Posted: Sun Mar 09, 2008 9:20 pm Post subject:
Lol, i think I found a cnc3 bug
I don't know if anyone else has seen this, but you can make flying fortresses of death.
1)build the infantry of you choice
2)build an APC
3)load the nfantry into the apc
4)call for transport
5)attack something with your compound unit.
I was playng a level when I noticed that the transports were shooting down the nod attack planes, so I lol'd, and experimented with different units. I just thought I'd share this with you, but now, I'm going online with it . I wonder if snipers can sopt from it.... Who needs the hammerhead now? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Lol, I tried it online but failed :p. I only built three, loaded them with rocket soldiers, and attemoted to rush. The other just spammed rocket troopers. Now that I look at it it's rather expensive, but I guess if used right it could have some potential.
APC $700
Call for transport $500
Infantry unit ($300-$2000)
Total ($1500-$3200)!!! (the rocket apc transport combo of $1600 is compared with the below)
Rocket soldier $400...(do not attack)
Firehawk $1400 (I shot down a couple of these lol)
Venom $900 (these don't stand a chance)
Orca $1000 (in comparison, they may be cheaper but they have to return to base and don't get AA).
Well, If I get a balanced force it should solves some of my problems, but the stratagy is too expensive for general use. Another stratagy I should look into is if the snipers still spot, in which case I should start winning a couple of games.
In Kane's wrath, does the reckoner get two transport slots before it deploys? muhahaha Dual Flying flamethrowers. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Mar 11, 2008 12:39 pm Post subject:
Reckoners aren't opentopped when mobile There goes your tactic! Also, I think Reckoners can't be moved trough air transport (too big).
Still, your little tactic does work. Just keep on the look for AA units QUICK_EDIT
It should be logical though...Hammers ARE stronger than the tranports. Perhaps they designed this in mind? _________________ Please, read the signature rules of the forum. QUICK_EDIT
I enjoy doing this mostly with flame troops.. what do you have? Flying Dragons!!
They are kind of prohibitively expensive for use offensively, especially against anything with anti-aircraft defenses, as they go down very easily.
Just one of many small hidden tactics in TW. I can't wait for playing around with the Hammerhead.
And no way in heck will the Redeemer/MARV have a call-for-transport power.. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
The hammer head cost 1500 ;}, this strategy is 300 dollars cheaper! If it is to hold water, it must have considerably more armour, plus the fact that it has a little machine gun helps also. _________________ Please, read the signature rules of the forum. QUICK_EDIT
If it wasn't for the fact that TW was using the right-click move I'd already be scrimping and saving to upgrade my comp, and tried out this tactic _________________ Please, read the signature rules of the forum. QUICK_EDIT
We ain't talking about the Nod Epic Unit, but about the Nod APC
Units can't fire out until its deployed, so I doubt you'd be able to pull it off with that either. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Yeah, I just thought that the reckoner had two open slots while moving and three while deployed, thus giving twice the firepower in the air as the apc transport combo. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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