MO 2.0 // Mission Discussion, Tips and Tricks
#441
Posted 31 March 2011 - 04:47 PM
I love this mod very much and started to play a weeks ago. I am kinda slow and now i am stucked in soviet mission - Omega mental. Can anyone suggest any strategy for this mission? The base won't last >5 mins after deployment! the enemies are everywhere and the base would definitely finished when the floating disk arrives....help!!!!!
#443
Posted 03 April 2011 - 07:59 PM
#444
Posted 05 April 2011 - 06:29 PM
#445
Posted 05 April 2011 - 07:55 PM
And watch out with Allied mission 3
#446
Posted 14 April 2011 - 02:55 PM
Congratz!
And watch out with Allied mission 3
your are right...now i am stuck in mission 3..couldn't beat the chaos tanks..still struggling...
#447
Posted 16 April 2011 - 03:37 PM
Allied Mission 5
Spies got killed, all my forces eliminated by elipson but nothing happen?! Cant even move or protect the spies...can someone help me or please tell me what is going wrong? thanks...
#448
Posted 16 April 2011 - 05:40 PM
#449
Posted 18 April 2011 - 08:25 PM
I usually have to save every 20 secs
not use to missions where you have limited units and you HAVE to keep some important units alive like Tanya or Boris's dog who keeps jumping into vehicles which gets destroyed by Boris
anyways, Allied 3 seems to be the most troublesome for people, it was for me too
here's a step by step guide to beating it for those of us not fortunate enough to get anything useful in those crates
1) make sure you create all the units you need as soon as the game begins, since your money decreases for some reason every few minutes
I suggest building 2 guardian GI, 2-3 engineers and the rest GIs. Go north from your barrack and just follow the route till you get to the psychic dominator.
Don't try going south and down the river, its guarded by hilltop Seraphs and Railgun Towers.
2) use 3-4 guardian GIs to take out the Seraphs, be careful not to get too close cause two or three shots from those and your guardian GI is toast
3) use snipers to shoot the oil cans near the Railgun Towers is obvious (keep your sniper and at least one navy seals AT ALL COST, without the sniper you have no chance of getting through the railgun towers, and you can't reach one of the nukes without the navy seals, since you need to swim to that one)
4) once you get to the Psychic Dominator, use those engineers you created to capture their war factor, radar, and powerplants sell them and you get an extra GI along with loads of cash to create more units (you don't have to capture the powerplants since they're worth less than the engineers when you sell them). You can also capture the enemy's barrack and sell yours if you want your units nearer when you create then, but you do lose a bit of money that way since you spent $500 for an engineer. MAKE SURE YOU SAVE ONE ENGINEER, you'll need him for later ...
5) There's two routes you can take once you're at the Psychic Dominator (remember you can't destroy it until you took out both nukes), you can take the route below the Epsilon barrack, or take the route below the Epsilon war factory guarded by a railgun tower. The one below the war factory leads to a dead end. So take the one below the barrack.
6) This is what I found to be the most difficult part of the mission, once you move down from the barrack, you'll enter a route that's like a valley (you'll know why I call it a valley after you get there), with two railgun towers, one on the top and bottom (the top one being impossible to destroy since its on an isolated hilltop). You have to be really careful when navigating through this valley. So you can pretty much only move one or two units at a time. The bad part is of course your enemy is on the other side of the valley. So what I suggest is you keep the sniper in the valley, and he'll take out all infantry that comes your way. Occasionally your enemy likes to do an "attack dog rush", so keep your navy seals near the sniper in case that happens. Then the first unit you move to the other side should be your guardian GI. You should have an elite one by now. He'll take out any tank with ease and use him to take out the two Seraphs on the other side of the valley near the two Bioreactors (again all this will become clear once you get there). Note you'll get Initiates charging at your guardian GI, but your sniper should be able to keep them off.
7) After your guardian GI destroys the two Seraphs, move your sniper to where your guardian GI is, you should be in the position to shoot the oil can near the bottom railtower. Shoot it and now you can move the rest of your forces through the valley more easily by letting them come closer to the South of the valley (remember the hilltop Railtower north is still there).
8) If you managed to get through the "valley of death" go south and you should see a bridge. Use snipers to shoot the oil can near the Railtowers right away so you don't get Initiates rushing at you from the Barracks (the oil cans destroys the Railtower, Barrack and Seraph all at once). Make sure you don't destroy the bridge accidentally from your Guardian GIs' continuous firing or else you'll have no way of crossing it.
9) Now comes the fun part of the mission, once you crossed the bridge, you'll notice your opponent has an airpad just south of the bridge guarded by a Seraph. Take out the Seraph and use your engineer to capture it (remember I told you to leave one engineer in step 4 ...). Make sure your opponent has 3-4 planes on the airpad before capturing it. Then, they're all yours. Yes you are now in the position to call in your own airstrike! Of course there are Gattling Cannons scattered throughout, so don't use them just yet.
10) Once you reached the airpad there's two routes again, go left first.
11) You're near the first nuke! There are a few annoying Yuri's around, so make sure you keep your sniper ahead of the rest of your troops. If you managed to get here I don't think I need to explain the rest, just do what you did before and take out the Railgun towers and Seraphs. Take out any Gattling cannons you see, cause some of the Railtowers don't have oil cans beside them, that's when you use your airstrikes. But of course they're one time use if you forgot to take out the Gattling cannons. Once you get pass the Railgun Tower, the rest should be easy. One thing to note though is that there's a nuclear powerplant to the South of the nuke. Use your sniper to shoot the oil can near beside the railgun tower, it'll trigger another oil can and KABOOM the nuclear powerplant explodes. Now your opponent's powers are shutoff (assuming you've been destroying every powerplant you see along the way). The psychic dominator is now off (oh did I mention if you took too long your opponent will use the psychic dominator on you? )
12) After you destroyed the first nuke and took out the power, the rest of the mission is a piece of cake. Go back to your airpad, and go right and just follow the route, being careful of Seraphs along the way. Like I said you need your navy seals to swim across the river for this last nuke, but since all the Tesla Coils are off, you only need one navy seals to take care of the job.
Sorry if I was too wordy. Good luck to everyone trying that mission! Oh and you might wanna save every 20 secs in that mission
Edited by slimy, 19 April 2011 - 10:18 PM.
#450
Posted 18 April 2011 - 08:37 PM
I can't see the time machine (I'm pretty sure its in the bottom right corner, its obvious) none of my unit's line of sight allow me to see the island the time machine is located on since its on a hill and I tried to move as close as possible to the island and still the top of the island is entirely dark to me. Any ideas?
Edited by slimy, 18 April 2011 - 08:39 PM.
#451
Posted 18 April 2011 - 09:58 PM
Tip: at one part of the map, you will find one Epsilon building on a isolated island (Not sure, but I think it was a radar...) Kill it and pick up the crate. Result? Map reveal
And nice Allied 3 walkthrought
Edited by Black/Brunez, 18 April 2011 - 09:59 PM.
#452
Posted 19 April 2011 - 08:06 AM
Shame we made the mission harder now. >=D
Oh and btw, Enforcers are supposed to be the Allied siege infantry. You'll find them a bit more effective against structures than GGI's.
IRC: #menthosogma (Rizon)
#453
Posted 19 April 2011 - 01:05 PM
They'll never be as effective als GGI's against Seraphs/Pillboxes/Sentry Guns, because they can't outrange them while GGI's can.Nice walkthrough indeed.
Shame we made the mission harder now. >=D
Oh and btw, Enforcers are supposed to be the Allied siege infantry. You'll find them a bit more effective against structures than GGI's.
#455
Posted 19 April 2011 - 03:13 PM
Actually, they can.
its true I think they can, but with limited resource its better to train GGI than enforcers since GGIs are more effective against tanks.
#456
Posted 19 April 2011 - 05:52 PM
1. spy can't sabotage power plant nor other buildings.
2. enforcer won't cause damage to the sentry gun.
3. get error related to n patch after the saved game reload a while.
I cant pass the game...so i tried to save the game from where the crate can be acquire. Got different items after several load games (rhino tank, war miner, some tank like a grinder - can get money sometimes after eliminate enemy, cloak, map view and nuke strike). After several tries to complete the mission, i gave up and load back with the nuke strike, point to the location where physic amplifier is...ka boom..mission accomplished..
#457
Posted 19 April 2011 - 10:29 PM
Shame we made the mission harder now. >=D
Can I just ask for a favour if you're gonna make the mission harder? Increase the line of sight of each unit (especially the sniper) to their effective range. This way I don't have to force my poor attack dogs to go suicide in front of a Railgun Tower just so I can actually see the oil cans and tell my sniper to shoot it. It's a bit weird too if your sniper just killed something but you can't see it cause that part of the map isn't revealed, which is strange since it seems like the sniper just shot something it can't see.
#458
Posted 02 May 2011 - 09:29 PM
#460
Posted 06 May 2011 - 08:25 AM
The pathfinding AI needs to be improved. Somehow if I order them to fire on a pillbox which is still out of range, they will not open fire onto it until it is too late.Actually, they can.
Enforcers are pretty useless because their range is much lower than the GGI's, they can't do squat to tanks (and get crushed too easily), and for killing infantry you've Snipers to do the job. Enforcers are good against unprotected buildings... but how often are buildings unprotected?
Unless snipers are nerfed BIG TIME in MO 3.0, I don't see how Enforcers can become useful aside from low-tech games.
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