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Derek
03-08-2007, 04:25 PM
You probably know by now that destroying a tiberium spike leaves a tiberium field. This field will regenerate, even when entirely depleted. Calculations show that theoretically it can yield more money than a captured spike. Based an experiment I ran in this (http://www.gamereplays.org/community/index.php?showtopic=206544) thread on GR.org, I determined that this could be practical. I set about to creat a useable Spike Kill BO, here is what I came up with:

Ref
Power
Rax
Crane
Power, Ref (hold)
Ref (hold)

You have to stretch with these structures towards the spikes on either side. What I did was to streath with PPs on one side and Ref + Rax on the other (the Crane is not needed for stretching). As soon as the rax is up, cue 6 rocketmen (if you want to capture at all, cue 2 engineers first, you will get a little more money but I don't really think its worth bothering). Send the first three to the kill the far spike, and have the next three kill the near spike. The spikes should die at about the same time, send your rockets to garrison the middle, then place your refineries by each field. Tell your harvesters to wait for a few seconds while the tiberium grows to full size, then begin harvesting. Build a WF (or two) as soon as the refineries are down.

How to stretch:
Right Side 1 (http://i19.tinypic.com/29c8gea.jpg)
Right Side 2 (http://i16.tinypic.com/331f8cl.jpg)
Left Side 1 (http://i15.tinypic.com/2h2qphx.jpg)
Left Side 2 (http://i15.tinypic.com/2qw0epx.jpg)

I found the income to be more than suffecient, I was able to dual WF spam and tech, but it won't last forever. Use some of the extra money to buy a surveyor and get an expansion, this will last much longer than the spikes. Once you have depleted the spike fields, tell your harvesters to stop for a few minutes until the fields have fully regrown, by this time you should have an expansion so it will be alright to have them wait. When the fields are ready again, resume. Only allow one harvester per spike field, or they will deplete too fast.

The weaknesses of this strat are late expansion, which I think is compensated for by the spike fields, and late WF. I think it will probably be safe to do this, but it might not the best thing to do. Try it out if you like, you might also try modifying it, this is the first spike kill BO so there is probably a better way to do it out there.


The replay is attatched for you to watch (http://forums.cncden.com/showthread.php?t=19135), keep in mind that since demo replays are bugged it appears to go downhill pretty fast, but you can see the BO (although I never expanded).

JBV3737
04-05-2007, 12:28 PM
sweet i thought the tiberium goes away after you gather it. we will have to test more to see if it really does make more money.

JBV3737
04-07-2007, 12:28 AM
i trtied this several times and the tiberium didn't come back; sorry to say but i think EA games noticed this and fixed it in the real game; i guess maybe this only works for demo?:\

wow check it out this post is exactly 1 day after my last post ^ lol

Derek
04-08-2007, 05:03 PM
I haven't checked in the full game. It definately worked in the demo. When you're checking it, make sure that you tell the harvester to stop once the field has been depleted, or else it will eat up the tiberium at its earliest stage (green cracks on the ground) and you will never notice it growing. I'll check myself later.

JBV3737
04-08-2007, 06:13 PM
I haven't checked in the full game. It definately worked in the demo. When you're checking it, make sure that you tell the harvester to stop once the field has been depleted, or else it will eat up the tiberium at its earliest stage (green cracks on the ground) and you will never notice it growing. I'll check myself later.

no the sound (tiberium field gone; or somthing like that) came on, and the tiberium harvy left. nothing was there for about 10 mins no harvy, nothing. later i sold the defences and the tiberium ref because it was unused and usless. :rolleyes:

so i guess it is the demo only.

Derek
04-08-2007, 06:44 PM
I guess so. So much for that.

SgtRicko
04-08-2007, 08:16 PM
No, it's pre-determined -- there was this one time where I destroyed a Tib Spike in order to stop Nod from using it again, only to find out that it would INSTANTLY spawn into a rather large Tib field full of semi-mature Tib crystals. (BTW, this occured on the 1vs1 map in an oil field in the desert, with an EMP cannon near the center of the map. )

JBV3737
04-08-2007, 08:30 PM
No, it's pre-determined -- there was this one time where I destroyed a Tib Spike in order to stop Nod from using it again, only to find out that it would INSTANTLY spawn into a rather large Tib field full of semi-mature Tib crystals. (BTW, this occured on the 1vs1 map in an oil field in the desert, with an EMP cannon near the center of the map. )

yea but after that is harvested its gone for ever, it doesn't regrow.

Chev
08-31-2007, 08:11 AM
yea but after that is harvested its gone for ever, it doesn't regrow.
Would that grow if you threw if a NOD ability *seed tiberium* would be placed there?

Or won't that grow at all then..

SgtRicko
08-31-2007, 08:18 AM
Would that grow if you threw if a NOD ability *seed tiberium* would be placed there?

Or won't that grow at all then..

It would, IF there is still some tiberium left on the groud, but even then, the difference it'll make would barely worth the cash you paid for it.

SurvivorX
02-27-2008, 12:50 PM
Sorry for the thread necro, but just something I found out a little while back:

On that one symmetrical 3-player map (I forget what it's called; the one that's circular) If you kill one of the tib spikes, or at least the southwest one, then one of the Tiberium patches will land on the cliff edge. Your harvesters can't reach it, and it continually regrows from there (This is in v1.09, so it's definitely still in the game). I don't know if there's any other maps this works on though.

Derek
02-27-2008, 04:43 PM
Wow, this is so old, it most definately should not be pinned anymore. It was a theoretical build order back in the demo that never panned out.

Side2
09-28-2008, 01:29 PM
Well, in for me in KW the tib. spike did grow back. My foe nad I were competing for a tib. spike, but in the end, i was too lazy and had too much money anyway, so I destroyed it and used the mini tib. field for devourer tank food. After I absorbed all of it, i left them there as my foe attacked. They used up all of hteir extra reserves, but the fiedl suddenly grew a few crytsals again and I absorbed more. Is this a glitch?

plazake
08-03-2009, 03:17 AM
Any information they ask us to post will be done via this forum set.:color1:
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banmark
08-17-2009, 02:53 AM
It was a theoretical build order back in the demo that never panned out.
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apple23
08-17-2009, 07:00 PM
lol, interesting spambot... takes a sentance from a recent poster and then sticks an advertisement at the end...

thread necro ftw!

btw, yes, at least on certain maps (haven't tested all of them, but 3 of the maps it regrew), the tib spike field regrows.

blackberry8100
08-19-2009, 09:34 PM
Marked! I will check it later!thanks a lot.
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