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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    AI Wave Survival - Air Nightmare Slykar

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    • S Offline
      Slykar
      last edited by Slykar

      Hello everyone,

      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.

      Most importantly, a huge thank you to Rama and AKarmy01 for creating this amazing mod.

      About the Map

      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.

      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.

      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.

      I recommend 8–9 players for the best overall experience.

      Fewer players make the map significantly easier.
      More players tend to slow the game down too much.
      Do not allow players with a CPU score above 150–200, as this can negatively affect performance for everyone.

      Settings & Reasoning

      Overall Settings

      1. Unit Count

      Too many land and naval units tend to block each other and create pathfinding issues.

      1. Air Units

      Air units create the most dynamic gameplay. They engage quickly, die quickly, and generate reclaim rapidly, which helps player progression.

      Because air units are short-lived, they also place less strain on performance compared to large numbers of land units.

      1. Air Balance

      More air units means more action and more fun.

      For that reason, I prefer not to modify:

      Unit HP
      Damage
      Speed

      1. Performance Adjustments

      If the game becomes too slow due to excessive unit counts or reclaim:

      Reduce Air from 40 to 32
      Increase damage by roughly 20–30%
      Set reclaim to despawn after 3 minutes

      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.

      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.

      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.

      Slot Roles & Player Limits

      Three slots are closed and replaced with Mex spawns.

      Two of those locations simply do not provide enough room to build a proper base.

      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.

      Top Left
      Slot 7 – Easy – ECO

      Energy production for the team
      Experimental/Game Enders
      Build SMD coverage for the front line

      Slot 8 – Hard – FRONT

      Hold the line
      Keep both Mex alive

      Top Right
      Slot 6 – Normal – ECO / Navy / Front Support

      Support the front line
      Build Game Enders
      Transition into Navy later

      Slot 4 – Hard – FRONT

      Keep both Mex alive

      Island
      Slot 1 – Normal – ECO

      1.5x Mex economy
      Rush Monkeylord
      Navy
      Game Enders

      Slot 2 – Normal – FRONT / ECO

      1.5x Mex economy
      Survive
      Game Enders
      Navy later

      Beach
      Slot 10 – Normal – Front Beach

      Survive
      Support Slot 12
      Maintain naval control
      Provide SMD coverage for Slot 12

      Slot 11 – Easy – ECO / FRONT

      Protect the rear of Slot 12
      Secure the mountain against air attacks
      Transition into Game Enders

      Slot 12 – Very Hard – FRONT

      Survive

      Slot 13 – Very Very Hard – FRONT

      Survive
      Rush Monkeylord
      Navy

      How to Win

      The map can be completed using almost any strategy:
      Land, Navy, Air, Experimentals, Game Enders, Nukes, TML

      However, combined-arms strategies generally have the highest chance of success.

      Recommended Strategy

      1. Destroy or Capture Rift Orbs

      2. Rush Monkeylords

      One to three players should rush Monkeylords and move them toward the second HQ as quickly as possible.
      Recommended slots:
      1, 2, 10, 13

      Use at least two Monkeylords and snipe the second HQ from the water between waves.

      1. Weaken HQ Defenses

      ECO players should get two Scathis online as soon as possible and focus fire on the HQ to weaken its defenses.

      1. Destroy Support Bases

      ECO Player uses Nukes, TML, Game Ender to destroy all Support bases

      1. Naval Siege

      Use MML ships to continuously siege the HQ.

      Seraphim Carriers are particularly effective because: MML, AA and a safe Air Production

      Once the HQ's defenses have been weakened (see Step 2), even T1 and T2 bombers can contribute significant damage.

      1. Final Assault

      Gather T4 land units and reinforcements beneath the naval siege force.

      If necessary, launch a coordinated T4 land assault between waves.

      A well-timed T4 push against the HQ can secure victory.

      Hosting:
      Slot 2 - Close Spawn Mex
      Slot 5 - Close Spawn Mex
      Slot 9 - Close Spawn Mex
      Slot 14 - AI WAVE MAIN HQ
      Slot 15 - AI WAVE 2nd HQ
      Slot 16 - AI WAVE Alternate HQ

      Map:
      Adaptive Griffin Survival

      Mod:
      1% Particle
      1,5x Build Range
      1,5x Storage Capa
      25% Air Crash Damage
      AI Wave Survival
      All Faction Q-Gate
      Hive Engi for all
      No Friendly Fire

      Settings:

      HIDE DEFAULT

      Share Condition ---> Full Share
      Victory Condition ---> Sandbox
      Prebuilt units ---> on

      AI Unit Cap ---> 2.000

      HQ Settings:
      HQ Health ---> 2,5m

      HQ Alternate Health ---> 0,15m
      HQ Schields ---> AAA-Tier

      2nd Spawn Schields ---> B-Tier
      2nd Spawn Point Defense ---> Vanilla PD C-Tier
      1a 2nd Spawn Land ---> 0%
      1b Recover Land to HQ Spawn ---> 0%
      2a 2nd Spawn Air ---> 30%
      2b Recover Air to HQ Spawn ---> 0%
      3a 2nd Spawn Navy ---> 100%
      3b Recover Navy to HQ Spawn ---> 0%
      Units Suicide Timer ---> 10 Min

      WAVE SETUP
      1a Build timer ---> 6 Min
      1b Air Delay ---> 1 Wave
      1c Navy Delay ---> 2 Wave
      2 Delay between waves ---> 2,5 Min
      4 Wave Tech Progression ---> 65%

      6a Land units Per Player ---> 15
      6d Land units Wave Multiplier ---> 2x -> 1x
      6e Land Experimental ---> 70%

      7a Air units Per Player ---> 40
      7c air units Wave Multiplier ---> 5x -> 1x
      7d air Experimental ---> 30%

      7a Navy units Per Player ---> 4
      7c Navy units Wave Multiplier ---> 1x -> 2x
      7d Navy Experimental ---> 30%

      SPEED/HP SETTING
      BOOST DAMAGE ---> 0x

      AIRDROPS
      DROPS: AIR DROPS ON/OFF ---> 2-3 Min
      DROPS: AIR DROPS PER WAVE ---> 30
      DROPS: AIR DROPS MULTIPLAYER ---> 3x -> 1x
      DROPS: AIR DROPS UNITS ---> all
      DROPS: AIR DROPS RAMBOS ---> 30%
      DROPS: AIR DROPS EXPERIMENTAL ----> OFF
      DROPS: AIR DROPS SPAWN LOCATION ---> Spawn Center only

      EXTRA WAVE/RESPONSE
      2a AntiAir Response Wave ---> 0,25x
      2b Extra ASF ---> 0,5x

      5a ACU HUNTERS ---> 0,5% Hold Timer
      6b Paragon Nuke ----> ON

      SB3: Nuke/Arty -----> ON
      SB5: Power Stall ----> 6 Min

      ENDGAME SETTING
      1b Endless Delay ---> 0 Min
      2a Boss Land Units ---> 1
      2b Boss Air Units ---> 8
      2c Boss Endless Final Wave ---> 3 Min
      3c ARTY ENDGANME ---> Scathis

      4a DOOM ENDGAME WAVE ---> 2 Dooms per Wave
      4b DOOM HQ Damage ---> 5%
      4c DOOM WAVE ---> 2 Units
      4e DOOM MAX SIZE ---> OFF
      4g DOOM STORM ---> 0,5

      5b Allied Forced ---> 5x

      ECO BOOST SETTING
      ECO1: ---> 25
      ECO4a ---> 120 Sec
      ECO4b ---> 2x Rate

      NUKE STRIKE SETTINGS
      NUKE Strikes ----> Offensive
      NUKE TIME STARTING TIME: ----> 60% of Hold Time
      NUKE STRIKES FREQUENCY ---> 4-5 Min
      NUKES per Strike --> Regular
      NUKES: INCREASE ----> 2 per Player

      BUILD RESTRICTIONS
      Build Max: Hives ---> 100

      1 Reply Last reply Reply Quote 1
      • S Offline
        Slykar
        last edited by Slykar

        Current Record:
        Mods and Setting from above

        6 Min Build time
        33 Min Hold time

        Beat it with 9-10 Player, below 33 Min Hold time Setting, share your replay and tell how many tries 🙂

        1 Reply Last reply Reply Quote 0

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