Ok. Video coming soon. I have this challenge figured out already.
- Divine likes this
Male
Posted by CLAlstar
on 04 March 2017 - 06:52 PM
In the meanwhile, I am the reason for which Speeder will increase drasticly difficulty of Challenge maps.
Posted by CLAlstar
on 02 March 2017 - 09:03 AM
The game knows what do you write on forum. And it clearly takes it back on you. I might be an ass, but i haven't got that good laugh for some time.
And really, how one does run out of time in that mission? I always have at least 15 minutes of time left.
Posted by CLAlstar
on 01 March 2017 - 11:04 AM
Anyone seen the Accel World anime? Then i think you should have an idea how does it works.
Posted by CLAlstar
on 01 March 2017 - 11:03 AM
Posted by CLAlstar
on 26 February 2017 - 03:55 PM
IMO, poison are useless vs all tanks and air armies like China and Coronia. The only reason to build PS is playing mirror Epsilon matches and to an extent, against Foehn. And even so, we have Virus who can do better because it doesn't have crap accuracy.
You underestimate poison. Its annoying to have something that slowly chips health of your units. Maybe its not much of damage but still damage.
Posted by CLAlstar
on 16 February 2017 - 10:47 PM
>complaining about logic in game that have mind control, weather control, rad cannons, confusion beams and magnetic hovercrafts
There are different types of lasers. Abrams one is less powerful and vs infantry specialized version.
Posted by CLAlstar
on 13 February 2017 - 10:32 AM
Aite, time to shed some light.
- Do you think that certain subfactions are a little bit underpowered?
Yes and no. Yes, certain factions do lack something (EA for example feels strange to play) HOWEVER the player determines the skill, not faction. In your example - Pacific Front is the powerhouse of Allied factions, They have long range anti-tank assault (Zephyrs), decent frontline unit (battle Tortoise), Siege unit with one of highest ranges in game (Hailstorm) and several additions that greatly boost their survivalability - mainly Suppressors, those guys at cost of 2 slots in Battle Tortoise highly increase their survivalability. It's the faction you want to take against campers or if you want to gain teritorial control.
- Do you think that static defenses are decent?
Yes. Allied T1 static defense have obvious advantage - they do not cost power. Couple of turrets and pillboxes in your base can seriously hamper enemy movements during early game and even stop the assault. Later on with more unlocks, its good to have couple of prisms, gaps and (not as broken as in vanilla) grand cannons. They can be countered but they also help with defneding your positions.
- Do you have any tips for Allies? (And I'm talking about all three factions.)
USA - Highly mobile faction. Their MBT is effective against infantry, unlike other factions due to flashbang attack and firepower debbuff applied to enemy infantry. Warhawks are one of bets supporting untis in the game - keep them behind, when engage happens then pop them in and let them attack until they proc their target painter. Also decent at hit'n'run attacks. Always fire Mercury Strike + Target painter combo in combination i wrote since delay on Merc Strike is big enough to let you freely paint the targets in meanwhile. USA T3 is highly superior in elliminating mass infantry - Abrams Tanks, Tanya, Riot Trooper and Athena Cannon can easily deal with them on all ranges. Athena's friend is fog of war - they do not get revealed when firing.
EA - Defensive force of Allies. Cavaliers are one of best building killers in the game due to autoloader. Their IFV is more armored but slower. Mirage tanks are on T2 but they lose their anti-infantry efficiency. Its your main anti-tank unit in the lategame. Charon tank can easily elliminate single targets, making them efficient against costly units like T3 tanks or MCV's. They do not work on epic units. Thor is one of best anti-air and anti-infantry units in the game. Deployed thor boosts defense of all nearby ground untis but slow them down - good for fighting on chokepoints. Prism Tanks are self explainatory. Coordnode boost firepower of all nearby defenses. Harriers apply short armor debuff, making them better than other jets at elliminating highhly armored targets.
PF is explained earlier, but i'll add this. Kappa tanks can be a nice addition to your ships. Black Eagle deals splash damage, making them efficient against ground units. Zephyr have problems wieh attacking higher ground - make sure they are on higher elevation than Zephyr beacon. About beacon itself, its a range extension for all zephyrs, making their range affect entire map but ONLY when attacking said beacon. Efficient at attacking unsuspecting groups of tanks.
- Are there some kind of strategies in MO already?
Yes, but barely any of them are written. You can notice some behaviors in player's actions. You can check my videos to take the idea.
- Do the thing like, let's say, meta exists?
Fuck the meta. As long as its effective, it works for me. Unless its mass foxtrots. Or mass megalodons vs epsilon. Ugh.
if you have any questions then feel free to message me on cncnet, usually you can find me under nick AlstarIRC. Im Polish aswell so there should be no problems with explaining stuff.
Welp, hopefully this was helpful.
Posted by CLAlstar
on 11 February 2017 - 08:35 AM
Posted by CLAlstar
on 29 January 2017 - 11:49 AM
1. If you complain about SUPPORT buildings/units dealing no damage... Are you a RA2 multiplayer veteran by any chance?
2. Iron Guard underused? I see those in every single game against soviets when superweapons are on. But hey, structure making your tanks in area invulnerable is pretty meh, amirite?
3. You complain about Dustdevils because they broke your Airpad unit symmetry, oke.
4. Foxtrots are NOT ballanced.
5. China and "Noone plays it". I know at least 12 players who would prove you otherwise. Also, Gyro's main power is splash damage and better anti-air damage.
6. You do realize that Tesla Cruisers do jack shit against buildings?
7. Issue of wolfhound spam being broken was fixed even back in 3.0 by players actually making anti-air units. Hell, even in 3.3 they got nerfs against defenses.
Posted by CLAlstar
on 20 January 2017 - 09:11 AM
Underused:
Epsilon's Vision support power. Just what are the chances that it will reveal anything significant? If you cast it over an area, you probably already have the suspicion that something's about to happen there.
Similarly, the Mind Reader's use is very limited as well, and it's very easy to counter (just don't directly send your units in its range until the last moment). I'm yet to see a game where someone builds it.
1. If you are suspicious that something is coming, you can cast it to reveal where they are actually going?
2. Thats why you put more than one mind reader in base.
Posted by CLAlstar
on 20 January 2017 - 08:56 AM
The instant kill infantry aura is needed because Haihead is a less micro-oriented assault faction
AKA haihead should require no skill to win, just like 3.0 psicorps
Find content