The 1.03 patch killed my GDI saves. I was on Sarajevo!
Have fun redoing Croatia!
That mission got so much easier when I decided to just take the fight to Nod. Build a bunch of Predators with a few Pitbulls and APCs for anti-air support, steamroll all over the northern vehicle base, capture their Construction Yard, and... well... by that point you've won.
You can easily destroy the Nod bases (and, in so doing, complete the mission) without ever having to escort that MCV to your base.
You have infinite time, a resource income, free vehicle repairs and the enemy doesn't really ever send a large attack force. Croatia isn't that bad if you're playing at the right difficulty.
Croatia isn't hard, just takes a long time to beat.
Its annoying when you lose the MCV the first time to damn suicides.
My problem is that I suck badly at doing two things at once... I have a save now where I rescued the MCV (still in the upper left corner of the map) but every time I start escorting it, I get distracted by something at my base/other problem and look away for a min, next thing I know, MISSION FAILED.
Croatia isn't hard, just takes a long time to beat.
Its annoying when you lose the MCV the first time to damn suicides.
My problem is that I suck badly at doing two things at once... I have a save now where I rescued the MCV (still in the upper left corner of the map) but every time I start escorting it, I get distracted by something at my base/other problem and look away for a min, next thing I know, MISSION FAILED.
Here's the secret: don't go rescuing that MCV. You really don't need it.
Instead, start attacking the Nod bases and take out or capture their production facilities.
You can secure your base rather easily by switching on the gun turrets (forgot their names, the ones to the eastern and southern entrances), along with a few riflemen squads and some missile squads scattered around to protect against air attacks. Then just build Predators (along with some Pitbulls and APCs) to protect the western and nothern entrances until you've built enough to BRUTALLY CRUSH NOD! AHAHAHA!!!
Sure, it's not the way the mission's supposed to be played, but it does make everything a lot easier.
WotanAnubis on
0
KorKnown to detonate from time to timeRegistered Userregular
Croatia isn't hard, just takes a long time to beat.
Its annoying when you lose the MCV the first time to damn suicides.
My problem is that I suck badly at doing two things at once... I have a save now where I rescued the MCV (still in the upper left corner of the map) but every time I start escorting it, I get distracted by something at my base/other problem and look away for a min, next thing I know, MISSION FAILED.
I'm not a fan of multi-tasking either. Thats why you set up an automated defense.
Just put 4 tanks on the north entrance, 4 on the east.
Then put 4 APCs with riflemen in them, on the Nod side of the Southwest bridge. This'll cut off the west and southern waves. Now you can turn off the anti-personell turret, and just leave the anti-tanks ones, on.
AFter that, just build up a good 10+ unit force, and go grab your MCV, and escort him back very slowly.
if your playing online, it comes down to people allowing you to join the game as a spectator. Its not like BattleCast where you can click a game and watch with out question. Sadly, theres no way to browse the battlcast while in game and the site is really really hard on your system when it comes to looking at the archive. I had firefox taking up over 75% of my physical memory just by trying to load the archived matches.
I think it needs some work. But It should get better once the actual BattleCast client comes out. Hopefully it makes things much more user friendly and a little less resource hogging.
I really hate the friends list in this game when your online. If you dont have some one on your list, and a buddy does, you dont see that other guy talking. Talk about confusion city right? What they should do is get rid of the "Friends chat" and give us a clan list and a clan chat.
Yeah, Scrin I think need some balancing. They have the worst Econ of all 3 sides, and on top of that, there shit is really really expensive in comparison. A buddy of mine, who is pretty damn good at CNC games, tried to play Scrin in a match, and we had pretty much the same mining strategy as the other team, but some how they had more money then we did. If he was GDI we would have won that match for sure.
Yeah, Scrin I think need some balancing. They have the worst Econ of all 3 sides, and on top of that, there shit is really really expensive in comparison. A buddy of mine, who is pretty damn good at CNC games, tried to play Scrin in a match, and we had pretty much the same mining strategy as the other team, but some how they had more money then we did. If he was GDI we would have won that match for sure.
That's kind of what I observed my first time playing as them. Even if I hadn't been totally unfamiliar with everything about them, their units/buildings were damn expensive.
LavaKnight on
0
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited April 2007
Yeah, but don't the scrin regrow Tiberium at an accelerated rate (or they can with that one building)? Maybe that is suppose to help offset the cost issue.
Yeah, but don't the scrin regrow Tiberium at an accelerated rate (or they can with that one building)? Maybe that is suppose to help offset the cost issue.
Maybe, I dunno. Haven't played much online.
It doesn't come back as fast as you think. Really, what the issue is, for whatever reason, the harvesters come back with less money then the other two sides. I don't know how true this is, but from what I understand they average about $500 less per min then a GDI or NOD harvester. It also doesn't help that some of the starting buildings (like the portal) cost more then the other factions buildings. I really don't understand the reason for this. You could say "There infantry is better" But if that was the logic, then the Scrin's War Factory would cost $1000, and their Air Field would cost $2000 because there air is better. You don't see GDIs War Factory costing $3000 because they can make Mammoth tanks, so whats the deal with the portal? Same goes with the defense structures. NOD's Obelisk of Light costs $1800, and GDIs "Sonic Boom" cannon costs $2000. Where as the Scrin's Storm Towers costs 3000. Granted, the scrin's Storm Towers are really, really powerful but when they cant hold money because of the high costs of other units and structures they have to pick between Defense or Offense. It would be vary hard for a scrin player to do both and actually win his fight. Where as the GDI or NOD could put nice base defense up, and still have money left for a good attack force.
Well I don't know, but I've been playing as a Scrin and money is seldom an issue. If you're defending with them then perhaps that's not a sound way to approach the battle.
Where they really shine is with their shield upgrades and ships. An airfield costs 1000 to build so if you have 5 of them going and resources coming in, the enemy is either going to box themselves into a corner putting money in anti-air or come at you and get eviscerated.
Meiz on
0
KorKnown to detonate from time to timeRegistered Userregular
edited April 2007
If the issue is that the Scrin harvester just doesn't hold as much, then really, the issue is its distance to the tiberium field. Plus, can't their harvesters fly? So under certain map conditions, you could utilize a tiberium field, that wouldn't be as easily done for Nod or GDI?
It seems that Scrin have a lot of factors based around terrain really.
Edit: Also, I'm not sure, but I thought the Scrin just dump off their tiberium, rather than how Nod or GDI spend a good 20 seconds unloading theirs.
(quick question. In Red alert 2, I was pretty sure one of the factions harvesters only held half the resorces, but traveled twice as fast. Is that right?)
(quick question. In Red alert 2, I was pretty sure one of the factions harvesters only held half the resorces, but traveled twice as fast. Is that right?)
In RA2 the harvesters teleported back to the refinery when they were full.
I didn't see any invites... Where do they show up, anyway?
Had my first online game today, a victory, I was GDI and the guy was Nod, on a 8p map. The guy did give up, but I managed to counter all his attacks and destroy several avatars and expansion bases. I fired the Ion cannon twice!
Scrin harvesters do not fly, and do take 20 seconds to unload.
If you don't believe me about them getting less money, go play an easy computer, dont mine anything, steal there MCV, and build a refinery. Let the GDI/NOD Harvester work just as long as your harvester. See who ends up on top of the $/Min at the end of a match. EDITActualy, the way it works is you capture all there stuff but the refinery and let them mine. I'll have to find the post on the CNC3 forums where some one did this test.
(quick question. In Red alert 2, I was pretty sure one of the factions harvesters only held half the resorces, but traveled twice as fast. Is that right?)
In RA2 the harvesters teleported back to the refinery when they were full.
The only harvesters that did this were the Allies harvesters. The Soviets were slower, but brought back more, and Yuri's moved around the map with out ever having to return to base, but relied on infantry slaves to do all the mining.
(quick question. In Red alert 2, I was pretty sure one of the factions harvesters only held half the resorces, but traveled twice as fast. Is that right?)
In RA2 the harvesters teleported back to the refinery when they were full.
The only harvesters that did this were the Allies harvesters. The Soviets were slower, but brought back more, and Yuri's moved around the map with out ever having to return to base, but relied on infantry slaves to do all the mining.
Too many bombers. They explode all my infantry and tanks. I can have 10 squads of rifles and they'll still get fucked. Plus having to manage my power, and repair everything. Is there a way to set something to automatically repair?
Too many bombers. They explode all my infantry and tanks. I can have 10 squads of rifles and they'll still get fucked. Plus having to manage my power, and repair everything. Is there a way to set something to automatically repair?
I wish we could set auto repair.
Anyway, the jeep things (dammit forget the name) are a good AA platform. They actually kill things faster than the AA turrents. Just keep a couple of them around your base and you will generally fuck up any air attacks. I did finally beat croatia myself, but it too me several days.
Too many bombers. They explode all my infantry and tanks. I can have 10 squads of rifles and they'll still get fucked. Plus having to manage my power, and repair everything. Is there a way to set something to automatically repair?
Okay, here is what you do
Firstly, turn off the barracks and the war factory
turn off 1 of your west turrets, and 1 of your south turrets.
Leave all of your anit-tank turrets on.
When you want to build a unit, turn off 1 tank turret, to turn on a building.
Leave the AA-Guns up, until you can build 2 apcs, with rocket troops in them. replace the AA-guns with those for more power.
Get a group of 4 APCs with riflemen inside, and cross the bridges to the southwest. Don't go too far, but plant those 4 APCs, in between those two bridges on the south side of them. You can now turn off all 4 of your anti-personnel turrets.
When the MCV shows up, don't touch it.
When you are ready for the MCV, you should have 4 light tanks at the north, with both turrets on, 4 light tanks at the east, with both turrets on, 2 rocket APCs at each AA gun, 4 rifle APCs past the bridges, and finally a mix and match of 12+ vehicles, to use as your strike team (make sure you have rifle-APCs in here).
Use your strike team to head up to the MCV. Once you've destroyed the buildings occupied by Nod, and have control of the MCV, slowly move south again. Destroy any building that has Nod inside of it.
Once you get near the bridge, send the MCV first, and your strike force, after. The last thing you need is a group of fanatics coming in to ruin your day. 2 fanatic groups will destroy an MCV.
Once you finally get your MCV docked, you don't have to do much, other than turn your strike team around, and destroy the south base. Take your APCs back from the south, and take out the northeast base.
Finally, when you're ready, use the air transport option on some of your vehicles to get up to the southeast base.
If you need any elaborations at all, feel free to ask
Also, can we put a damn Croatia guide on the first post?
Edit: @ lockecoal. The closest thing to auto-repair, is putting your units in waypoint mode, and have them pass by the appropriate building.
Posts
Have fun redoing Croatia!
You can easily destroy the Nod bases (and, in so doing, complete the mission) without ever having to escort that MCV to your base.
Its annoying when you lose the MCV the first time to damn suicides.
My problem is that I suck badly at doing two things at once... I have a save now where I rescued the MCV (still in the upper left corner of the map) but every time I start escorting it, I get distracted by something at my base/other problem and look away for a min, next thing I know, MISSION FAILED.
I am a freaking nerd.
Instead, start attacking the Nod bases and take out or capture their production facilities.
You can secure your base rather easily by switching on the gun turrets (forgot their names, the ones to the eastern and southern entrances), along with a few riflemen squads and some missile squads scattered around to protect against air attacks. Then just build Predators (along with some Pitbulls and APCs) to protect the western and nothern entrances until you've built enough to BRUTALLY CRUSH NOD! AHAHAHA!!!
Sure, it's not the way the mission's supposed to be played, but it does make everything a lot easier.
I'm not a fan of multi-tasking either. Thats why you set up an automated defense.
Then put 4 APCs with riflemen in them, on the Nod side of the Southwest bridge. This'll cut off the west and southern waves. Now you can turn off the anti-personell turret, and just leave the anti-tanks ones, on.
AFter that, just build up a good 10+ unit force, and go grab your MCV, and escort him back very slowly.
Pokemon Safari - Sneasel, Pawniard, ????
which ones are the shock troopers?
If its anything on the ground. Build a Sonic emitter.
Pokemon Safari - Sneasel, Pawniard, ????
I actually haven't figured out how to spectate games.
It's probably in the manual but I'm too lazy to find it in my room.
I think it needs some work. But It should get better once the actual BattleCast client comes out. Hopefully it makes things much more user friendly and a little less resource hogging.
anti infantry. anything that kills infantry will kill those little buggers.
The same way GDI deals with anything else: Massive amounts of Mammoth Tanks.
Also, what PC said.
Their only major advantage is the massive damage the Tripods put out. Everything else dies fairly quickly.
The harder the rain, honey, the sweeter the sun.
I am a freaking nerd.
Same name as my PA name.
Quick question: Is it just me, or are Flame Tanks really satisfying to kill?
That's kind of what I observed my first time playing as them. Even if I hadn't been totally unfamiliar with everything about them, their units/buildings were damn expensive.
Maybe, I dunno. Haven't played much online.
Where they really shine is with their shield upgrades and ships. An airfield costs 1000 to build so if you have 5 of them going and resources coming in, the enemy is either going to box themselves into a corner putting money in anti-air or come at you and get eviscerated.
It seems that Scrin have a lot of factors based around terrain really.
Edit: Also, I'm not sure, but I thought the Scrin just dump off their tiberium, rather than how Nod or GDI spend a good 20 seconds unloading theirs.
(quick question. In Red alert 2, I was pretty sure one of the factions harvesters only held half the resorces, but traveled twice as fast. Is that right?)
Pokemon Safari - Sneasel, Pawniard, ????
In RA2 the harvesters teleported back to the refinery when they were full.
Had my first online game today, a victory, I was GDI and the guy was Nod, on a 8p map. The guy did give up, but I managed to counter all his attacks and destroy several avatars and expansion bases. I fired the Ion cannon twice!
so, anyone wants to play tomorrow?
I also tend to build additional harvesters. Perhaps this is why I don't notice the difference.
Scrin harvesters do not fly, and do take 20 seconds to unload.
If you don't believe me about them getting less money, go play an easy computer, dont mine anything, steal there MCV, and build a refinery. Let the GDI/NOD Harvester work just as long as your harvester. See who ends up on top of the $/Min at the end of a match.
EDITActualy, the way it works is you capture all there stuff but the refinery and let them mine. I'll have to find the post on the CNC3 forums where some one did this test.
The only harvesters that did this were the Allies harvesters. The Soviets were slower, but brought back more, and Yuri's moved around the map with out ever having to return to base, but relied on infantry slaves to do all the mining.
Damn, I knew I forgot to mention something.
Too many bombers. They explode all my infantry and tanks. I can have 10 squads of rifles and they'll still get fucked. Plus having to manage my power, and repair everything. Is there a way to set something to automatically repair?
I wish we could set auto repair.
Anyway, the jeep things (dammit forget the name) are a good AA platform. They actually kill things faster than the AA turrents. Just keep a couple of them around your base and you will generally fuck up any air attacks. I did finally beat croatia myself, but it too me several days.
I am a freaking nerd.
Okay, here is what you do
Firstly, turn off the barracks and the war factory
turn off 1 of your west turrets, and 1 of your south turrets.
Leave all of your anit-tank turrets on.
When you want to build a unit, turn off 1 tank turret, to turn on a building.
Leave the AA-Guns up, until you can build 2 apcs, with rocket troops in them. replace the AA-guns with those for more power.
Get a group of 4 APCs with riflemen inside, and cross the bridges to the southwest. Don't go too far, but plant those 4 APCs, in between those two bridges on the south side of them. You can now turn off all 4 of your anti-personnel turrets.
When the MCV shows up, don't touch it.
When you are ready for the MCV, you should have 4 light tanks at the north, with both turrets on, 4 light tanks at the east, with both turrets on, 2 rocket APCs at each AA gun, 4 rifle APCs past the bridges, and finally a mix and match of 12+ vehicles, to use as your strike team (make sure you have rifle-APCs in here).
Use your strike team to head up to the MCV. Once you've destroyed the buildings occupied by Nod, and have control of the MCV, slowly move south again. Destroy any building that has Nod inside of it.
Once you get near the bridge, send the MCV first, and your strike force, after. The last thing you need is a group of fanatics coming in to ruin your day. 2 fanatic groups will destroy an MCV.
Once you finally get your MCV docked, you don't have to do much, other than turn your strike team around, and destroy the south base. Take your APCs back from the south, and take out the northeast base.
Finally, when you're ready, use the air transport option on some of your vehicles to get up to the southeast base.
If you need any elaborations at all, feel free to ask
Also, can we put a damn Croatia guide on the first post?
Edit: @ lockecoal. The closest thing to auto-repair, is putting your units in waypoint mode, and have them pass by the appropriate building.
Pokemon Safari - Sneasel, Pawniard, ????