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MO 3.3 // Campaign, Cooperative & Challenge Discussion


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#1421 Handepsilon

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Posted 21 January 2018 - 12:00 PM

I think you should lock short game on, Speeder. Some masochist tried to do Revolution Challenge with Short Game off.

 

I'm sure I don't need to say anything more about it


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#1422 mrvecz

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Posted 26 January 2018 - 10:06 PM

How did you guys passed the revolution challenge, the part about crossing to enemy base ?

 

I rushed trough the bottom lane with speed support power, i was playing as Yankees

I rushed 7 Abrams, 5 aeroblases and one MCV, MCV, two aeroblazes and three Abrams survived

 

And it was a close call, but i couldn't figure out any better solution... if theres even another option ?

 

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#1423 Handepsilon

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Posted 27 January 2018 - 03:07 AM

Probably by waiting for the weaker armor to pass by, or just SW the fuck out of them.

I never passed Reeeeeeevolution Challenge. It's more annoying than Watercube

Edited by Handepsilon, 27 January 2018 - 03:08 AM.

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#1424 Terminal Velocity

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Posted 27 January 2018 - 06:25 AM

Well, for Epsilon it's not a problem because of Drillers. Scorpion Cell has an option to take out Grumbles with Malver and then just use the Basilisks. For Soviets, if everything else fails, just spamming Apocs will do the job.


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#1425 Handepsilon

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Posted 27 January 2018 - 07:15 AM

As for Foehn.... would they even have problems? :shiftee2:


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#1426 Damfoos

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Posted 27 January 2018 - 08:18 AM

They would until they establish the Inhibitor network over their base. But unlike Allies, they can't sneak behind enemy lines with Chronosphere, quickly break through with Kirovs like Soviets or drill into enemy base and destroy it from inside like Epsilon. They have to rely on firepower and durability alone, and this makes Foehn's life harder when the enemy is fortified well. They can hijack stolen tech units though, and getting few of those Apocalypses scattered across the map allows for more options.

To answer the question, another option is to play with superwapons enabled and teleport a strike team of Abrams + Aeroblaze + MCV + Spies + Tanya to the bottom part of the map, so you can quickly sabotage enemy power, destroy the CY and finish off the base, while reinforcing the team on the spot (have a barracks and war factory ready to be placed before you chronoshift). With the Chronosphere you don't have to ram through their parade.

Also, if you removed the Grumbles, you can use Lionhearts to clear the parade if you want, just be careful.

Edited by Damfoos, 27 January 2018 - 08:25 AM.


#1427 TrollWarlord

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Posted 27 January 2018 - 03:24 PM

Well, for Epsilon it's not a problem because of Drillers. Scorpion Cell has an option to take out Grumbles with Malver and then just use the Basilisks. For Soviets, if everything else fails, just spamming Apocs will do the job.

Why destroy them if you can capture them with Hijackers...



#1428 Terminal Velocity

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Posted 27 January 2018 - 03:50 PM

Well, I don't play as SC often, so I didn't know you could hijack them when they are deployed. Still, I don't think it's really worth all the trouble(avoiding countless dogs and Terror Drones and then escorting the Grumbles to your base).Oxidizers should be more than sufficient for the task, besides, Grumbles aren't THAT good against Kirovs. Not to mention that Kirovs are hardly the main problem of this challenge.


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#1429 isaac103

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Posted 29 January 2018 - 05:04 AM

So what are these laser shore guns that's been talked about in the briefing for Soviet Act 1 Mission 2 where you destroy the Americans in San Francisco? Can we maybe get wreckage of what they look like maybe?



#1430 Solais

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Posted 29 January 2018 - 09:07 AM

Wouldn't mind a covert ops mission about dealing with those guns.



#1431 mrvecz

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Posted 30 January 2018 - 05:46 PM

Now i have managed to play through all challenges except SW one atleast once, some multiple times with different faction

Latest one was Molten core as Euro Alliance

My base looked like this

 

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So lets get straight to the point, must all challenges be patience testing ? The nonstop hurling of support powers to your base for 90% of the game duration (No, i want to play as someone else than Foehn) ? The most challenging part of any challenge is surviving the onslaught of offensive support powers (And by survival, i mean your mental health). Heavy object and Watercube and the LB fortress challenge are most notable one. 

 

It takes me from commanding units in the front, i want to lead my forces, not having to search what was damaged by some random support power, that building that gives access to that power is located on the other side of the map behind defences and enemy bases.

 

Challenge like Revolution, Madness, Molten Core felt right, i was threatened by units and i had to devise new and unusual strategies, why others cant be like that too ?



#1432 TheWankBank

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Posted 30 January 2018 - 06:05 PM

Some challenges are hard and some are not, that's just the way it works.


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#1433 mrvecz

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Posted 30 January 2018 - 07:35 PM

Some challenges are hard and some are not, that's just the way it works.

I dont consider repairing my base every 5-7 minutes hard, just annoying.



#1434 Handepsilon

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Posted 31 January 2018 - 02:19 AM

For Watercube, I'd recommend Epsilon, because drilling through the missiles are the easiest way against the missile silo

 

I agree that it's a very tedious challenge, with your movement getting constrained and all with Marauders and Magnetrons.


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#1435 StolenTech

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Posted 31 January 2018 - 10:23 AM

So lets get straight to the point, must all challenges be patience testing ? The nonstop hurling of support powers to your base for 90% of the game duration (No, i want to play as someone else than Foehn) ? The most challenging part of any challenge is surviving the onslaught of offensive support powers (And by survival, i mean your mental health). Heavy object and Watercube and the LB fortress challenge are most notable one. 

 

It takes me from commanding units in the front, i want to lead my forces, not having to search what was damaged by some random support power, that building that gives access to that power is located on the other side of the map behind defences and enemy bases.

 

Challenge like Revolution, Madness, Molten Core felt right, i was threatened by units and i had to devise new and unusual strategies, why others cant be like that too ?

it doesn't have to be the challenge's fault, MoltenCore for example can be done with ways other than walling off your entire base, I played it and failed a couple of times but what I realized was that the sickles and arsonists always spawn/paradrop in the same locations, so you can just wall off these parts and fend off the rest of the attacks with base defenses(battle bunkers, allied T1 defenses, epsilon Inferno towers) and bait the fury drones around with dogs or 3 minermites if you're foehn.

Watercube is a painful challenge but it was the most satisfying challenge to beat for me, you have to figure out the attack patterns and act accordingly, you can snipe the various tech powerplants on the map to stop the AI from using their superweapons with Kirovs/drillers/Tyrants/Paradrops from Russia or USA/Baracudas/chronosphere or a naval push which never failed me, you should also know that AI LOVES to target warfactories no matter what, so build those on the edges of the island and once you hear the tech missile silos launch their missiles.



#1436 mrvecz

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Posted 31 January 2018 - 12:24 PM

I didnt camped through the map though, even if it looks like that. I just spent alot of time making sure i dont have to worry about my base burning down from random arsonist.

 

Aside from Battlecity and the Endurance challenge, i dont play with superweapons (Sometimes i am shooting myself in the foot by increasing the game's length but i am used to it) since worrying about 3 WMD located on the other side of the map is too much and i dont want to play as Foehn to hide my base in signal inhibitors.

Battlecity is small map and bases arent filled to brim with anti spies... or atleast they arent everywhere. Endurance, well i always rush navy, take out WoC (Usually their base is under siege by the time they build Harbinger tower)

Since AI seems to be weak in naval war, once i get my navy going on any map with water, its game over for everything near shores.

Even friendly AI seems to be useless, they do build siege ships like Dreadnoughts, but they station them either randomly on the map, or they park them next to where enemy shipyard once was. They dont bombard enemy bases at all which i find weird and probably not intended.



#1437 Flandre

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Posted 02 February 2018 - 04:01 AM

They would until they establish the Inhibitor network over their base. But unlike Allies, they can't sneak behind enemy lines with Chronosphere, quickly break through with Kirovs like Soviets or drill into enemy base and destroy it from inside like Epsilon. They have to rely on firepower and durability alone, and this makes Foehn's life harder when the enemy is fortified well. They can hijack stolen tech units though, and getting few of those Apocalypses scattered across the map allows for more options.

To answer the question, another option is to play with superwapons enabled and teleport a strike team of Abrams + Aeroblaze + MCV + Spies + Tanya to the bottom part of the map, so you can quickly sabotage enemy power, destroy the CY and finish off the base, while reinforcing the team on the spot (have a barracks and war factory ready to be placed before you chronoshift). With the Chronosphere you don't have to ram through their parade.

Also, if you removed the Grumbles, you can use Lionhearts to clear the parade if you want, just be careful.

 

Makes sense. Foenh's gameplay makes it kinda hard to take an alternate approach when the enemy is well fortified it's defenses and the player will be forced to take it by brtual means.

 

Hopefully we'll see some other ways.


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#1438 Dawbra

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Posted 04 February 2018 - 09:47 PM

Russian Revolution 
Ai builing stuff on parade road making them to slow and move the buldings around so its hard as you need to take more stuff to get to the buldings.
And its quite masochistic on Yuri HQ to make it happen..
Im glad that he wont move all so when i take one AI the parade slows but still not sure if it supposed to be made that way.
And gold ore regeneration should be better as leater on you dont have much cash.. only from derreck 

And when i play this co op with friend i lost all buldings but have engeener so i caputre barrack as we get chronosfere on thiere back but i can't product anything.


Edited by Dawbra, 04 February 2018 - 09:55 PM.


#1439 Handepsilon

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Posted 05 February 2018 - 02:47 AM

First of all, it's a challenge, not co-op.

Second, did you kill their MCV and was held too long that they manage to rebuy it? That happens sometimes when MCV decided to build by the parade. I think next update will have the parade road not being able to be built on

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#1440 Dawbra

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Posted 05 February 2018 - 10:52 AM

i take out power and mcv buldings that i have in ranged but yea he buy mcv he try to use it on main base but i take it out few times before i lost troops he get another mcv but he knows he get destroyed so he goes to that road and build there , as the middle buildings at this time of fighting was destroyed.

Once when i try he handle to unload it on the middle and build fortress there , once he almost rush with it on my base.
Same odd stuff is seeing that his miners goes straight to my base trying to attack or collect our ore at the start of the game  :D

And why i don't hear eva warnings that i attack , it be nice to have eva when Kirov are coming.
Once their attack pattern looks bugged as there was attack coming i take 2-3 of them and it was cleaned.
But at moment later there was rest of them coming that wasn't reported and destroy me.
I don't expect them i take what came and look around with anty air groups to take rest before they come but nothing shows.
So its not that i miss them , they more like to be build and send instantly without eva as AI lacking of production of them.


Edited by Dawbra, 05 February 2018 - 10:53 AM.





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