But they're all so tiny and squishy.
And so easily undone by helicopters and base defenses.
Oh really when?Base defenses have detection anyway, so it is not a good idea to go near them with a commando in the first place.
I liked SEAL's in Red Alert 2. Get an enemy or AI who had mainly infantry or ships and those fuckers would get shot to Hell and blown out of the water. And then went their base.
As per Generals, I liked Black Lotus better than any of em without mods. Mobile detector, cash generator, why steal the dozer when you can steal the entire base?
I always used Commandos, but very conservatively. I rarely put them into the bigger fight, keeping them behind the frontline for defense or smaller skirmishes. Col Burton was my favorite in Generals.
Because maybe I like the feeling of building my own airfield and not stealing it.
And maybe having my fourth war factory be in the middle of the enemy base isn't my ideal location.
Oh really when?No, its the PERFECT one.
The tanks dont even have to drive to the front, they are already there.
Plus in the time it takes for the enemy to destroy that stolen factory, build a new one and resume production, you can steal more buildings or land a decisive victory on the field of battle with your main tanks or aircraft.
Or show the GLA who's boss by stealing their SCUD Storms.
Plus if you can sneak in Black Lotus, you don't need to steal the enemy's tech tree, stealing the base will win much quicker than stealing a dozer and building from there.
edited 30th Aug '15 4:07:11 PM by MajorTom
Even better is if you time the super weapon theft so that there is 3 or less seconds on the countdown when your done.
That is by far my favriote tactic.
Never seen that happen before. Not in C&C, anyway.
In Tiberium Wars at least, on hard mode I've seen their war factories pump out new vehicles one immediately after another a few times I couldn't destroy them in time but the fog of war didn't cover them up yet.
#IceBearForPresidentI have. Many times. Some levels are built around the idea of the enemy gets reinforcements rather than solely produces everything it uses.
For example, sinking the Allied Fleet in the Red Alert 1 Soviet Campaign. The first and main level you face Cruisers in quantity and tactical use. The enemy ships will never stop coming even if you completely kill off the Allied base's economy and money reserves. Fortunately, the ships come in interval rather than constant attack (and a somewhat generous by modern RTS standards interval at that).
I certainly get the feeling that the AI keeps on doing what it does even if it's economy is nonexistent.
Oh really when?It can build with no money, because it gets a couple thousand credits a minute even on normal....
Just for being the AI.
So all those hours spent raiding harvesters with my Vertigo Bombers was pointless?
Oh really when?I'm gonna go be sad
Oh really when?To be fair, in the earlier games attacking their harvesters, while pointless to stopping their economy, is a great way to piss them off and have them hit you with every last unit they currently have immediately. If you don't get steamrolled then you just left them largely defenseless.
#IceBearForPresidentI recall the final mission in Nod's C&C3 campaign being a particularly egregious case of the game getting free reinforcements... and instantly-Elite ones, at that. Even if you managed to destroy all of the GDI base, the transports would still keep coming in to drop off elite tanks, APCs, and infantry until the mission was finished. They weren't terribly problematic since they weren't getting free Tier 3 units, but it was annoying since it meant that you couldn't build outposts or keep small groups of units near their base, lest you risk constant harassment.
Certain missions in Red Alert 3's campaign did that too. The Rising Sun's Pearl Harbor defense mission was a notable case, since they'd keep getting free resources and units until the on-site War Factories and Construction Yards were destroyed.
I had a couple AA units near the reinforcment point, it was hilarious I would kill the ox transports bringing the free units before they landed like clockwork.
As I recall the reason the Tiberium Wars campaign was so hard was because the patches never balanced it. As such, certain missions that were particularly time or economy intensive became seriously Nintendo Hard, particularly after the massive economy nerf that halved the amount that harvesters brought in.
The notorious Croatia mission in the GDI campaign (already a Difficulty Spike) became next to impossible to do the conventional, turtling way as a result. Instead the player was essentially forced to take out one of the three enemy bases before reinforcements arrive.
For what it's worth, the way I do that is with an engineer raid to the infantry base - half a dozen APCs can actually capture the barracks and construction yard out of range of the enemy defence guns - do so and take out the standing infantry forces and you can capture/destroy the rest of that base from the inside, and create a NOD army that can win the rest of the mission. It's also possible to take out the vehicle base, and perhaps more sensible but harder.
edited 1st Sep '15 7:53:14 AM by EruditeEsotericist
The mission in Red Alert 3 mentioned previously also let the Allies have absolutely no power plants, letting them construct spectrum towers out the butthole. With that, in addition to no decent anti-air units available, no wonder it's That One Level in the Imperial Campaign!
My favorite example of this is in an early Nod mission where one of the bonus objectives is building base defenses, but the mission starts you with a crane, and one of the patches removed the ability to build base defenses from cranes. If you want to complete the objective, you have to build an MCV first if you're playing the patched version.
This is why I keep two shortcuts to the game: one to the unpatched version for the campaign, and one to the most recent version if I want to run mods.
Honestly I'm a little less annoyed when the AI cheats in the Campaign or something.
Like that's a whole different format than Skirmish or whatever, it's a fun challenge that's not supposed to be necessarily fair.
Oh really when?Even better that most people would not notice.
The tutorial can not even be completed in the final game.
It tries to teach you about garisions...
...
With zone troopers....
...
Which had there ability to garision removed.
You should really fix that.
I actualy made a hell of a comback in multiplayer one time with only a commando, the match even got commented on by EA.
It was amazing.