&gt; 0,15m<br />
HQ Schields ---&gt; AAA-Tier</p>
<p dir="auto">2nd Spawn Schields ---&gt; B-Tier<br />
2nd Spawn Point Defense ---&gt; Vanilla PD C-Tier<br />
1a 2nd Spawn Land ---&gt; 0%<br />
1b Recover Land to HQ Spawn ---&gt; 0%<br />
2a 2nd Spawn Air ---&gt; 30%<br />
2b Recover Air to HQ Spawn ---&gt; 0%<br />
3a 2nd Spawn Navy ---&gt; 100%<br />
3b Recover Navy to HQ Spawn ---&gt; 0%<br />
Units Suicide Timer ---&gt; 10 Min</p>
<p dir="auto"><strong>WAVE SETUP</strong><br />
1a Build timer ---&gt; 6 Min<br />
1b Air Delay ---&gt; 1 Wave<br />
1c Navy Delay ---&gt; 2 Wave<br />
2 Delay between waves ---&gt; 2,5 Min<br />
4 Wave Tech Progression ---&gt; 65%</p>
<p dir="auto">6a Land units Per Player ---&gt; 15<br />
6d Land units Wave Multiplier ---&gt; 2x -&gt; 1x<br />
6e Land Experimental ---&gt; 70%</p>
<p dir="auto">7a Air units Per Player ---&gt; 40<br />
7c air units Wave Multiplier ---&gt; 5x -&gt; 1x<br />
7d air Experimental ---&gt; 30%</p>
<p dir="auto">7a Navy units Per Player ---&gt; 4<br />
7c Navy units Wave Multiplier ---&gt; 1x -&gt; 2x<br />
7d Navy Experimental ---&gt; 30%</p>
<p dir="auto"><strong>SPEED/HP SETTING</strong><br />
BOOST DAMAGE ---&gt; 0x</p>
<p dir="auto"><strong>AIRDROPS</strong><br />
DROPS: AIR DROPS ON/OFF ---&gt; 2-3 Min<br />
DROPS: AIR DROPS PER WAVE ---&gt; 30<br />
DROPS: AIR DROPS MULTIPLAYER ---&gt; 3x -&gt; 1x<br />
DROPS: AIR DROPS UNITS ---&gt; all<br />
DROPS: AIR DROPS RAMBOS ---&gt; 30%<br />
DROPS: AIR DROPS EXPERIMENTAL ----&gt; OFF<br />
DROPS: AIR DROPS SPAWN LOCATION ---&gt; Spawn Center only</p>
<p dir="auto"><strong>EXTRA WAVE/RESPONSE</strong><br />
2a AntiAir Response Wave ---&gt; 0,25x<br />
2b Extra ASF ---&gt; 0,5x</p>
<p dir="auto">5a ACU HUNTERS ---&gt; 0,5% Hold Timer<br />
6b Paragon Nuke ----&gt; ON</p>
<p dir="auto">SB3: Nuke/Arty -----&gt; ON<br />
SB5: Power Stall ----&gt; 6 Min</p>
<p dir="auto"><strong>ENDGAME SETTING</strong><br />
1b Endless Delay ---&gt; 0 Min<br />
2a Boss Land Units ---&gt; 1<br />
2b Boss Air Units ---&gt; 8<br />
2c Boss Endless Final Wave ---&gt; 3 Min<br />
3c ARTY ENDGANME ---&gt; Scathis</p>
<p dir="auto">4a DOOM ENDGAME WAVE ---&gt; 2 Dooms per Wave<br />
4b DOOM HQ Damage ---&gt; 5%<br />
4c DOOM WAVE ---&gt; 2 Units<br />
4e DOOM MAX SIZE ---&gt; OFF<br />
4g DOOM STORM ---&gt; 0,5</p>
<p dir="auto">5b Allied Forced ---&gt; 5x</p>
<p dir="auto"><strong>ECO BOOST SETTING</strong><br />
ECO1: ---&gt; 25<br />
ECO4a ---&gt; 120 Sec<br />
ECO4b ---&gt; 2x Rate</p>
<p dir="auto"><strong>NUKE STRIKE SETTINGS</strong><br />
NUKE Strikes ----&gt; Offensive<br />
NUKE TIME STARTING TIME:  ----&gt; 60% of Hold Time<br />
NUKE STRIKES FREQUENCY ---&gt; 4-5 Min<br />
NUKES per Strike --&gt; Regular<br />
NUKES: INCREASE ----&gt; 2 per Player</p>
<p dir="auto"><strong>BUILD RESTRICTIONS</strong><br />
Build Max: Hives ---&gt; 100</p>
]]></description><link>https://forum.faforever.com/topic/10202/ai-wave-survival-air-nightmare-slykar</link><generator>RSS for Node</generator><lastBuildDate>Tue, 23 Jun 2026 05:39:34 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/10202.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 19 Jun 2026 00:47:41 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to AI Wave Survival - Air Nightmare Slykar on Fri, 19 Jun 2026 05:20:36 GMT]]></title><description><![CDATA[<p dir="auto"><strong>Current Record:</strong><br />
<strong>Mods and Setting from above</strong></p>
<p dir="auto"><strong>6 Min Build time</strong><br />
<strong>33 Min Hold time</strong></p>
<p dir="auto">Beat it with 9-10 Player, below 33 Min Hold time Setting, share your replay and tell how many tries <img src="https://forum.faforever.com/assets/plugins/nodebb-plugin-emoji/emoji/android/1f642.png?v=21830a46b25" class="not-responsive emoji emoji-android emoji--slightly_smiling_face" style="height:23px;width:auto;vertical-align:middle" title=":)" alt="🙂" /></p>
]]></description><link>https://forum.faforever.com/post/73586</link><guid isPermaLink="true">https://forum.faforever.com/post/73586</guid><dc:creator><![CDATA[Slykar]]></dc:creator><pubDate>Fri, 19 Jun 2026 05:20:36 GMT</pubDate></item></channel></rss>