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#341 Allied Commander ???

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Posted 03 May 2014 - 11:54 PM

I'd think of an allied mission idea for act II or whatever :
 
The Walking Dead
 
Location: California, USA (actually I'm thinking of a city resembling Raccoon City in Resident Evil)
 
Theater: Night, Urban
 
Weather: Nothing, then rain after crystal device activated by script
 
Map Descriptions: The map is something like 200x200++ and all the land is 7 above sea level Large portion of the map are buildings and skyscrapers with lots of bridges with rivers, plenty of tech structures and ore fields at a specific location and the most important------ crowded with uncountable zombies (scripted hostile civilians which damages structures and units with something like brutes)  
 
Mission description: The Scorpion Cell had launched a soviet stolen ICBM containing large ammounts of viruses. Three of our best commandos are under your control to stop the United States falling into a complete zombie apocalypse...
 
Gameplay: The player starts with an ICBM strike on the centre of the map, leaving a lot of poisonous gree clouds scattering around the city with large crowds of civilians running here and there and starting to become "zombies", killing each other all buildings in the city started to take damage and the city is sealed by gates letting the zombies cannot escape the city. Then the screen turns to an outpost outside the city with a field hospital instead of tech hospital, with a deposit bank, 2 coal plants and a tech machine shop. HMG towers and Artillery Bunkers around this small outpost are use to control the zombie hordes but will not last anymore longer (so the player must be fast as this outpost cannot be destroyed). The outpost is fenced with allied concrete walls and a Gate EW. A Stallion Transport moves into the centre of the outpost with an elite Norio, then ejects an elite Siegfried and an elite Tanya. The mission briefer tells that the field hosptial  doesn't have enough medical technology to make the anti-virus so the player must secure the tech hospital in the northern side of the map which is fenced up with enabled comet fences with zombies gathering outside the base with damaged allied buildings inside the base and a tech secret lab, a few oil derricks and power plants, a tech airfield, a satellite hack center, tech missile silo and and tech maintenance center. The base is a floating fortress connected with a bridge and the bridge is now broken. An engineer is para-dropped in the outpost and the player starts escorting the engineer in the Stallion. Don't think that Norio can fly-thru zombies with ease, the Epsilon had several SAM site installments throughout the city. As the player manages to secure the base by repairing the bridge and turns the base back online, new terrain is discovered and the map goes bigger. The mission briefer tells the player that the anti-virus will be dispersed using rain. There are 4 rain crystal devices throughout the entire map and was guarded with Epsilon forces as they had already knew the allied's plans. A technology truck (from Blut Royale) chronosphered into the base and the player 
is ordered to clear out the enemy guarding forces and let the technology truck, mounted with the anti-virus successfully stop at all rain crystal device and load the device with anti-virus, while the epsilon sends in forces and an epsilon MCV in the outskirts of the city. Now the player is intended to build a weather control device for letting it rain more efficiently. Frequent attack forces on the base must be repelled by the player as the timer goes to 0:00, the whole map starts to rain and the civilians are scripted to automatically die. MISSION ACCOMPLISHED.
 
Allied perspective: Tech level 10, entire allied armada from 3 subfactions (something like unholy alliance but only allied units) and access to campaign only units ex: sniper, dolphins, battleships, super thors, tank destroyers, ect. Commander is from the US.
 
Epsilon perspective: Tech level 10, entire epsilon armada from 3 subfactions and access to  campaign only units and rare units ex: Yuri himself, Lasher tank prototypes ect. (Irkalla will be a challenge to the player too)

Objectives:1 Secure and turn the northern medical base online.
2 Clear enemy forces guarding the rain crystal device to load the device with anti-
virus.
3 Build a weather control device and wait for synchronization with the rain crystal
devices

WARNING: Tanya, Siegfried and Norio must not be killed, and the 4 rain crystal devices, and the Technology truck must no be destroyed.


Edited by Allied Commander ???, 06 May 2014 - 02:09 PM.


#342 Meyerm

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Posted 12 May 2014 - 01:24 AM

(Post deleted and replaced)

 

Was unable to copy and paste before deletion, so old post is lost. Didn't matter much anyways. I got a new idea though, for the beginning of ACT II.

 

Allied Mission 1 of ACT II:

 

Description: The Allies have beaten the Soviets back in Europe, and the infighting between Chinese and Russian forces in Asian have allowed PF forces to turn the tide there as well. With Soviet invasions there having failed, you have been sent to North Africa. The allies are turning the tide against the Soviets in the North African campaign as well, but a critical satelite uplink for the region has gone off-line. The uplink must be reactivated.

 

The mission: A small allied task force is sent into the region where the uplink is located. A scouting fighter plane reveals the base the uplink is that, revealing the attackers to not be Soviets. The vehicles of the unknown enemies match description of Scorpion Cell Mantis tanks. After fighting through the enemy forces, you recapture the allied base and the uplink which gives you map reveal, which uncovers a new surprise, a very large base of unknown ownership. Unsure of it's origins, you then have to capture a radar spire in an outpost beyond the main base. On the way, mind control units are encountered, leading to more confusion. Once captured, you learn the truth of the enemy you face. Just then, Epsilon forces destroy the radar spire and uplink center with captured Barracuda bombers (The Epsilon base is built on the remains of an allied one). You must now escape with your remaining forces back to the starting point and report your findings. The End briefing reveals this new opponent to be appearing globally. A new invasion has begun. 



#343 doctormedic

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Posted 23 May 2014 - 03:37 PM

im busting my ass trying to beat human shield's snipers.Do i have to throw bait at them or do the usual BR 1 cryptic bullshit?



#344 Eternity 6

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Posted 23 May 2014 - 03:47 PM

im busting my ass trying to beat human shield's snipers.Do i have to throw bait at them or do the usual BR 1 cryptic bullshit?

I managed to win with one adept because a dog ate him - phsycic bust glitched ,  it was such a hard that mission , not easy even on easy.

Look up a video guide there's one for every mission.



#345 Martinoz

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Posted 23 May 2014 - 04:08 PM

This mission is bugged, so you can avoid it AFAIK. Extremely hard, you can capture both Snipers with some luck and timing.


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#346 Speeder

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Posted 23 May 2014 - 04:09 PM

It's in the mission name. Throw them something to shoot at first.


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#347 mevitar

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Posted 23 May 2014 - 05:36 PM

Even if the mission lacks cloak detection, getting rid of Snipers shouldn't be a problem. I'd say that's the easiest part of the mission, especially on Mental. :p
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#348 Meyerm

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Posted 23 May 2014 - 06:06 PM

The main issue with the snipers I faced was acting fast enough to get the first sniper away from the pillbox. Mind control the two GIs on the top of the ledge leading to the left side sniper, kill the dog and patrolling GIs with barrels, then send GIs on a suicide mission with a psicorps trooper directly towards sniper (make sure trooper is BEHIND GIs). Once sniper kills the Gi the trooper you sent with is controlling, mind control the sniper and keep the trooper where it is to draw fire from the turrets. Quickly get sniper out if you can, but he's not NEEDED for the mission. The other sniper is fairly easy to deal with, with or without the other one mind controlled. Just use the sandbags as shields to get close, mind control GIs, and send a trooper to mind control sniper in between shots. Use civilians if you run out of GIs.



#349 Speeder

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Posted 23 May 2014 - 08:28 PM

Those Snipers have had their health decreased so that just onle shot from Pillbox will kill them on spot.


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#350 Meyerm

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Posted 23 May 2014 - 08:41 PM

The snipers are really just candy anyways. It's not insanely hard without them.



#351 doctormedic

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Posted 24 May 2014 - 10:58 AM

Those Snipers have had their health decreased so that just onle shot from Pillbox will kill them on spot.

Unless you can mindcontrol pillboxes i dont think that will help me all that much



#352 Eternity 6

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Posted 24 May 2014 - 11:01 AM

I just got a fully vet Lasher tank with all of the armor boost boxes and slowly killed every unit in the map except the men in the buildings.

 

Plus you can go from the top of the allied base you can attack two pill boxes without retaliation and after destroying them run over the sand bags with you Lasher and you can easily get to the spies and don't worry about un-mind controlling a spy they will just stand still.


Edited by Eternity 6, 24 May 2014 - 12:24 PM.


#353 Martinoz

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Posted 24 May 2014 - 11:05 AM

 

Those Snipers have had their health decreased so that just onle shot from Pillbox will kill them on spot.

Unless you can mindcontrol pillboxes i dont think that will help me all that much

 

Send a civilian or two, use Adept to MC the Sniper, he will die surely.


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#354 doctormedic

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Posted 24 May 2014 - 11:48 AM

well ok but i hope this mission is fixed in br2



#355 RP.

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Posted 24 May 2014 - 12:22 PM

There's nothing to fix.


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#356 Eternity 6

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Posted 24 May 2014 - 12:30 PM

well ok but i hope this mission is fixed in br2

just use a guide already : 


Edited by Eternity 6, 24 May 2014 - 12:30 PM.


#357 Martinoz

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Posted 24 May 2014 - 02:15 PM

There's nothing to fix.

Undetectable mines.


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#358 lovalmidas

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Posted 24 May 2014 - 02:18 PM

There's nothing to fix.

Undetectable mines.


They are undetectable. So there is nothing to fix. :p

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#359 doctormedic

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Posted 24 May 2014 - 05:43 PM

I meant that speeder forgot to enable reveal for the mines for the adepts and the tesla troupers

Also in waranty void the tech artillery bunker doesnt shoot when captured so there's something to be fixed



#360 Meyerm

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Posted 24 May 2014 - 06:00 PM

I did hear from somewhere that tesla troopers were being added so you have detection capabilties in the mission (Adepts used to have detection but it was removed appearantly).






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