Sooooooo, i kinda suck at this game, and it is really pissing me off how fast the easy AI is kicking my ass. who here can teach how to not suck ass at this game? allways loved red alert 2 and it kinda irritates me that now i have it, i can't play worth a damn. its more frustrating than fun i want to change that.
I cannot Yuri too good, help please.
#1
Posted 15 August 2015 - 06:39 PM
#2
Posted 15 August 2015 - 07:44 PM
Just start building Barracks,Ore Refinery,get some dogs and start exploring,some anti-aerial/armor soldiers,and then build whatever you want,you know... Your style... xd
Also,If it's your "first" time with MO,get a decent ammount of anti-aerial units (specially if you fight against Soviet or Allied units)
And get your spawn point on a high place,with only 1 (maybe 2) ways to get to you. That way you don't need to defend tons of positions.
And well,keep winning,playing,practising... xD
#3
Posted 15 August 2015 - 08:15 PM
You could do that... but you know what they say. Cheaters never win. Well, Billy (Zalseon). That's a lie. You should totally cheat. You'll win so much. Unless you're playing online... then it's not a lie.
#4
Posted 15 August 2015 - 09:26 PM
Training a few dogs and surrounding your MCV with walls is a good way to start. The dogs can be used for scouting the map and your enemy, allowing you to react to threats earlier. Walls will prevent the cheaper AI tactics such as engi rushes.
Unlike vanilla YR, the AI will use siege weapons properly, so keep in mind you can't just build defenses and let the AI walk into them.
A very common mistake is people (including me) simply sitting on their credits. You should always be producing something in all tabs if you can. 100k+ credits in the bank won't help you when you have Kirovs knocking on your door.
Building more of the same production structure will increase the speed that units are produced from that strucutre. Tanks not building fast enough? Build another War Factory or two.
Bear with us, we'll be toning down the AI in the next version for all difficulties except Mental.
IRC: #menthosogma (Rizon)
#5
Posted 15 August 2015 - 10:11 PM
Training a few dogs and surrounding your MCV with walls is a good way to start. The dogs can be used for scouting the map and your enemy, allowing you to react to threats earlier. Walls will prevent the cheaper AI tactics such as engi rushes.
Unlike vanilla YR, the AI will use siege weapons properly, so keep in mind you can't just build defenses and let the AI walk into them.
A very common mistake is people (including me) simply sitting on their credits. You should always be producing something in all tabs if you can. 100k+ credits in the bank won't help you when you have Kirovs knocking on your door.
Building more of the same production structure will increase the speed that units are produced from that strucutre. Tanks not building fast enough? Build another War Factory or two.
Bear with us, we'll be toning down the AI in the next version for all difficulties except Mental.
Haven't tried Mental yet (I still haven't fixed the problem with Windows 10... I should try the solution someone said on that specific topic)
If you get used to Easy,you can get used to Normal... (at least for me) it just sends a couple more units,and more often... The problem is when you fight 2 or more AI at once. xD
#6
Posted 16 August 2015 - 03:15 AM
thank you folks! really helpful tips here, lol i've been starcraft so damn long its taking forever to get readjusted to the C&C system (which ironically i grew up on)
#7
Posted 16 August 2015 - 03:17 AM
Training a few dogs and surrounding your MCV with walls is a good way to start. The dogs can be used for scouting the map and your enemy, allowing you to react to threats earlier. Walls will prevent the cheaper AI tactics such as engi rushes.
Unlike vanilla YR, the AI will use siege weapons properly, so keep in mind you can't just build defenses and let the AI walk into them.
A very common mistake is people (including me) simply sitting on their credits. You should always be producing something in all tabs if you can. 100k+ credits in the bank won't help you when you have Kirovs knocking on your door.
Building more of the same production structure will increase the speed that units are produced from that strucutre. Tanks not building fast enough? Build another War Factory or two.
Bear with us, we'll be toning down the AI in the next version for all difficulties except Mental.
Haven't tried Mental yet (I still haven't fixed the problem with Windows 10... I should try the solution someone said on that specific topic)
If you get used to Easy,you can get used to Normal... (at least for me) it just sends a couple more units,and more often... The problem is when you fight 2 or more AI at once. xD
now personally i've found i tend to turtle alot, using super weapons as AA control whille i use black eagles to win by attrition, once i've survived till mid game i'm typically set, it's getting to that point that's been driving me ballistic. now out of curiosity is there hot keys for selecting crap on the production tab like in openRA? cause if so i can wreck yuri's shit finally!
#8
Posted 16 August 2015 - 03:19 AM
Training a few dogs and surrounding your MCV with walls is a good way to start. The dogs can be used for scouting the map and your enemy, allowing you to react to threats earlier. Walls will prevent the cheaper AI tactics such as engi rushes.
Unlike vanilla YR, the AI will use siege weapons properly, so keep in mind you can't just build defenses and let the AI walk into them.
A very common mistake is people (including me) simply sitting on their credits. You should always be producing something in all tabs if you can. 100k+ credits in the bank won't help you when you have Kirovs knocking on your door.
Building more of the same production structure will increase the speed that units are produced from that strucutre. Tanks not building fast enough? Build another War Factory or two.
Bear with us, we'll be toning down the AI in the next version for all difficulties except Mental.
AI can siege right? good to know XD. thanks for the input mr.meister!
#9
Posted 16 August 2015 - 01:13 PM
Epsilon factions are the one's I have most difficulty against too. I also find it annoying how the AI, even when not set to teams, has no trouble in ganging up on the human. Don't play the baseless skirmish, unless you want to be swamped as every non-specifically friendly AI makes a beeline for your position and dogpiles you. They won't even bother with each other until you're gone!
Another mistake I tend to make often (unless I'm actually on the ball for once), is not garrisoning any nearby structures (discounting those guarding chokepoints, which I will generally use) the moment I see them. It's annoying when the enemy parks infantry right in that tribal hut near your front lines, and effectively makes your dogs useless. Dogs smell approaching infantry, dogs run out to intercept, dogs get slaughtered by the garrison. Lesson: Garrison or blow up nearby structures ASAP!
Whenever I'm being targeted by Epsilon, I tend to find the Soviets are better at countering them (particularly Russia). Cheap infantry spam, battle bunkers and turrets are a good way to stall the Epsilon assaults long enough to tech up and start deploying bigger and badder units. Just don't get too focused on stalling them, because sooner or later you'll get Masterminds coming your way, and that hurts. When in Russia, throw Wolfhounds at the things.
(If I can tech up fast enough to counter the Masterminds, I'm generally set. By that point my anti-air assets are ready, and all I've got to be wary of are Dreamweavers.)
One last general hint: At present, don't just rely on dogs and/or Terror Drones to counter enemy infiltrators. They (in my case) have trouble pouncing unless coming at them from head on, and if it's a Saboteur, you'll probably lose the unit if it connects anyway. If I've heard right, the pounce animation is going for the next release anyway, so they should be more reliable then.
But for now at least, the best defence against an infiltrator is vigilance on your part (it's not subtle, seeing one of "your" units heading towards your base), and ready turrets or other defences. Spot the suspicious unit, order your turret or whatever to attack it, hopefully kill the blighter before he makes half your funding disappear or some other mischief. You will learn to hate infiltrators, especially given how the AI cheats with them.
...Is it strange that I find the higher difficulty AIs easier to hold off?
#10
Posted 16 August 2015 - 02:53 PM
I think that your main problem lies with low APM (actions per minute). Early in the game, you should be doing something all the time. When you've built the barracks, immediately give the order for the next two buildings, the Ore refinery (obviously) and the walls (less obvious). The Walls will surround the construction yard and later the power plants. Also queue some infantry. It may seem clear to do this but still people tend to forget, certainly when they're new to a game or starting a game after some months of not playing it. The enemy will be doing something all the time, so you have to be a hyperactive hamster as well. Easy methods to deal with the big amount of things to do (and making sure you have less to do) are buliding walls around anything that's not building something. Walls around the Power plants are critical because you can count on some infiltrator to sneak through (still happens to me) and them shutting down your power removes the most important thing to getting a good overview and doing good management: your minimap. Also build some turrets and pillboxes. A couple of them at your entrance will be a huge help against the early enemies.
With this "Build Build Build"-strategy you'll probably run out of cash. I see no problem in increasing your starting cash first, work with the game and get used to everything, then decrease the starting cash. With low starting cash, building a second ore refinery and two miners is necessary (and maybe not enough). Of course, this reduces the number of things you can have at the start.
Press tab as soon as the game starts, if you have random opponents. Then you'll see who they are and what you can expect.
The USA has paratroopers, so make sure you have some anti-infantry units in your base after you build the radar tower
Russia has the tank drop ability. If I'm playing against many russian computer players, I always fill my base with prism tanks.
Later in the game, you can use just a couple of units to elliminate the threat of sneaky attacks (my favourite is the three chrono legionairres against a russion tank drop).
Whatever you do, start with superweapons off, if you're getting buried under the many things you have to do simply to defend your position, then the first nuke is the end of you.
I'm using mostly the European Alliance because they're the ones with the Mirage Tank, Prism tank (although every allied faction has a good siege weapon, the Prim tank is the most awesome imo) and the Thor Gunship.
If your problems lie with not being able to spend as much cash as you can, then build additional war factories and barracks. Next, spam Rocketeers and Thor Gunships. When you've got a small army of Thors, they'll be absolutely unstoppable against the AI. Things to watch out for are the Chinese Sentinel, other Thor Gunshis, US Aeroblaze and naval AA units.
I've tried playing with China a bit, mostly because I'm having serious trouble getting rid of the Nuwa Cannons (China's heavy tank fitted with a rather short range nuclear cannon). In their case, it's spam Sentinels and Nuwas, then attack.(I'm having trouble fighting them with the Euro Alliance because massing Gunships is too slow and I forget to build the Charon tank)
What you can do with the EA, you can do with Russia, but then it's the cheaper and weaker Wolfhound that does the job (I found that out in the 12th soviet mission that was an absolute piece of cake for me, weird because several allied missions were too much on easy). Another useful Russian weapon is the Tesla tank. A couple of them can short circuit any other group of tanks, including those Chinese Nuwa Cannons.
I've tried only one Epsilon faction and that is PsiCorps. The major mind control weapons are here. That includes the mastermind. When you're on the defensive, keep the masterminds in the base (not cluttered together in case of the Chinese EMP) and don't send them to the front when the enemy comes along with a mass of infantry, but do send them when they come along with a group of tanks. With the heavier tanks, the enemy tends not to send more than 4, so a mastermind and an Epsilon Elite are enough to take control over all of those.
I've tried only
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users