The neutral lab is supposed to provide whoever captures it with additional units, just like RA2YR Secret Lab tech building. And it does, yes, but for some reason, Soviet bonus tank...
(seriously, Chemical Mammoth Tank? I mean, is that a creative implementation of air conditioning? Well, it's a brutal russian tank crew, after all...
...appears to be broken. It is of course still scary AF, but its effective range against ground units is around 1 cell or so. And I must say, the air conditioning is really broken, as the tank takes damage from, ehm, its own farts. Just try it yourself!
Also, I have noticed that Nod's beam tractor is kind of overpowered if massed properly -- a pack of such "mobile disco toolsets" (as in HoMM, 10-19) literally does not give an F about what is being thrown at them, as long as it is not airborne or underground...
Compare that to the GDI's bonus hovering chinese fireworks shop which has the range that is slightly above average, and, moreover, on non-naval map, does not provide the tactical advantage of similar scale. I mean, why would I not spam Mammoths/regular GDI firework shops instead?
As a side note, I imagined that said GDI hover missile launchers would be armed with chemical warheads (the said lab was a chemical lab, no?), but then I thought, "it is GDI, they won't use such weapons, or at least they won't call it bio/chem weapons".
As for Allied side... At first, I was like "0_o wheres mah teleporting tactical nuke launcher, no fair, even GDI had something from dat lab!".
But then...
I lol'd, as these Power Chrono Rangers are totally fun.
First, They are stacking better than mutas in SCBW, as there is no 11-unit limit.
Second, the harassment factor is so great with them that, if there were the "archon mode" in TS engine (and thus, in DTA), said insta-blinking infinite mana jeeps would be just deadly if the opponent side does not have access to Ion Cannon.
Also, this map is non-naval, so perhaps you'll enable building GDI Comm Center from captured MCVs?




