Part 48: Commander's Field Guide: Basic GameplayRe: moving the Makers around: I do that a minimum amount in general. Most of the time I just can't be bothered. It would help, but not all that much. *shrug*
Creeper World 2: Redemption
Commander's Field Guide
We're now far enough in to see some of what the game has to say in terms of advice.
What is this 'Gateway' that you speak of? Other than that, we've seen all of this covered in the First Act.
No pausing in this LP!! Not no way, not no how!!
I don't think I've seen any Nanochips yet.
I started playing around with this later, and found it of limited use. Mostly just to move units from somewhere they weren't needed anymore. Near the front lines, it's a great way to get yourself wrecked and move your valuable weaponry into the Creeper. As I will unwittingly demonstrate. I'm also not a huge fan of the way it changes 'formation' -- they'll end up massed in something resembling a square when you move them at once, even if that's not the way they are arranged before moving and not the way you want them to be.
Personally I haven't used any of the hotkeys much, but obviously I'd be better off if I bothered to learn them. If I was going to try and compete for a spot on the leaderboards then I'd do that; they're not necessary if you just want to play well enough to win.
There are also the Units tab(I'm showing those individually as they come up, per usual) and Strategy Tips. We're ready for most of the strategy tips, but one of them refers to something we haven't gotten to yet so I'll wait on that.