This is one of those games that just makes me shake my head. There's no way there isn't something wrong with this. Just watch. What could I have done to counter it. We all know Empire is really weak against Vindicators. I can handle that. I defended against them fine. Teched up to VXs asap. But when you combine Vindi harassment with engy IFVs? You can not possibly handle both at the same time. You either have lots of VXs to defend against Vindis or you have some anti-ground defenses. And if you transform your VXs because you see engy IFVs coming, then they get torn apart by Apollos, which come at tier 1 mind you, so they'll have plenty of them before you even dream of getting VXs, not that that matters.
Maybe I'm just really frustrated after this game and this is just me venting. Maybe it's legitimate. Watch and comment please.
I watched it and the only way I can think of you doing alright is moving out to sea early game. But even then it is difficult for empire to get out those antiair subs early enough.
This is one of those games that just makes me shake my head. There's no way there isn't something wrong with this. Just watch. What could I have done to counter it. We all know Empire is really weak against Vindicators. I can handle that. I defended against them fine. Teched up to VXs asap. But when you combine Vindi harassment with engy IFVs? You can not possibly handle both at the same time. You either have lots of VXs to defend against Vindis or you have some anti-ground defenses. And if you transform your VXs because you see engy IFVs coming, then they get torn apart by Apollos, which come at tier 1 mind you, so they'll have plenty of them before you even dream of getting VXs, not that that matters.
Maybe I'm just really frustrated after this game and this is just me venting. Maybe it's legitimate. Watch and comment please.
I watched it and the only way I can think of you doing alright is moving out to sea early game. But even then it is difficult for empire to get out those antiair subs early enough.
soo much money would be put into the tier 2 docks that it would give the ally player a pretty good unit count advantage on the ground
Hm.. what would make somebody say "wth... they kill harvesters now?" regarding terror drones. Yes they fucking kill harvesters. Where have you been the past 8 years?
TheBog on
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freakish lightbutterdick jonesand his heavenly asshole machineRegistered Userregular
That mission was easy. Your AI companion catches most of the balloons, I only took down the ones really close to my base. And I probably didn't need to.
That mission was easy. Your AI companion catches most of the balloons, I only took down the ones really close to my base. And I probably didn't need to.
They almost let one slip for me. It seriously got about 1-2 seconds away from me failing the mission cause the AI didn't see it for some reason. All I had to do was Strike Target on it, though.
I'm not saying it's hard, I'm just saying I really despise timed missions. This is largely due to my playstyle which I readily admit is my fault and one of the reasons I'm not huge into the multiplayer side of things (creeping doesn't work, like, ever).
I just hate having an auto-fail timer. I'll put up with it because I find the camp cutscenes hilarious and I otherwise love the game but I really wish they'd just make the timers a bonus objective or something.
Timers for the sake of timers is just a pet peeve with me.
HappylilElf on
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freakish lightbutterdick jonesand his heavenly asshole machineRegistered Userregular
edited November 2008
Yeah, I know. I also hate having a time limit.
That said, the Cuba mission isn't really a time limit because as long as the Kirovs don't leave it can go on indefinitely (afaik). But I do hate feeling restricted, like on the god damned Mt. Rushmore mission. Yeaargh.
Co-commanders are a neat idea. Playing on Medium, often my co-commander will complete objectives for me. It's also nice to not be overwhelmed by enemies, since there's two targets for them to choose from.
And yes, that was a pretty nice replay. Some glaring mistakes, tho. Like when the two Assault Destroyers stood still and got destroyed by balloon bombs. Had they avoided those I think it would've pretty much sealed the deal.
Not as fond of the Allies campaign. I mean the story's great, the cutscenes are great, but form when you first get airfields I've been just doing bombing runs over and over.
Cuba mission:
My spies keep getting run over by tanks. Ack.
Dr Snofeld on
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freakish lightbutterdick jonesand his heavenly asshole machineRegistered Userregular
Not as fond of the Allies campaign. I mean the story's great, the cutscenes are great, but form when you first get airfields I've been just doing bombing runs over and over.
Cuba mission:
My spies keep getting run over by tanks. Ack.
That seriously seems like the only viable option. Unless you want to throw a whole bunch of tanks at a wall of enemy ground forces, the best strategy is to just take out their power and send in century bombers.
I liked the Soviet campaign a lot more. Then again, they're more suited to my playstyle, too.
This is one of those games that just makes me shake my head. There's no way there isn't something wrong with this. Just watch. What could I have done to counter it. We all know Empire is really weak against Vindicators. I can handle that. I defended against them fine. Teched up to VXs asap. But when you combine Vindi harassment with engy IFVs? You can not possibly handle both at the same time. You either have lots of VXs to defend against Vindis or you have some anti-ground defenses. And if you transform your VXs because you see engy IFVs coming, then they get torn apart by Apollos, which come at tier 1 mind you, so they'll have plenty of them before you even dream of getting VXs, not that that matters.
Maybe I'm just really frustrated after this game and this is just me venting. Maybe it's legitimate. Watch and comment please.
In two words; Man Spam.
In more than two words; infantry are Japans only effective counter to an allied air build. Use a dual dojo core build and just start sending tank busters to attack his power plants and his harvesters. While you're doing that tech up the other dojo core and counter Peace Keepers with Shinobis. Lightly defend your base with turrets and expand to every possible resource point as you can afford to. Eventually, if you haven't won yet, you'll tech the second dojo core to 3 and than use Yuriko and mix of shinobis or rocket angels to whipe out the the Allied players' base.
It's not a clean counter but so far it's about all that works at the moment. The Vindicator build is flat out broken and overpowered at the moment. It's even more so for those than can force their Vindicators to drop a single bomb.
Posts
Kind of lame but it's a targeted solution to that specific problem that shouldn't require any messing around with your build order or anything.
I watched it and the only way I can think of you doing alright is moving out to sea early game. But even then it is difficult for empire to get out those antiair subs early enough.
thats a fuckton of pretzels, this thread needs more pretzel discussion.
soo much money would be put into the tier 2 docks that it would give the ally player a pretty good unit count advantage on the ground
Terror Drone!.. Apply directly to the Harvester!
Really Allies? You have aircraft carriers and a freakishly fast interceptor and you can't catch slow moving airships if they leave the island?
Really?
I fucking hate timed missions >_<
They almost let one slip for me. It seriously got about 1-2 seconds away from me failing the mission cause the AI didn't see it for some reason. All I had to do was Strike Target on it, though.
I just hate having an auto-fail timer. I'll put up with it because I find the camp cutscenes hilarious and I otherwise love the game but I really wish they'd just make the timers a bonus objective or something.
Timers for the sake of timers is just a pet peeve with me.
That said, the Cuba mission isn't really a time limit because as long as the Kirovs don't leave it can go on indefinitely (afaik). But I do hate feeling restricted, like on the god damned Mt. Rushmore mission. Yeaargh.
also i just had 3 cups of coffee jhfdsoaivjsvoisjv903t4ujgf09aj09wfkl;
edit: well looks like all EA games are down right now..... /fist shake
http://www.gamereplays.org/RedAlert3/replays.php?game=6&tab=popular&show=details&id=60122
And yes, that was a pretty nice replay. Some glaring mistakes, tho. Like when the two Assault Destroyers stood still and got destroyed by balloon bombs. Had they avoided those I think it would've pretty much sealed the deal.
But also lots of nice moves on both sides.
Sigh. Waiting, waiting...
EDIT: Heeeeey, there we go.
i had to do the same thing, its pretty silly. if you want to play some games my name on ra3 is pogo1250
Cuba mission:
That seriously seems like the only viable option. Unless you want to throw a whole bunch of tanks at a wall of enemy ground forces, the best strategy is to just take out their power and send in century bombers.
I liked the Soviet campaign a lot more. Then again, they're more suited to my playstyle, too.
In two words; Man Spam.
In more than two words; infantry are Japans only effective counter to an allied air build. Use a dual dojo core build and just start sending tank busters to attack his power plants and his harvesters. While you're doing that tech up the other dojo core and counter Peace Keepers with Shinobis. Lightly defend your base with turrets and expand to every possible resource point as you can afford to. Eventually, if you haven't won yet, you'll tech the second dojo core to 3 and than use Yuriko and mix of shinobis or rocket angels to whipe out the the Allied players' base.
It's not a clean counter but so far it's about all that works at the moment. The Vindicator build is flat out broken and overpowered at the moment. It's even more so for those than can force their Vindicators to drop a single bomb.
Also, President Hasselhoff. Hells yes.
http://www.gamereplays.org/RedAlert3/replays.php?game=6&tab=upcoming&show=details&id=60637