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MO 2.0 // Strategy


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#181 wcvechten

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Posted 26 April 2009 - 12:58 PM

1 on 1 you can beat em easily, 1 on 2 also

after that, it gets harder ><

#182 Dud3man

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Posted 10 June 2009 - 12:17 AM

Dude, dude...
I want to know how to let the AI cheat work for us...
I beg you, reveal the secret.


It works in normal RA2 and YR as well as MO, but each time you build an additional production structure, the units it makes build faster. I.E. if you have 20 construction yards, your structures build almost instantly. This works with ANY production structure, airfields, barracks, war factories, naval shipyards, construction yards, etc.

#183 Darkstorm

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Posted 10 June 2009 - 04:03 AM

he's talking about 2 factories making same unit at same time but thats just whenever AI has more than one factory and that is in normal YR its just the stupid ai doesn't build more than 1

#184 o8ao

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Posted 10 June 2009 - 01:59 PM

lol i wonder y my AI enemy can build 2 units(tanks) at the same time with only 2 war factories. e.g tesla tank, i saw 1 tesla tanks coming out from each of the war factory. wth????

#185 Speeder

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Posted 10 June 2009 - 02:35 PM

It's YR bug.

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#186 Darkstorm

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Posted 19 June 2009 - 02:14 AM

Just what I explained above your post, YR and I think TS have that problem, the same unit will come out of each factory. (only works with vehicles AFAIK but may work with infantry.)

Edited by Darkstorm, 19 June 2009 - 02:15 AM.


#187 IronCurtain

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Posted 18 July 2009 - 01:01 PM

My genius strategies as USSR:

#1

1. Deploy MCV, spread out units to defensive positions (if there are any units available)

2. Build walls, power plant, refinery, barracks, defenses

3. Build war factory, order harvesters and AA units

4. Build radar, airfield, repair depot

5. Build MiGs, scout enemy base with spy plane, destroy Con Yard with 4 MiGs, rebuild lost MiGs, blow up war factory and then barracks. AI usually gives up when it has nothing to build.

6. Just for the lulz, build lab and spam with demolition trucks inside enemy base. Eet Radiayshn, biatches. Also, press F10.

7. Mission accomplished after point 5 anyway.

#2

Only if there are a lot of AI's.

Same build queue as #1, only more defenses and attack choppers to protect harvesters/get easy kills. I usually keep 6-10 choppers in squad 2. Build lab. Build palace and industrial plant, start spamming with tesla tanks. If a lot of money is available, build 2 more war factories. Build 30-40 tesla tanks, combine with the tanks from tank drop, and voila, a perfect force to take out the enemy. If enemy AI's have a lot of units defending their bases, use demolition trucks to clean it up a bit. Also, before attacking, MiGs should do a suicide-mission to get enemy ConYard. Mission Accomplished.

P.S Also if your ally is taking first place (be it human or not, same thing :p), just for the lulz, build some demolition trucks and go on a rampage to the base, get free kills.

There's also an alternative - since enemy AI has unlimited money, I usually leave barracks undestroyed and place my choppers above them, and get free, unlimted and fast kills.

Edited by IronCurtain, 18 July 2009 - 01:08 PM.


#188 Zenothist

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Posted 18 July 2009 - 03:51 PM

Well, good thing the MiGs get balanced out in the next version.
So you should probably start thinking of a new strategy.

P.S Also if your ally is taking first place (be it human or not, same thing ), just for the lulz, build some demolition trucks and go on a rampage to the base, get free kills.


Tsk tsk, that's not exactly the best way to make friends now is it?

Reminds me of the time I did a Bloody Games match with my brother. After we killed most of the A.I. off, I broke alliance with him for the lulz.

Soon it was his 40 something rocketeers against my 10 flak troops.
Guess who won. :p

#189 IronCurtain

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Posted 25 July 2009 - 01:58 PM

Well, good thing the MiGs get balanced out in the next version.
So you should probably start thinking of a new strategy.

P.S Also if your ally is taking first place (be it human or not, same thing ), just for the lulz, build some demolition trucks and go on a rampage to the base, get free kills.


Tsk tsk, that's not exactly the best way to make friends now is it?

Reminds me of the time I did a Bloody Games match with my brother. After we killed most of the A.I. off, I broke alliance with him for the lulz.

Soon it was his 40 something rocketeers against my 10 flak troops.
Guess who won. :p


Oh please! Leave the MiG's as they are! The Soviets were sissies in the original YR with absolutely no useful air units, at least these MiGs compensate for it! ;)

Also, the rocketeers are better than flak troops, I think....I never use flak troops, only flak apcs and flak cannons ;)

Hehe, yeah I remember how me and my brother picked USSR, deployed our base near by ourselves, and then built around 15 nuclear reactors each. Then we spammed with Crazy Ivans and placed them around those reactors. And then, as gold was getting really low, we built around 4-6 demolition trucks. And then we pressed "D". That was fun. :p


"yyyYYYYAAAAAAAAAGHHHHHHHHHHHHH!!!" - Crazy Ivan

#190 Darkstorm

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Posted 28 July 2009 - 05:57 AM

The way you talk makes 'em sound like a barracuda on a harrier level and as far as i'm concerned the Allies have mastery over the air no matter what. oh and btw ever seen a kirov in action and i'm pretty sure Siege Choppers are just for show.

#191 Zenothist

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Posted 28 July 2009 - 07:12 AM

The way you talk makes 'em sound like a barracuda on a harrier level and as far as i'm concerned the Allies have mastery over the air no matter what. oh and btw ever seen a kirov in action and i'm pretty sure Siege Choppers are just for show.


Well the Barracuda is for Defense and Building destruction so it takes more the role of a bomber than an actual strike craft.

MiG is just a slower, more armored, souped up Harrier. They're also more expensive as is their Airpad.

Also, Allied still have an advantage with those Support Pads. ;-)

#192 IronCurtain

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Posted 28 July 2009 - 04:03 PM

The way you talk makes 'em sound like a barracuda on a harrier level and as far as i'm concerned the Allies have mastery over the air no matter what. oh and btw ever seen a kirov in action and i'm pretty sure Siege Choppers are just for show.


So then, Yuri has this "mastery" in the sky too? Cut me a break.

And wow Kirov in action...Something tells me you never tried using these shitty slowpokes against well fortified enemy. Preferably with Aeroblazes there as well.

In original YR I took down 20+ Kirovs with rocketeers and IFVs. Your point?

Siege Choppers works PERFECTLY against AI. In fact, without them your harvesters would ALWAYS ask for trouble (with their lame machineguns).
Also Elite Siege Choppers (which are pretty damn easy to have, just hunt down infantry and tanks) can easily take down Kirovs/any air assets.

Barracudas are great for taking down defenses. It takes 1 missile to take out a sentry gun/whatever, and 2 missiles to take out advanced defenses. MiGs are good for taking out main buildings and units.

By the way, try to guess what happened here:

Posted Image

"Dats a lot of radyaishn der, komrad" - Soviet Commander.

MO. It's good for the lulz. :umad:

Edited by IronCurtain, 28 July 2009 - 04:17 PM.


#193 Zenothist

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Posted 28 July 2009 - 04:22 PM

Siege Choppers works PERFECTLY against AI. In fact, without them your harvesters would ALWAYS ask for trouble (with their lame machineguns).


Quoted for truth. Siege Choppers are great for stopping infantry rushes and they helped a lot on Aerial Maneuvers.

#194 Darkstorm

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Posted 28 July 2009 - 09:34 PM

The point I was making is that the soviets weren't totally out of the skies, and in a related note barracudas need to be the only building destroyer aircraft, the harrier and black eagle are vehicle destroyers the mig and starflare should be too. Each of the teams have their own unique combat doctrines. Allies use air and sea support coupled with fast mobile, versitile units, with high technology. The soviets rely on a variation of Blitzkrieg tactics minus the air and infantry, The use heavy, slow, yet powerful units with strong yet weak artillary, and of course their tesla tech. Yuri is the strangest, he uses a combo of underhanded technologies to gain the advantage such as Chaos, Toxins, Mind Control technology, Floating Disk technology, Cloaking, and Railgun/Lasers. (Railguns and Cloaking is a new thing in MO but seem to fit yuri's doctrine well) To heavily deviate from this breaks the balance, now a soviet aircraft that is relativly strong is ok but the allies need a stronger one and at the same or lower tech level and at a similar cost. (not that they need to be the same price but the allies should be more cost effective)

#195 Speeder

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Posted 29 July 2009 - 07:33 AM

Soviets use strong yet weak artillery wut?

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#196 IronCurtain

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Posted 29 July 2009 - 07:49 AM

The point I was making is that the soviets weren't totally out of the skies, and in a related note barracudas need to be the only building destroyer aircraft, the harrier and black eagle are vehicle destroyers the mig and starflare should be too. Each of the teams have their own unique combat doctrines. Allies use air and sea support coupled with fast mobile, versitile units, with high technology. The soviets rely on a variation of Blitzkrieg tactics minus the air and infantry, The use heavy, slow, yet powerful units with strong yet weak artillary, and of course their tesla tech. Yuri is the strangest, he uses a combo of underhanded technologies to gain the advantage such as Chaos, Toxins, Mind Control technology, Floating Disk technology, Cloaking, and Railgun/Lasers. (Railguns and Cloaking is a new thing in MO but seem to fit yuri's doctrine well) To heavily deviate from this breaks the balance, now a soviet aircraft that is relativly strong is ok but the allies need a stronger one and at the same or lower tech level and at a similar cost. (not that they need to be the same price but the allies should be more cost effective)


1. Yes, soviets were totally out of skies. In original YR and RA2. In MO 2.0, with the MiGs and Siege Choppers, allies and yuri's now actually need to deploy AA units against soviets. Lot's of them. Which what I think the "balance" should be about.

2. "The use heavy, slow, yet powerful units with strong yet weak artillary"

This doesn't make much sense.

When you say "heavy, slow yet powerful units", I think you mean the apocalypse tank, which to my recollection, is the most useless tank in the games. Especially in MO. They become VERY slow after some time (which I think it's a bug of some sort, because battlefortress is doing the same). But at least battlefortress have better armour and more fire power.

"Strong yet weak artillary"

How can it be strong when it's weak?

In YR, siege choppers had the best artillery capabilities. The grand canon was a stational weapon and it didn't do much damage while siege choppers weren't stational and did a hell more damage when used against all ground units. But Westwood just had to ruin everything about USSR by adding that crappy battlefortress to the allies. As if prism tanks with mirages weren't enough to deal with, noooo....

In MO, the best artillery unit is the allied battleship, no doubt. 1 battleship can sometimes kill the AI without a problem...

So, back to the point about the doctorine. No, I think soviets use pretty fast and well armed and armoured units, not slow and heavy.

Slow and heavy = apocalypse tank, which only has this "popularity" of being the best because Westwood portrayed it to be "badass" in the starting movie of RA2. But in the game(s), it's beyond crap.

It's even worse in MO as I mentioned.

But if you combine Tesla tanks + Rhinos + Siege Choppers + Terror Drones (optimal, depends on money and good micro-managing skills), and by that I mean a lot of them (which isn't a big deal to produce), I guarantee no AI's will defend their bases successfully. Even a player will have a hard time dealing with that.

And those aren't "slow and heavy" units.

About allied doctorine, there's not much of it. They try to stay out from the range of fire. No defenses (expect for the grand canon, which is allied and I see no point for it belonging to them) can reach prism tanks. Allied are the most overpowered side in the game.

Mirages are camoflaging as trees and it makes it tedious to aim at them with your tanks (you have to hold Ctrl while doing that)
Prism tank is the best tank in the game. Does tremendous damage against buildings and infantry+spalsh damage while staying out from the range of fire. It works great against terror drones too. Also in MO, they are all veteran when you build them + 15% more armour if you pick UK.
Battlefortress. No comment. Really uninspired idea to make allies even more overpowered as it is.
Grizzly tanks are bad, yes, but if you combine them with german tank destroyers, good luck to the soviet player/yuri player.
IFVs. Much useful than Soviet apcs.

And if you add MO units such as mobile artillery, then pretty much any player is ****ed from the moment the game has started.

Also allies have better fleet and air assets. What kind of "doctorines" could be applied to them since they are the most overpowered?

And Yuri..Yuri is a copy-cat :rolleyes: Fun to play as though. And can be defeaten as well.

#197 Speeder

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Posted 29 July 2009 - 01:24 PM

Kill me for I'm removing the Battleship from skirmish game. :rolleyes:

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#198 IronCurtain

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Posted 29 July 2009 - 02:58 PM

Kill me for I'm removing the Battleship from skirmish game. :rolleyes:


Actually, thanks a bunch! I really disliked that unit, to be honest. :rolleyes:

By the way, do you know what's causing Battlefortresses/Apocalypse tanks move so slow? I even tried shooting them from pretty much everything I could with, but no success :rolleyes:

#199 Speeder

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Posted 29 July 2009 - 03:54 PM

It's fixed in next version.

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#200 IronCurtain

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Posted 29 July 2009 - 04:27 PM

It's fixed in next version.


Cool.

Now a bit offtopic, because I couldn't find a thread with suggestions to the next version (feel free to ignore the list :facepalm:)

- The AI should be more dependant on money. Just by looking that it can build so many units with just 1-3 harvesters is a bit bizzare :rolleyes: The difficulty should be the same, I like how the AI tries to sneak attack from the places you'd least expect.

- The AI should use the country's special units more frequently. I have never seen AI using Aeroblazes for one, or Tesla Tanks...

- Also it would be nice if the AI would use ships more frequently/smarter. By smarter I mean not just going for the shipyard and then cyrcling around, but actually taking down defenses/power or whatnot. Moar challange FTW! :rolleyes:

- Infantry size...I've seen that you will be rescaling them back the orignal size, which is..just...meh :/ I got used to the size in this version, thought it was pretty good...

That's it so far, thanks for the great mod anyway :rolleyes:

Edited by IronCurtain, 29 July 2009 - 04:28 PM.





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