Jump to content


Photo

C&C Tiberian history: Hints & Tips #58

gdi mlrs tiberian dawn

  • Please log in to reply
No replies to this topic

#1 Madin

Madin

    title available

  • Hosted
  • 686 posts

Posted 13 October 2014 - 05:18 PM

Name: MLRS
Side: GDI

Tier: 2
ERA: Tiberian Dawn

Cost: $1,500

 

MLRS_Info_01.jpg

 

Gameplay

The MLRS is a tier 2 artillery for GDI. This means that GDI are the only side with a full artillery unit at tier 2.

 

Let us list some of the features of the MLRS:

  1. Has less range than the Juggernaut.
  2. Does 'GRENADE' damage, which is very good vs structures and good vs infantry.
  3. Large clip which takes a while to finish firing.
  4. Long reload even in comparison to the Juggernaut.
  5. Large minimum range.
  6. Wide spread.
  7. Very low health, and poor amour.

The first thing we see is that, probably as expected, the tier 2 artillery (1) has less range than the tier 3 artillery. Understand that in terms of C&C3, what has happened is that the Juggernaut has had its range increased, so the MLRS fires at the range that the Juggernaut used to.

 

The warhead is good vs structures (2), and the large clip and spread (3,6) mean that it excels vs large structures especially (for example refineries and war factories). Structures that have a very small foot print (like the notorious Scrin plasma battery) will not take as much damage due to frequent misses, or catching the edge of a blast.

 

MLRS_FIR_04.jpg

Refinery is a good target for the MLRS

 

In terms of using the spread (6) for area denial purposes, provided the targeted group is large enough, it is definitely worth your while to use the MLRS in this fashion. While the rockets will not do a lot of damage to vehicles, the sheer volume will wear them down considerably, and make it easier for your anti-vehicle units to finish them off. Infantry will take tons of damage and most will be killed outright, also it will suppress infantry in a wide range, thereby slowing them down.

 

MLRS_INF_01.jpg

Good vs infantry!

 

The long reload is something that you have to factor in. It is best to make sure that your attacks count, because there is going to be a long period were you will be waiting for your MLRS to reload.

For example it is preferable that you take out important static targets with your first attack were possible (so whatever the number of MLRS are needed to destroy an enemy war factory in their first volley, etc), because you can quickly expect a response from an alert player, and they will be looking destroy your MLRS while they reload, before they can get their second volley off.

At most you want a key target down in no more than one reload. Of course if the purpose is a distraction or light harassment, then the above might not apply.

 

As you would expect the MLRS has a large minimum (5) range. This as usual means that you will have to protect your MLRS, because if your enemy can get any unit within its minimum range it is as good as dead (7).

 

MLRS_FIR_03.jpg

A reasonable sized escort is recommended!

 

Heroic

If you can get a MLRS to 'HEROIC' rank, then instead of the 12 clip unguided rockets, you will get 2 very powerful M39 missiles.

This is a good deal believe me:

  1. More range than the standard rockets.
  2. Has limited homing ability.
  3. Massive damage radius, makes up for lack of spread.
  4. Smaller clip means that it takes a shorter time to fire.
  5. Effective VS all ground units, indeed the blast radius is so big that it will damage low flying aerial units!

Once you reach heroic, use the above information to adjust your tactics. It is now fine to go after vehicles specifically for example (1,3,5), preferably groups of vehicles (4). Indeed if you do not want to target key structures, just go for whatever will cost the enemy the most to replace.

 

MLRS_HER_01.jpg

Here you can see the difference between the heroic and non heroic warheads, no mistaking a heroic MLRS!

 

Take care of your heroic MLRS, because your opponent will want to destroy at a very high priority. Look after it and it might just win you the game!

 

Some Stats:

Cost: $1,500 (C&C3 Juggernaught=$2,200)
Speed: 50 (C&C3 Juggernaught=40)
Hit points: 2,500 (C&C3 Juggernaught=5,000)
Rocket Weapon
Weapon strength: 325 (C&C3 Juggernaught=1,000)

Weapon Radius: 30 (C&C3 Juggernaught=25)
Weapon Clip size: 12 (C&C3 Juggernaught=3)
Weapon range: 600 (C&C3 Juggernaught=600)
Weapon Reload: 8 seconds (C&C3 Juggernaught=5 seconds)
Rocket Pod Ratings
Primary use: Anti-Structure
Anti-Structure rating: Very good. Great damage against large structures, but average against small structures.
Secondary use: Anti-Infantry
Anti-Infantry rating: Good+. Good against large groups of infantry, but small squads can easily avoid any damage.

Heroic Missile Weapon
Weapon strength: 3,000 (C&C3 Juggernaught=1,000)

Weapon Radius: 125 (C&C3 Juggernaught=25)
Weapon Clip size: 2 (C&C3 Juggernaught=3)
Weapon range: 750 (C&C3 Juggernaught=600)
Weapon Reload: 6 seconds (C&C3 Juggernaught=5 seconds)

Heroic Missile Ratings
Primary use: Anti-Structure
Anti-Structure rating: Very Good+. Very good splash based damage with a large area of effect. A surprisingly reasonable reload time.
Secondary use: Anti-Vehicle
Anti-Vehicle rating: Excellent-. Very good splash based damage with a large area of effect.
Tertiary use: Anti-Infantry
Anti-Infantry rating: Excellent. Instant death to infantry at a massive radius
.

 

Protect these units at all cost!

 

MLRS_FIR_02.jpg

 

Release 8 Update:

  • Heroic MLRS weapon now only does 25% damage to aerial units. This is considered a fix and not a balance change!
  • Turret turn rate 45 degrees a sec (was 120!), Turret pitch 20 (was 40).

Edited by Madin, 13 May 2017 - 01:30 PM.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users