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Posted by mevitar on 25 March 2013 - 03:54 PM
I totally didn't expect that day to be so exciting! I met new friends! We did stuff together! But first things first.
Few days ago i was on a patrol mission at a village near the allied base. A Cavalier tank attacked us! The battle was hard! I barely managed to survive! And then, some GIs attacked me! If it was the only thing that happened...
Here am i after i tried to give the 2 tiny GI's a hug. Unfortunately, they couldn't stand the tank's weight. But i really wanted to give a hug to someone! Luckily for me, i spotted 2 strange Adepts at the shore, so i went to them!
At first i thought they're my enemy, but then we had some vodca together. We're friends now! One of them even offered to do a lobotomy for me! (don't know what it is, but it does sound so nice!)
My friends making more friends at some allied base. Sadly, poor GIs didn't want to be friends with each other, so they killed themselves.
I later have a hug to that poor lonely sniper! The Pillboxes, though, didn't want to be friends, so i had to leave.
Here am jumping on one of my older friends from a container at our base. Those guys really didn't expect me to do that! GLOMP!
Here's me with my new friend, Lasher Tank. We were beaten pretty badly up by some Gun Turrets, and we have to take a rest. Bad, bad Turrets.
And here's me with my friend almost ready to go. My Adept friends said something about killing only those Conscripts that will attack me.
Here's me and my Adept friends, with some strange Conscript talking like Sean Connery. Just before, my Lasher friend decided to face 2 Bad Gun Turrets alone. I tried to stop him, but it was too late!
Me with my Adept friends, after escorting last one of 3 Sean Connery Conscripts brothers to our War Factory. Are they having a party or something, and i'm not invited?
Me and my Adept friends departing. And who would have though that, they tried to leave me here! What, a Borolo cannot lift a tank? Nonsense, trololo!
Borillo driver didn't look very happy, though...
Woo! Mission Score! Did we win anything?
Posted by Thesilver on 03 April 2018 - 05:14 PM
The ultimate IFV and scavenger guide.
I am writing this guide as a tribute to one of the most iconic units in RTS history (according to me), the IFV and my favorite stolen tech unit, the scavenger. This unit adapts to any garrisoned infantry inside and essentially becomes a completely different unit altogether. In the vanilla game every infantry had the same dome like model on the IFV, but in mental omega each version got its own voxel. However, due to limitations many different kinds of infantry shared the same IFV versions because the developers encountered a limitation on IFV variations. Now that 3.3.3 is out that limit is no more and now every infantry has its own IFV... BEHOLD:
First row from left to right
The basic machinegun that everyone knows. It is quite effective against infantry and has reasonable damage against light vehicles, notice how I said 'quite effective' instead of 'makes all T1 infantry useless'. It now kills a knightframe in 8 seconds flat, making it still stronger than halftracks and tigrs but the gattling out DPS's it now but is weaker.
With a new model in 3.3.3 and two extra rockets this thing has become a lot more effective than it used to be. Shooting four stronger rockets per burst this thing now has 2.5 times the anti air power then a regular IFV against wolfhounds, it also fares much better against vehicles but regular tanks and numbers of GGI's are still the better option for that. Just think of this as a regular IFV with double damage for an extra 250.
It has the same weapon as the GI IFV which is understandable, it would be quite... odd if this was intentionally weaker then the GI.
Now this thing is just glorious. The simple act of putting a 120$ flak trooper inside an IFV turns this into an anti air beast that could easily rival the dedicated T3 anti air units. A single flak IFV has better AA abilities then 3 tigr's combined, almost 4. It also trounces rocketeers and such. The only drawback is that it can't shoot at ground units, but this is still the most powerful T1 combination you can find. It almost out DPS's an aeroblaze, killing a thor gunship in 8 seconds while aeroblaze does it in 6.
Now shoots little flames instead of bullets, it is slightly stronger then the GI version with around 15% more damage but the difference isn't that huge.
After the glorious victory of the flak trooper, the archer absolutely pales in comparison. The ifv shoots 2 archer projectiles in burst but they are weaker than normal archer projectiles. Not only are 2 regular 220$ archers stronger then this it also gets beaten by the GGI IFV in all aspects. The archer is not worth it, it just bounces of the enemies.
A repair vehicle, everyone knows this. It has some odd behaviour though.
A ranged healing beam, it has the exact HPS as a normal medic though. The range is decent, the same as the engineer version.
No effect on IFV.
A clairvoyant gives the IFV a ranged stun beam much like how it used to work in the jackal before that got removed. It has the same range so this essentially makes this a 3.3.2 pseudo jackal.
Putting a desperate driver inside an IFV makes a miniature bomb truck. It has around half the damage of a regular bomb truck but much lower splash radius. Two of these will take out war factories and refineries and such so giving desperate drivers to your ally isn't the worst of ideas considering it is still much stronger then what a regular desperate driver will do.
Now this thing has become quite the powerful weapon of infantry destruction, not only does it trounce the GI IFV it also does 80% more damage than a regular seal on foot with the same range.
It has more range then normal cadres and does a bit more damage. It can make for a decent makeshift artillery but other than that it has little uses.
Essentially a borillo that can shoot while moving. I compared the DPS and a pyro IFV has only slightly less damage than a borillo with around a 10% difference. They make for decent building harassers.
Tesla IFV are essentially T2 tesla cruisers, they have around 75% the damage of normal tesla cruisers and have the emp effect aswell. Their range is just a tiny bit less though, a one tile difference. Still pretty good.
Both awesome and disappointing at the same time. Crazy ivans make IFV's shoot ivan bombs at enemies with an arcing mortar like projectile. They shoot every 3 seconds and with their high speed can make for some excellent mayhem. They leave war factories and radar spires with just 10% of health left, so combining them with 2 pyro IFV's can make for some excellent mayhem. The disappointing part? Even though it uses an arcing projectile, it can't shoot over walls... If only they could...
Launches bombs just like the quad itself, they do 33% more damage and have the same range. They aren't that amazing since quads have rather lackluster dps anyway. They can shoot over walls though, unlike the crazy Ivan.
Creates a cannon with quite a punch, doesn't create a drill like what I hoped for. Still, it does more damage than a rhino tank but slightly less than a qilin and is ineffective against infantry. All in all, you have better options for dealing with tanks.
Launches toxic grenades in large arcs, much like mortar quads. They have twice as much damage as normal duneriders but it has a drawback, the large arc makes moving targets harder to hit and just like the crazy ivan, it can't shoot over walls despite having large arcs.
Makes for a suicide unit, unfortunately the damage of the bloatick IFV is equal to a regular bloatick and it also has the same splash. It is faster then bloaticks but all in all it's not worth the money in IFV's.
A sniper vehicle which can shoot while moving, it shoots 33% faster than a deployed sniper but it has a drawback. It uses the same almost useless bullets as a sniper, they can't even 1 shot initiates and archers... You are much better of with seal IFV's unless you are fighting morales or something
It makes a mobile virus. It shoots the same darts and has the same range, but it is a lot faster and has more health which makes this pretty powerful against large numbers of infantry.
It just shoots the suppressor projectiles. It has the same range and rate of fire so using this is only useful when the enemy has tons of anti infantry.
A suicide unit much like the bloatick, although instead of toxic it creates the nano explosion similar to the devourer ability. It does have a bonus that devourer doesn't have. All infantry killed are turned into more duplicators. Unfortunately they don't turn into IFV's with duplicators inside which is disappointing but it can still destroy large quantities of soldiers with a single detonation. This is basically what the bloatick should have been.
Don't bother with this one, it creates exactly the same weapon that the legionnaires have except they can't even teleport. It takes 10 seconds to erase a brute or tigr so they won't really make a difference considering these IFVs cost 2000 to make. At least they don't get killed by 100$ spooks though...
Shoots the riot grenades over a long distance, more than regular riot troopers. It only shoots the grenade though and as a result it has less than 50% of the single target dps that riot troopers on foot have. All in all, you're much better having riot troopers on foot, they are durable as hell with those shields lasting much longer then the IFV's will.
Now these make for some good IFV's. One of the big downsides of desolators is their low speed and IFV's solve this. The weapon that this creates also shoots 40% faster they eradicators with the same damage so they make for scary damage. Desolators and Eradicators make the same IFV even though eradicators deal more damage than desolators.
Creates a powerful siege weapon much stronger than what the siege cadre does. The projectiles have the same range and do the same amount of damage as regular stalkers but the IFV does shoot them 20% faster. A drawback is that the IFV doesn't have the anti infantry weapon that normal stalkers have. Stalker IFV's are much faster though and make for excellent quick base harassment being able to kill a pandora hub in 7 shots. They are expensive to make though, but stalkers are only 1500$ because of cloning vats anyway.
Creates a fast ramming anti infantry vehicle with the adepts psychic storm as weapon. It has more anti infantry potential then the bloatick and is reuseable to boot. More reasons why the bloatick makes a bad IFV. It's potential is not as great as the duplicator though, but there is an adept inside in case something expensive is chasing you.
These all create the standard GI IFV with the same appearance. I kind of wished there would be some variety with this but at the same time you can trick people with unexpected infiltrators, if the IFV's aren't killed in the battle...
Shoots arsonist charges much like the crazy ivan does (also, doesn't shoot over walls despite having an arcing projectile) but with a slower rate of fire, around 33% slower which is still much faster than the normal arsonists, around twice as fast. I have also noticed these IFV's attacks don't trigger any EVA warnings so if the IFV's with their high speed can go across a base unchecked, it could be quite bad if the enemy doesn't realize these are arsonist charges... Except... can't shoot over walls, so not everything will go down.
Creates a weapon that shoots the weak projectiles in very fast burst of 3, also looks completely identical to libra's to keep up with the theme. The burst doesn't allow you to spread across infantry as nicely since all 3 shots are fired so fast but to make up for this the total rate of fire compared to a libra clone is at least 50% higher, so 50% more dps. For a weak libra clone this doesn't make that much difference but for a certain other unit this makes quite the big difference. And that one isn't the only one.
Once a broken tool of endless kiting, the mercury IFV was used to strike fear in the heart of entire infantry armies. Those who dared chase could not, since the IFV is fast but those who did come close were met with a loyal army of defending abrams and fucking nothing else because USA. These days are no more. Tanya inside an IFV now creates a duplicate of tanya's weapon with the exact same stats. It can serve as a fast armed transport into the base of the enemy.
Despite literally stun locking up to 4 units in its current state while being the most durable infantry in the world Volkov's IFV isn't that good in comparison. Much like Tanya, it creates a duplicate of Volkov's weapon but this time without the anti structure tesla bombs. Overall Volkov is much better off on foot then in an IFV.
It's just a seal IFV!!
WHERE IS THE DEATH DRILL?
There is a reason why Morales is not allowed to shoot from catastrophes. And that reason is this. Not only does an IFV give Morales extra speed, durability and the ability to shoot while moving , it also gives double rate of fire. You read that right, i tested it. It went from 7 to 3.5 seconds. The only drawback is that the IFV can't call airstrikes making it useless against buildings, but you just evacuate to do that anyway.
Yunru inside an IFV creates a fast mobile emp weapon. It does not shoot earthquakes like I hoped it would but it can still serve as a good replacement for those who rather want 3 eradicators inside a centurion. Oh, and yunru has also gotten the Morales treatment as far as IFV's are concerned having received a certain multiplier regarding fire rate. DOUBLE RATE OF FIRE IS A BIG DEAL.
The morales treatment has once more been administrated except this time it's actually balanced. Malver's IFV is not invisible like I hoped, nor does it give crippling debuffs to all nearby. But double rate of fire and speed on a unit that already has very nasty damage can be very usefull... maybe. There are alot of drawbacks here. But this thing is terrifying when iron curtained.
Remember that special Rhan that gets used in the campaign? You know, the one with like triple the rate of fire then normal Rhan? Remember him? Do you also remember a certain theme that's happening with IFV's and heroes? Because this is not one of them thank goodness. Rahn IFV is a duplicate, much like Volkov and tanya.
It's fast I guess...
Putting Libra inside an IFV gives her 50% more dps as already said with the clones. What I didn't say is that the high speed of the burst makes hit and run easier as well as more effective. Vehicle turning is the only reason not to put libra in an IFV, that and mind control, chaos, morales, hijackers and two fast planes of any kind. Those are the drawbacks for all of these hero IFV's I guess.
Alas, these are the ones who could not create IFV's. 90% of foehn infantry was inept and could not fit inside, and then there is siegfried. I shed no tears over siegfried, if siegfried actually had an IFV any problems with the mercury IFV would be nothing in comparison...
Now that the IFV's are all seen it is now time for my favorite stolen tech unit. The scavenger is an incredibly durable vehicle capable of crushing vehicles with insane speed for its health but its weapon is what makes it really special. It first fires a moderately effective anti tank/building beam until an enemy vehicle gets killed by it. Then it transforms and gets a completely new weapon loosely based on the vehicle. This unit is very inspired by the hammer tank from red alert 3 which had a very similar feature but what makes the scavenger unique and better is that all the stolen weapons are upgraded in order to fit a 2000$ stolen tech unit whereas the hammer tank just copied the weapons.
An interesting extra (and annoying) fact is that you can't force fire your own units to get specific weapons, the beam does no damage and force firing with other units doesn't help either. Mind controlled units do count which is how I managed to find all of this. With the help of a trapped mastermind and a chrono prison I managed to test every single vehicle in the game and found all of the following variants:
Source: all main battle tanks, minermite, driller and hazequad.
This one is actually not that great but it wasn't always the case. The scavenger has a basic cannon and shoots at the same speed as a rhino tank. It only has 40% more damage than a rhino tank which really isn't good for a stolen tech unit. This unit appears to be nerfed in 3.3.3 because I vividly remember that the basic cannon used to shoot much faster than it does now. Overall I would advise against taking this scavenger, it's not great.
Source: all supportive T1 units, terror drones, fury drones, repair drones and humvees.
This weapon turns the scavenger into an incredibly powerful anti infantry unit. It has a large splash radius and can shoot at aircraft to boot with moderately good damage. This chaingun has my seal of approval as it absolutely trounces the anti infantry capabilities of any of its sources by a factor of at least 4.
Source: non foehn miners, mirage tanks, zephyrs, shadow tanks, marauders, speeder, roadrunner, raccoon, sodar array and sweeper.
A powerful dual anti tank weapon. It fares good against armor and does a better job than the basic cannon but the difference isn't as huge as I would like it to be. It would appear this weapon is around 60% stronger than the basic cannon. But it still isn't that amazing.
Source: borillo, armadillo, burratino, bomb truck, bomb buggy and scud launcher.
Shoots rapid fire bombs pretty darn effective against infantry and buildings. It's splash and damage appear to be about 90% as strong as an armadillo which is a very powerful unit in its own right. But there are two things that make this scavenger much stronger than the armadillo: range and the ability to shoot while moving. I also noticed that bomb trucks don't explode when a scavenger steals its weapon.
Source: tesla cruiser, catastrophe and wormqueen.
Makes a rapid fire tesla cannon, it's shoots around 3 times per second and gives a dps about triple that of a tesla cruiser with the same emp effect (which is also much more noticeable with the higher rate of fire). This is a very powerful unit capable of taking on almost every ground unit on its own but I have also found a hidden feature in the area of veterancy. When this scavenger gets heroic its constant stream of tesla gets replaced by burst of 3 shots every 3 seconds which according to math and my tests is weaker than the original! This might be the first unit where getting heroic is bad, you literally lose 50% of the dps.
Source: mastodon, tarchia and mechalodon
Creates a plasma cannon similar to the mastodon. It's damage and splash radius isn't as high as the mastodon (dps is 70%, splash is 3 tiles instead of 5) but it has two giant benefits that the mastodon doesn't. No charge up and high movement speed. These two attributes make this a very useful scavenger to have against any kind of tanks.
Rapid laser cannon
Source: abrams, aeroblaze, athena and blizzard tank
Makes a rapid laser cannon. It is effective against all targets and can shoot at aircraft. It has better performance against aircraft than the chaingun while also holding the same anti infantry power (although it has no splash). This makes for a useful jack of all trades unit.
Toxic pill launcher
Source: tyrant, oxidizer and plague splatter
Shoots toxic pills identical to the tyrant's weapon. It has a rate of fire around 70% of a normal tyrant so this weapon is actually weaker, the scavenger has around 4 times the survivability though.
Unique to only the irritator, this weapon is very similar to the deviatress except it's range is a bit less but it more than makes up for it with fire rate. It fires a beam every 0.4 seconds which is at least 3 times as fast as the deviatress.
Source: prism tank
The second completely unique weapon, doesn't the prism tank just feel special? This weapon is completely identical to the prism tank but with less range. The scavenger does have around 6 times the survivability than a prism so it's still pretty useful.
Source: nuwa and syckle
Creates krukov's weapon but much better. Like krukov the beam has a high splash radius and gives the 'irradiation' effect to enemies hit melting entire crowds in seconds. Not only is the scavenger much more durable and doesn't stop firing to throw smoke, it also shoots much faster at about twice per second. The scavenger becomes an absolute monster with this weapon completely annihilating everything except structures in seconds. Even units immune to radiation get damaged by this weapon for some reason. This is easily the strongest of scavengers.
Source: hailstorm, future tank, charon, gharial, shadray, archelon, ramwagon, magnetron, colossus and iron dragon
A powerful beam pretty similar to the normal scavenger, it has twice as much damage and can't shoot infantry. A very special feature I've noticed is that the beam kills crews... After 2 seconds of continuous fire on a vehicle the crew gets killed. Every vehicle that can be emptied by morales gets cleared like this. A very interesting new feature added in 3.3.3, they didn't used to do this.
Advanced ARO launchers
Source: grumble, sentinel, apocalypse, gehenna, quickshifter, phantasm and seitard ballista
Shoots rapid projectiles similar to a salamander. It is very powerful against tanks, buildings and aircraft but ineffective against infantry. Damage wise it appears to be twice as strong as a regular salamander, which means very strong.
Source:mcv's, planes, chinook, chrono prison. Battle tortoise, mastermind, drakuv, centurion, madman, boidmachine and other scavengers.
These do nothing, no weapons get added. You actually can't even target landed aircraft. And I lied a little bit, epic units do give something, the basic cannon... which is still worthy of chump squad.
Posted by Phil on 04 July 2014 - 04:09 PM
I'm very excited to announce that today marks Revora's 10th anniversary. We're still alive and kicking after all these years!
Revora was introduced at the end of June 2004 by merger of the C&C Guild and the Origin Network. A week later, the process of merging the databases was complete and Revora was officially born. All these years we've supported mods and other creative projects by giving them a home on the world wide web. Some projects have since moved and found new homes, some were cancelled and many are still successful today. All of them have given their creators and user endless hours of joy (and, at times, frustration).
One of our most recent endeavours has been T3A:Online, a re-implementation of the abandoned GameSpy-powered online multiplayer servers for the Battle for Middle-earth series, in September 2013. This marked a new chapter in Revora's history, using our skill to improve the multiplayer experience for all enthusiastic players.
The work on this server has put us in the very fortunate position that we are prepared for the imminent total shutdown of GameSpy and the loss of online multiplayer functionality for the modern Command & Conquer series. Games affected are C&C Generals and Zero Hour, C&C3 Tiberium Wars and Kane's Wrath as well as C&C Red Alert 3. We can proudly say that our C&C:Online server is ready even before GameSpy has gone offline!
But Revora has never just been about our projects: we are very proud of our vibrant and international community and Revora has played an important part in many people's lives. As life goes, many then-teenagers have grown up and left their Revora years behind, becoming working adults. Others remain here until today - like me. I joined Revora in August 2005 at the age of 15, interested in modding BFME. Over the years I've had the pleasure to support Revora in various positions, eventually becoming Network Leader. And I hope to serve this community of excellent people for many more years, in one way or another.
In the name of the entire Revora staff I want to thank you for your support over the last 10 years and invite old and new members alike to celebrate this anniversary with us and share your Revora stories here.
And to our American friends: happy Fourth of July!
Revora Network Leader and
Executive Director of the Revora Association
Posted by StolenTech on 30 March 2018 - 03:52 PM
Allied commanders on the Paradox Engine before the events of unthinkable :
Siegfried : we have detected the stolen chronosphere, and it seems to be heavily guarded, however the Epsilon's production line isn't. it is most obvious that we should use our chronosphere for a-
Americans : WAIT LOOK!!!
Siegfried : what ?
Americans : BARRELS
Siegfried : this is obviously a trap. that is the furthest position away from the chronosphere and is heavily guarded.
Americans : OIL BARRELS
Siegfried : as I was saying we should use our chronosphere for a backdoor attack.
Americans : OOOOOIIIIIIIIIIIIIIIIIIIL BARRELS
Siegfried : no you fools! get your hands off of the control panel!
Yuri : it seems that my plan has worked as intended.
Posted by Petya on 15 January 2014 - 04:20 PM
So since there were people who think that HQ that HQ sucks or HQ is OP, I've written a guide about this side. Of course you can add your own HQ tactics if you have any. This guide was written by me, mostly using my knowledge and some from mevitar's knowledge.
I hope it will serve good purpose for you.
General information about Headquarters:
Headquarters or simply HQ is one of the hardest factions in terms of gameplay. HQ is about making mass of infantry units and of course stealth assaults. Infantry units play vital role in the gameplay and it is almost impossible to play without them as HQ and this sub-faction also supports them with various support powers. Due to the fact that Shadow Tank belongs to this faction it is also possible to make stealth based attacks, ambushes. Of course this doesn’t mean that you should run into a base and destroy everything in it, because that is impossible if your opponent plays well.
Gameplay information about the HQ unique units and support powers:
Stalker is an anti-structure and anti-infantry support infantry. They are quite expensive and in sheer numbers they can tear apart any kind of structure in seconds. Stalker has the ability to immobilize enemy infantry from great distance, which allows the player to easily eliminate heroes such as Siegfried and Volkov with Invaders or Basilisks. However, they can’t damage infantry and they must be defended always. Stalker takes 2 passenger slots in tranports, so it is quite expensive to do a Driller APC ambush with them. He is immune to dog bite.
Rahn is the genetically manipulated hero of Headquarters. Rahn is one of the most agile and powerful heroes in the game. His weapon can deal great damage to both armor and structures. He mutates enemy infantry into Brutes, but there are exceptions (for example Dogs, Dreamweavers, Chitzkoi, Volkov and other cyborgs), this means that they will simply die from one shot. Furthermore every infantry, but the exceptions turns into Brutes, if they are in the line of the shot. He is immune to dog bite. While Rahn is very powerful it is advisable to keep him safe. With the Driller APC you can transport him with a single Stalker to do ambushes and to elimininate for example a structure.
Opus Custom Tank:
Opus is the basic tank for HQ. While it is a basic tank it can carry an infantry (which doesn’t take more than 1 passenger slot) and that infantry operates a second barrel (if the infantry isn't a dog nor a Dreamweaver). Opus with an infantry is a less armored, faster version of the Qilin Tank and that means that it can do lots of damage to both armor and structures. Since it can be used as a transport you can do special strikes on the enemy with this tank. Placing engineers in them can be used to safely capture tech structures and to capture enemy buildings. Opuses can weaken enemy buildings and if you weaken them enough you can capture that building with only 1 engineer. Of course, this tactic doesn’t work on uncapturable ones.
Shadow Tank uses the power of stealth and this means that the enemy never knows from where they will attack. It’s dissolver beam is powerful against both armor and infantry, but it doesn’t do much damage against buildings, so it isn’t advisable to attack bases with them (with a great number of Shadow Tanks it is possible to sneak in less defended points and attack). While it only reveals itself when attacking Shadow Tank has fragile armor so it isn’t advisable to attack with them straightforwardly. They are very good for ambushes and harassing miners. They can be used as stealth detectors in your army.
Colossus is an anti-armor and anti-air heavy armored unit. Colossus can deploy into it’s anti-air mode which is quite effective against air units, but it can’t attack ground units while deployed. It is really good anti-armor too, but it shouldn’t be used alone, because base defenses and infantry can tear it apart easily. Colossus offers good defense to you army from both armor and air.
Aerial Fortress Irkalla:
Mental Omega 3’s most iconic unit. While this masterpiece looks almost unbeatable it mustn’t be used alone. She can’t handle heavy anti-air spam alone. She must remain well protected from enemy fire. She has two type of weapon: dissolver beams and imploders. The dissolver beams are very effective against infantry and can be used for anti-air purposes too. The imploders shoot „fireballs” which will follow the target until they hit it or run into an obstacle. The fireballs explodes, which deals damage not only to the targeted unit, but units nearby the targetted one too. Build it only if your army is always ready to protect her, because losing her is a great loss, since she costs very much. Excellent for base defense and giving an all round defense for your army. If used properly she can even outrange anti-air base defenses.
Kinetic Barrier is a free support power which increases the resistance of the affected infantry to enemy fire. This can save your infantry from being doomed if used in good time. Using it on a spam of Brutes for example can be deadly for your opponent.
Not much can be said about this one. It can be used to weaken enemy infantry and if they are already damaged enough then you can turn them into loyal Brutes.
How to play as HQ:
When the warfactory is built then you should build 2 Stingers/Gatling Tanks (it would be better to use Stingers, because with engineers you can counter Terror Drone attacks) and 2 Opus Custom Tanks. Use these for defending your base from various units. After these units are ready build 3-4 Ghost Miners to have a good income. After the War Factory you should build a Radar Spire to gain access to Brutes and Shadow Tanks. Train Brutes and when the building of the Miners has been finish you should build some Gatling Tanks, Opus Tanks and Stingers, after this you should start to build Shadow Tanks. Good thing about HQ is that they can stay at T2 relatively long. Build War Factory and Barracks or if you want to tech up quickly then Pandora Hub after Radar Spire. With Shadow Tanks you can harass your opponent's Miners and they are also good for assassinating units or even a whole army (if you know from where to attack). It is also recommended to train Dreamweavers and Duneriders. Dreamweavers can create distractions between enemy units while Duneriders are excellent anti-infantry, anti-structure infantry with the ability to detect cloaked units. When you reach T3 then build a Driller APC, train Rahn and a Stalker and start to build Cloning Vats. You can do surprise attacks with Rahn + Stalker + Driller APC combo. When Cloning Vats is ready it is advisable to train Brutes again, but this time train Epsilon Adepts, Stalkers and Archers too. In the War Factory, build at least 5 Colossuses (it isn't a big problem if you build more of them) and at least 5 Basilisks (same what I said for Colossus). The final unit for your army should be Irkalla. This army is more then enough to be able to use Irkalla properly. Now let's see some tactics.
Driller APC ambush: With Rahn and a Stalker you can take out valuable structures such as Battle Labs and War Factories with ease. You can also eliminate tech structures with them, which you don't want to attack with your forces.
Miner harassment: With a decent amount of Shadow Tanks you can turn enemy miners into ashes in seconds.
Opus rush: Building 3 Engineers and putting them into 3 Opus Custom Tanks can be used for several purposes. One is that they are quite effective against armor and structures. Other thing is that you can unload the engineers whenever and wherever you want and capture that structure (you can even capture a CY if you are fast enough). You can also weaken structures with Opus Tanks so you will need only 1 engineer to capture that one.
Irkalla as a base defense destroyer: Not many people know this, but Irkalla can slightly outrange basic air defenses so she can safely destroy them. Of course in order to accomplish this, you have to place Irkalla where she begins to attack them. Although you still need to protect here from anti-air units. Because of this she can also eliminate those base defenses, which are guarded by anti-air defenses.
Basilisks + Stalkers: This one just like the previous one needs a good army to be able to accomplish it. Stalkers can destroy anti-air defenses, allowing Basilisks to be able to move closer to the enemy's base and attack it. It is advised to keep Irkalla, Colossuses and Archers near to them.
Kinetic Barrier + Archers/Brutes: When the enemy would approach you with threatening units you can use Kinetic Barrier on a group of Brutes so they will die harder from those units. If that unit is an air one (for example Thor Gunship) you can use this tactic against it with Archers.
As United States:
Since Abrams Tank can't handle Brute spam alone you'll need other tactics. Using Mercury strike on your opponent's forces is very good, although Mercury reloads a bit slowly. Tanya + Stryker IFV gives a mobile Mercury, which is good against infantry. Basilisks and Irkalla can't be countered by Aeroblazes. It is also good to use many Navy SEAL-s because they can get rid off Brutes efficiently. Basswaves can be used too, although they aren't very efficient against heavy forces of infantry.
As European Alliance:
This side is one of the sides, which can counter HQ easier than others Siegfried, Prism Tank are good infantry butchers. Thor Gunship is also efficient in terms of killing infantry, also it can kill Irkalla quickly, but don't rush with them, if the enemy's Irkalla is well defended.
As Pacific Front:
Pacific Front has several units which are good against infantry spam. Hailstorms can easily get rid of them from high distances. Blizzard Tank can also do this although it doesn't have as much range as the Hailstorm. Have Battle Fortresses with 4G.GIs in each of them, because they kill air units very quickly.
Wolfhounds won't help against an experienced HQ player, because of the Colossuses and Archers. In fact Russia has disadvantage against a well prepared HQ army, but Russia has a good unit: SCUD Launcher. SCUD Launchers in big numbers can deal with mobs of infantry and armor with ease. It is advisable to focus them more when you play against HQ as Russia. Have Wolfhounds and other forces to defend them.
As Latin Confederation
The Latin Confederation has lots of units which can easily deal with infantry spam. First is the hero, Morales. The second unit isn't used that much as I've seen and it is a big mistake. This unit is the Buratino. Buratino can deal with masses of infantry from distance easily, while you can harass the armored units with Morales. Keep Drakuvs in the base, because they can abduct enemy infantry and that infantry will be yours, forever. Of course you can defend your forces with the good old Catastrophe + Desolator combo.
China has more disadvantage against HQ than any other factions. Sentinels aren't very efficient against Irkalla. Nuwas can be countered by either Epsilon Adepts or Brutes. Eradicators and Gyrocopters can help against infantry. In fact, if you manage to build many Gyrocopters you can deal with Irkalla relatively quickly.
The only things that help against HQ are Gehennas and Libra. Gehennas can take out Irkalla and Libra can be used for harassment. Basilisks can help against infantry spam. Magnetrons can immobilize Rahn and the Stalkers so your units can deal with them.
As Scorpion Cell
Scorpion Cell has Basilisks and Plague Splatters. Both of them are efficient against infantry, but it isn't necessary to use both of them at the same time. Oxidizer + Gatling Tank can deal with Irkalla and other air units with seconds. Scorpion Cell units are also fast so they can ignore the forces and attack the base directly. This tactic works well with Tyrants.