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Any guidance on pvp using Russia?


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#1 kyu_enysomenm

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Posted 07 June 2017 - 10:00 PM

I've just started 1v1 this week, and after so many players' ruining my enthusiasm for pvp, I think I may need some guidance on Russia. Is there any reliable replay, or anyone willing to tell me the order of building, and what units I should make?

And the map I currently play is Dune Patrol II. Waiting for your reply.



#2 TeslaCruiser

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Posted 07 June 2017 - 11:53 PM

If you are new, try playing epsilon. It is much easier to keep a strong economy and survive in a small map using epsilon.



#3 kyu_enysomenm

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Posted 08 June 2017 - 12:09 AM

What a talented reply.



#4 TeslaCruiser

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Posted 08 June 2017 - 12:27 AM

yeah xD
A build order would be a wall of text
Maybe I'll upload a video about RU build orders but I can't record audio on this laptop :v



#5 RushingRasputin

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Posted 08 June 2017 - 02:31 AM

Well, besides build orders, what are you struggling specifically? 



#6 CLAlstar

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Posted 08 June 2017 - 07:46 AM

- Speaking with statistics, Rihnos are one of strongest MBT's in the game.

- Unlike Halftracks, Tigrs are way more efficient at dealing with heavier enemy air unit comps.

- Russia kicks off in lategame as soon as they enter tier 3 - In previous tiers they dont have anything special

- Your unit comp for early game should contain MBT's, Tesla Troopers, Pyros, Tigrs/Flak Troopers (if enemy have air) and Borillos (vs Epsilon and if enemy have more infantry)

- Tesla Cruisers have small EMP effect after attack - makes it perfect against tanks either slow tanks or those with long rate of fire.
- Same goes for Volkov, but he can EMP infantry too

- Wolfhound is your ultimate jack of all trades unit - excels vs pretty much everything that is not a defensive structure and dedicated anti-air

Ill expand it in a couple of minutes by my thoughts.

 

- Scuds are second longest ranged ground unit in the game. Talk about sweeping defenses in easy mode.

- Back in 3.0 Desolators/Volkov/Chitzkoi with escort of Wolfhounds walk was a common strategy that worked well against most of threats on ground - deploy for the win. Im pretty sure it still works.

- Remember that you do not have long range anti-infantry unit. Try to not overextend when going against infantry based factions like Epsilon

- While Cruiser EMP resets the Mastermind control, its not really advised to use them against those, esspecialy if they are in bigger numbers. Unless you have curtain.

- Stalin Fist is an insane help when it comes to reinforcement support - try to have one following your main army and resupplying it.

- Overcharge and dustdevil every single fucking bigger engage.

 

Regarding build orders, the most common i see is:
Ref -> Rax -> PP -> Factory -> ref -> pp (optionally 2) -> Bureau -> Nuke plant -> Battle lab

Facttory BO depends on map but you want at least 3 miners to make it total of 5 before you hit tier 3. You will need to add couple more later on.


Edited by CLAlstar, 08 June 2017 - 08:04 AM.


#7 StolenTech

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Posted 08 June 2017 - 01:52 PM

you can also get your airfield and make foxtrots to deal with large infantry attacks or at least weaken them if they are too massive, combined with the dust devil that can take a beating from the Anti-air and debuffs the firepower of your enemy's units by 50% which basically cuts their damage in half.

 

also tank drop is one of the best support powers combined with Iron Curtain in the game as you are guaranteed to kill a tech building with it or as far as an MCV if your enemy doesn't pay attention and you keep him busy.



#8 kyu_enysomenm

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Posted 08 June 2017 - 06:49 PM

Thanks for your reply. I'll try working on improving my skills.






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