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What can I expect from act 2?


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#1 JustJoking

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Posted 20 August 2017 - 03:33 PM

Hello world.  :)

 

I recently finished the first half of the campaign, act 1 for all the factions. Started with allies and finished with epsilon, on normal difficulty.

Now, of course, i plan to take on the missions of act 2, and I wanna know what type of missions should I expect. I dont want to watch youtube videos cuz I don't want to be spoiled, I guess...

 

I can guess they are harder than those of act one...



#2 Solais

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Posted 20 August 2017 - 06:31 PM

Actually, from what I played back then, they were kinda easier, I guess. Especially the Epsilon ones.



#3 lovalmidas

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Posted 20 August 2017 - 06:32 PM

Expect more death.

 

And more base building for Epsilon, since they now have a functional tech tree.


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#4 JustJoking

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Posted 20 August 2017 - 08:45 PM

Actually, from what I played back then, they were kinda easier, I guess. Especially the Epsilon ones.

Risking to sound braggy, epsilon missions were the easiest to complete for me. I don't know, maybe i gained experience from the 2 other camapigns...

 

Expect more death.

 

And more base building for Epsilon, since they now have a functional tech tree.

I looked forward to playing with epsilon because of their awesome tech tree, but playing in the shadows was fun as well. And by "expect more death", you mean there will be more trial and error, huh. Well, after my experience with singularity, i am prepared for more of that...



#5 Handepsilon

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Posted 21 August 2017 - 04:39 AM

I think loval meant more character death

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#6 Divine

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Posted 23 August 2017 - 11:33 PM

Or hopefully a full blown shit-hits-the-fan situation, a proper world war spanning years with millions dead instead of a Soviet blitzkrieg only a few weeks in time and the subsequent PsiCorps mindfuckery.

 

Ares allows functional trenches. Just sayin'. Kinda strange how even though the world-wide conflict, Red Alert 2 just can't get rid of the cheery, almost cartoonish feeling to it. Nothing like Tiberian Sun.


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#7 Handepsilon

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Posted 24 August 2017 - 05:26 AM

It does, that explains Riot Trooper logic


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#8 Gameman112358

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Posted 24 August 2017 - 05:38 AM

I thought Riot Trooper logic was using the old "hit the deck and go prone" logic from the original RA2. I'm surprised to know that they might be using something else. The original RA2 had something where if your infantry get hit, they automatically go prone, making them slower but supposedly be more resistant to damage. I thought the Riot Trooper was using the same logic.

 

BTW, does the Riot Trooper actually take less damage from all sources when he gets hit? I did notice that he raises his shield and goes slower, but I can't really tell if he's taking less damage or not.



#9 Handepsilon

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Posted 24 August 2017 - 10:05 AM

No, I was referring to the fact that it can kill infantries in garrison, not the shield-up logic.

 

And yeah it should take less damage while shield is up


Edited by Handepsilon, 24 August 2017 - 10:05 AM.

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