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C&C Tiberian History: hints & tips #10

nod mirage squad

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#1 Madin

Madin

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Posted 29 March 2009 - 06:24 PM

The Mirage squad was removed in release 2!

Special power name: Mirage Squad
Special power type: Reinforcement power
Side: Nod
Base Asset: EA/Stygs, Additional texture & XML coding by me.
Cost: $3000
Requires: Aircraft Hanger


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Blurb
The elite Mirage squad raiders were one of the most feared faction divisions that the brotherhood had.
Its not clear how the Mirage squad were founded. Some claim that they originate from a small desert tribe, some claim that they are formed from the best raiders of all arid lands. One things for sure, there hit and run abilities are considered second only to the legendary stealth tank!
Has one of the break away factions the Mirage squad do not directly take orders from Kane, indeed they do not take orders from anybody, their services need to be bought!
The diversity of targets they can attack, the accuracy and battle experience they have and the fearsome reputation they've gained among GDI commanders, means that many a Nod faction leader is willing to barter goods or money for their services.
Their effect on GDI , in the arid regions where they mostly operate is astonishing. GDI have all but suspended the building of small outposts, tiberium mining expansion has been suspended, and the size of the standard escort detail has risen tenfold! All Orca patrols have been suspended, and the expenditure on early detection sensors has risen 2000%!
The Mirage squad activities has suppressed GDI expansion in arid regions and allowed Nod to expand their red zone tiberium mining program almost without hindrance.

Any Nod faction leader that can afford the hefty price needed to hire these pro's are urged to do so as soon has possible, these guys take the meaning of harassment to whole new levels!

Gameplay
This is a special power that is similar to GDI's old 'Bloodhound' power. It is available once the Nod hanger has been built. It drops 4 vehicles that we will have an in depth look at very soon. These vehicles are only available has part of this special power, so take good care of them!
For simplicities sake you can think of the vehicles dropped has a pair of advanced Nod bikes and buggies.

Sand Serpent
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A very useful anti-infantry vehicle. Has with any mirage vehicle it is stealthed when stationary.
It has a rear mounted mortar tube. It can defend itself from Orcas or attack defenceless transports.
Lets look at some stats.
Stats
Health: 2000 (Raider buggy=1500)
Speed: 115 (Raider buggy=130)
Stealth detection: 400
Weapon range: 300 (Raider buggy=250)
Weapon damage: 30 (Raider buggy=25 + 200% scalar vs aircraft)
Clip size: 6 (Raider buggy=3)
Clip reload: 0.25 seconds (Raider buggy=0.7 seconds)
Notes: Sand Serpent will not target Fighter or bomber class aircraft
Mortar
Same has Pitbull mortar except it no longer has a scatter radius.
Special: Call for transport. Invisible when not moving/attacking
Ratings
Primary use: Anti-infantry
Anti-infantry rating: Excellent+. Fast, with medium range anti-infantry cannon and group killing mortar tube. Would receive a higher score but Rocket troopers out range it.
Secondary use: Stealth detecting scout
Third use: Anti-building
Anti-building rating: Good. Destroys weaker structures very quickly using the mortar launcher.
Fourth use: Anti-aircraft
Anti-aircraft rating: Poor. Better than nothing.


Sand Scorpion
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The same has the Serpent except with a rocket launcher instead of twin machine guns. Specialises in anti-aircraft. Can destroy other scout class vehicles, especially those smart enough to move to avoid the mortar.
Stats
Health/Speed/Stealth detection: Same has Serpent
Weapon range: 300 (Attack bike=290)
Weapon damage: 300 (Attack bike=same)
Mortar
Same has Serpent
Special: Call for transport. Invisible when not moving/attacking
Ratings
Primary use: Anti-aircraft
Anti-aircraft rating: Very good. 200% damage boost against aircraft. Make sure you move while firing.
Secondary use: Stealth detecting scout
Third use: Anti-building
Anti-building rating: Good. Destroys weaker structures very quickly using the mortar launcher.
Fourth use: Anti-Infantry
Anti-infantry rating: Good. Mortar is back to its best, very good when used on the move.


Uses
Offense. Economy attack. Harass your enemies harvester and refineries.
Suppress mass infantry. Good Micro is the key here.
Anti-building. Obviously stay well clear of tier 3 base defences. Try to pick out tech structures, etc. Buildings with low health, high experience award and unit/structure build tree effect.
Has a group the Mirage squads mortar will shred tier 1 defences in a matter of seconds.
Anti-light vehicle. Try to avoid mass heavy armour, you won't stand much of a chance (unless you've managed to mass multiple mirage squads). Don't forget to heal damaged squad members, with well planned/prioritised attacks, it is very easy to rank up with the Mirage squad.
Anti-aircraft. Used in combination with the invisible while stationary ability of the Mirage squad the Sand Scorpion's anti-air is very powerful. The ability to almost guarantee a first strike should be used.
For example a Mirage squad can lie invisible in your own tiberium field (along with visible anti-aircraft deterrent), and can insure that no Orca returns from their harassment run (you'll lose some squad members if the players good, if they spot an early Nod aircraft hanger it might be a give away).
More tactics will be discussed at a later date.

Happy hunting!

The Mirage squad was removed in release 2!

Edited by Madin, 18 August 2012 - 04:37 AM.





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