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MO 3.3 // Campaign, Cooperative & Challenge Discussion


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#281 Karpet

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Posted 01 January 2017 - 07:50 PM

I'm trying Zero Signal again, but man do I hate the Soviet terror drones. They keep on one killing Siegfried no matter how much I try and snuff them out. I feel like the whole mission hinges on keeping Siegfried alive. But besides from losing him I was doing pretty well on the mission, I was able to station some Mirage Tanks on the hill to the north of the Allied Refinery area and they were successful in killing the Soviet Scud Launchers that kept coming, this meant I did not have to babysit my refinery and it was mostly safe.

Zero Signal isn't too bad if you know what to do, I simply ignore the allied base and that's it. I scout out the area with rocketeers to kill terror drones, capture the 3 artillery cannons and repair them, place mirage tanks on the hill where the 2 artillery cannons are to kill any scuds coming after you. I also garrison the bunker in the bottom left (where the long bridge is) against Qilins. Using Siegfried, i slug through the Soviets in the north to get straight to their base. The spy turns off their power, and I rush through to capture their Conyard and destroy their nuke, field bureau, and battle lab/palace/whatever. So they can only build Rhinos and borillos now, you can mop them up as you please. Just don't do it too fast (destroying their base) or else you get a big end rush that kinda scared me and had the slight possibility to kill me if I wasn't careful. Scud launchers target buildings and not units unless attacked or threatened, so they can be lured with Mirages to their deaths.



#282 Solais

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Posted 01 January 2017 - 09:21 PM

When it comes to the Allies, the rocketeers are simply some of the most useful units in the game, from RA2 forward, so do mass them when you can, even if it's for scouting.



#283 Handepsilon

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Posted 01 January 2017 - 09:31 PM

What not to do in The Mermaid :

 

fjke8h.jpg

10xzn75.jpg


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#284 Damfoos

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Posted 01 January 2017 - 09:55 PM

Yeah, that's why I've failed the mission first time xD

Does of happen if you erase the Seim though?

#285 CLAlstar

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Posted 01 January 2017 - 10:04 PM

Yup. Anything bigger gives you a timer.



#286 Karpet

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Posted 02 January 2017 - 02:13 AM

Pfff, I blew up the entire Sejm with no problem on normal. Maybe I should try it on Mental too, just to taunt the Soviets :p



#287 Handepsilon

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Posted 02 January 2017 - 09:27 AM

So I finished Allied Act 2 :

 

1. The Mermaid

 

As posted earlier, I erased a palace (which I'm pretty sure is a landmark) from existence, and I quickly restarted before anything terrible happens. The actual escape is a bit like this except I didn't pass the palace (I nope'd out of the patrolling Gyrocopter :v). At the end, I used Tanya to clear through the desolators. The escape was quite quick

 

2. Puppet Master

 

Not exactly that much of a problem, just some annoying spies and stuff, and accidentally got my conyard capped at one point.

 

After the Soviet blew up their own Psychic Beacon, I decided screw it, and seized their buildings by force (engies).

 

Spoiler

 

Afterwards I used the Bureau to Drakuv Yuri's Psicorps army and convert them into capitalism liberalism Allied Army. And apparently it works on both the Brutes and Elites too. I guess money does solve everything

 

Spoiler

 

The rest is just a quick cleanups. There's nothing much to say.

 

Spoiler

 

3. Stone Cold Crazy

 

I took the advice to use air amada to take out the Kamaz's, but I had to sacrifice my Thors on the second truck (which is fine, since I got a lot of better units). As a bonus I infiltrated the infantry barracks before capping it. Not sure why I missed doing the same to the War Factory though. In the end all I used was rocketeers to chase stuff down, and others to expand my territory.

 

Spoiler

 

4. Ghost Hunt

Ah yes the troll Beacon. First off though, a Virus killed one of my seal and medic when she shot through the wall, without a pre-warning too (I took the bottom path near the gatling gun, and paid heavy price for that).

 

After that I focused on the lab where I can get my Athena Cannon, turned into my first expansion. Then I capped the Psychic Beacon (yeah, with engi), and made my second outpost there.

 

Spoiler

 

HOWEVER, keeping this alive after you blow the base will result the Scorpion Cell to stay until you sell this thing, preventing you from completing the objective until the beacon is gone

 

5. Bottleneck

 

Did this in two tries, because I didn't realize there were smaller islands outside the ones revealed in the map. Also, found some easter egg here which spawns numerous of crates :p

 

Spoiler


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#288 Solais

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Posted 02 January 2017 - 09:38 AM

For me Puppet Master was basically THORS. THORS EVERYWHERE.

 

And yeah, found the weird Super Mario sound effect totem as well. :p



#289 Handepsilon

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Posted 02 January 2017 - 09:41 AM

For me Puppet Master was basically THORS. THORS EVERYWHERE.

 

And yeah, found the weird Super Mario sound effect totem as well. :p

Funny thing is I barely use thors here, since the Allied chronoshifted me about 20 Prism Tanks in the game


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#290 GDIZOCOM

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Posted 02 January 2017 - 09:44 AM

What's broken about Money Source exactly? I'm gonna assume it's the ore field since I end up getting cornered with my partner everytime we get our MCVs. 



#291 CLAlstar

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Posted 02 January 2017 - 10:19 AM

It very often desyncs after destroying bunkers.



#292 X1Destroy

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Posted 02 January 2017 - 10:42 AM

Tried Panzer Ace and got my ass handed over the bridge.

I thought it was possible to play alone on easy. Guess not. Too many enemies.


Edited by X1Destroy, 02 January 2017 - 10:44 AM.

"Protecting the land of the Free."
efXH1rz.png
 


#293 Handepsilon

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Posted 02 January 2017 - 01:32 PM

After doing Exist to Exit, I found a possible theory about Libra.

 

Spoiler

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#294 X1Destroy

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Posted 02 January 2017 - 02:29 PM

Or something close to that. Like maybe 1 of her psicorp trooper sister, but was a failure and ran out of control.

Or possibly.......a highly destructive virus host.

If it's the former there should be ways for Yuri himself to at least neutralize it. But the later have to be destroyed before it can cause more harm.


Edited by X1Destroy, 02 January 2017 - 02:43 PM.

"Protecting the land of the Free."
efXH1rz.png
 


#295 Steelpoint

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Posted 02 January 2017 - 02:39 PM

Perhaps it'll be a reference to a future co-op mission or something akin? Seems like a important detail to be mentioned in the debriefing screen only to be ignored.



#296 Solais

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Posted 02 January 2017 - 03:02 PM

Well, we haven't seen the rest of the Act 2 missions yet, so who knows.



#297 Steelpoint

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Posted 02 January 2017 - 04:54 PM

I just finished Act 1 Allied 11 Panic Cycle, and am about to finally finish the Allied Act 1 campaign.

 

For Panic Cycle. The first half of the mission is pretty well done, having to micromanage you're forces while defending two units is a exciting endevor. The second half of the mission, once you get control of the Allied base, is still quite enjoyable. You're incentivised to explore the map and capture Tech Expansions to get a better income.

 

However, I felt the Russians and Chinese were not very aggressive at all. The most dangerous attack they sent at me were a bunch of saboteurs and a few wolfhounds. Note that I am playing on Normal.

 

It just seems jarring how little I was attacked when in prior missions, such as A09, that the Soviets were very aggressive the entire time. In this situation I was building a lot of defences in anticipation of a attack that never came. 

 

Overall though I think the mission also does well to demonstrate how useful Prism Tanks and Mirage Tanks are, and they both form the backbone of you're force to win this mission. 

 

TL;DR - Good mission overall. First part is great, second part is good. Soviets need to be more aggressive.

 

EDIT: Also a quick note on A10 The Gardener, the mission states you can take you're ED-209 to the repair cranes to be healed, but this does not occur.


Edited by Steelpoint, 02 January 2017 - 04:56 PM.


#298 X1Destroy

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Posted 02 January 2017 - 05:00 PM

Panic Cycle was ridiculous in 3.0 even on easy. It must have been changed alots.

I remembered receiving flank attacks with tons of demo trucks, SCUDs and Nuwas after getting the base. It was hard and took alots of time for me to end the stalemate.

Also, freaking terror drones+dragonflies miner hunts. Annoying as hell.


Edited by X1Destroy, 02 January 2017 - 05:01 PM.

"Protecting the land of the Free."
efXH1rz.png
 


#299 Plasma_Wolf

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Posted 02 January 2017 - 10:02 PM

I actually managed to finish Panic Cycle before the 3.3 rivision (on easy obviously). For me it wasn't too difficult once I got to the base. From there it's defend -> contain -> destroy.

 

I think can do it again after the rivision, but I'm having some lag trouble in the bigger missions. Eventually, the game crashes. I've had this happen in Puppet Master. Did it a day later and finished it (with the largest abundance of Thors and Prism tanks anyone has ever seen).

 

I also had a go at Ghost hunt. As with all of these base building missions, any form of trap is manageable as long as you've got decent defenses everywhere (on easy that is of course). Those supposedly-allied units got to damage two into the red and destroyed one oil derick, but that was it. I got about half the map under control when the game went slow, I went alt-tab and remembered that you shouldn't do that :whatoa:



#300 Solais

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Posted 03 January 2017 - 02:09 AM

Story theory: Seeing how Twisted Insurrection for TS is kinda almost like a brother mod to MO, there might be story connections to that as well. In TI GDI Mission 8, we have a small scene where Yuri escapes to the past via an old Chronosphere; just like how Westwood originally planned it. Maybe, that event actually set up MO, and... well, there's a rumor about a very special object that Yuri is sending from space to Earth, in the not yet available Epsilon Act 2 Mission "Dance of Blood" (if I recall). What if...?






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