View Full Version : Haha Terror track?
Volken45
04-13-2007, 05:11 AM
My favrite unit is the terror track for Cuba 4 terror tracks are great radar level units
Step1: Build flak tracks
Step2: build terroists
Step3: Build Crazy ivan
Step4: place ivan bombs on terrorists place terrorist in flak track
Step5: send to enamy base deploy BOOM no more of the building u deployed it next to :) have fun
truefeel
04-13-2007, 12:08 PM
step1: make a terror drone
step2: drone the terror track
step3: laugh out:p
Teron
04-13-2007, 12:41 PM
Step1: Make a few Yuri Clones
Step2: Build a Grinder
Step3: Profit.
YuriAndroklov
04-13-2007, 07:40 PM
My favrite unit is the terror track for Cuba 4 terror tracks are great radar level units
Step1: Build flak tracks
Step2: build terroists
Step3: Build Crazy ivan
Step4: place ivan bombs on terrorists place terrorist in flak track
Step5: send to enamy base deploy BOOM no more of the building u deployed it next to :) have fun
This is a bit money wasting cause it would be better to build Osama Flaks [Conscrpit that are holding bombs in a flak track] and terrorist Flak a lone.
Step1: Build 3 prism tower.
Step2: Say woah to how come a prism tower can make a skull explosion when idestroying the flak.:lol:.
Corsarus
04-13-2007, 08:03 PM
you could use ivans in a flak and have them put bombs on each other before putting them in...
another idea...
step1:your enemy has a heavily guarded super weapon.
step2:have a nuke and a iron curtain ready.
step3:send a few ivan flaks JUST out of the defending units attack range.
step4:launch the nuke at the gaurded super weapon and IMMEDIATELY activate the iron curtain on the flak's.
step5:send the flaks in to suicide and kill the rest of tghe superweapons health that the nuke didn't finish.
DONE.
Daishi
04-14-2007, 12:46 AM
favorite flak track combo: 5 tesla troopers = tesla trax. Instant fodder when they blow it up, not to mention it stands a little chance even against Yuri mixes.
2nd favorite: Engineer + Terror Drone :D (unload near war factory for best effect.
YuriAndroklov
04-14-2007, 02:25 AM
Favourite Hovercraft Transport Combo, 10 Bombscripts that will explode 4 secounds later with 2 desolators in the hovercraft, and send it to the enemies conyard, and deploy the desolators and also 4 secounds later KABOOM!:).
Daishi
04-14-2007, 10:52 AM
Unpack the AT and the bombscripts explode, killing the desos.
NODorGDI5
04-14-2007, 01:16 PM
Unpack the AT and the bombscripts explode, killing the desos. Ah, but that's why you put the conscripts in a flak track first. Then put the flack track in the hover craft. (Although the tracks would add to cost..)
Personally though. I'd include the ivan bombed conscript track in a small infantry rush to get it inside of the deffences (assuming that your not blocked by a wall, that would stink bad..). This would not work if the enemy manually attacked your track with there deffences. :\
truefeel
04-14-2007, 02:16 PM
It is also a matter if you can get through. Remember: if he kills it right inside your infantry rush, your rush is inmediately dead. Personal, I find it more a late game tactic to annoy your opponent and bring his game out of balance.
Zancloufer27
04-14-2007, 03:26 PM
1) Half Track
2) 5 Conscripts
3) Ivan the Conscripts
4) Drive up to enemy Refinery, or War Fac
5) Deploy
Much better, and you can sneak one in during a battle.
YuriAndroklov
04-15-2007, 08:02 AM
Ah, but that's why you put the conscripts in a flak track first. Then put the flack track in the hover craft. (Although the tracks would add to cost..)
Personally though. I'd include the ivan bombed conscript track in a small infantry rush to get it inside of the deffences (assuming that your not blocked by a wall, that would stink bad..). This would not work if the enemy manually attacked your track with there deffences. :\
Oh Brilliant!:D.
hogo98
04-15-2007, 12:07 PM
Step1: Make a few Yuri Clones
Step2: Build a Grinder
Step3: Profit.
How does that work You don't get any extra for Infantry do you.
Teron
04-15-2007, 01:34 PM
You do. You get:
1: Full price for the track ($600), plus full price for any Terror Drone currently infesting the Track ($500)
2: Half price for all infantry inside. ($100 for Terrorists, $50 for Conscripts, $300 for Desos)
Statalyzer
04-15-2007, 05:36 PM
You do. You get:
1: Full price for the track ($600), plus full price for any Terror Drone currently infesting the Track ($500)
2: Half price for all infantry inside. ($100 for Terrorists, $50 for Conscripts, $300 for Desos)
That is not profit.
NODorGDI5
04-15-2007, 08:47 PM
It is also a matter if you can get through. Remember: if he kills it right inside your infantry rush, your rush is inmediately dead. Personal, I find it more a late game tactic to annoy your opponent and bring his game out of balance.
True. It pretty much depends on you enemy not knowing (or being able too) do that.
I suppose if you wanted to make this a usable tactic, you would have to include it in a tank rush instead. Have the tanks keep the defences busy (hopefully doing some damage also), while you send the flak track past them to a vital building of your choice (depending on the closeness). Still, there are obvious disadvantages to this strategy like any other.
Please note, that I have never played RA2: YR online before (except for one really laggy game where I got overwhelmed by normal IFVs. There where like 40 to 60 of them..), so I'm just theorizing all this based on skirmish mode.
truefeel
04-16-2007, 12:50 AM
It is possible to do, but I would wait with it until late game. Then if it fails, it will put you less down.
Volken45
04-16-2007, 08:00 AM
Wow i had no idea this was such a popular topic i was just posting my favrite flaktrack combo cool good ideas all of you i shuld try some of these :)
Teron
04-16-2007, 08:04 AM
That is not profit.
Not from a single track, no, unless the Track has 3+ Terrorists inside. Or a Drone.
But from multiple ones profit can indeed be gained.
Of course, the profit rate also depends on your normal BO including a Grinder. If it doesn't, that's extra expense too.
Volken45
04-16-2007, 08:21 AM
This is a bit money wasting cause it would be better to build Osama Flaks [Conscrpit that are holding bombs in a flak track] and terrorist Flak a lone.
Step1: Build 3 prism tower.
Step2: Say woah to how come a prism tower can make a skull explosion when idestroying the flak.:lol:.
i forgot to mention that with terrorists the explosion does more dammage (And i wonder wen they will fix the bug if ever cuz it is indeed a bug that allows for this unit to be built) and dont most yuri players build a grinder in there b/o cuz it letsd theam get there MCV wich is cruical in long games
truefeel
04-16-2007, 09:31 AM
i forgot to mention that with terrorists the explosion does more dammage (And i wonder wen they will fix the bug if ever cuz it is indeed a bug that allows for this unit to be built) and dont most yuri players build a grinder in there b/o cuz it letsd theam get there MCV wich is cruical in long games
It's not a bug. It's even logical: the dynamite does damage and the explosion of the terrorists does damage.
Yuri players builds a grinder for 3 reasons:
-to grind mutated slaves-into-brutes (money)
-To grind MCed units (money+ free room again for the MC units)
-To grind the MCV, b/c grinding a mcv gives 3000 credits, while selling it only 2000 credits.
More MCVs are normally not made by any side, except when they lost their MCV and have a service depot/grinder.
Volken45
04-16-2007, 10:40 AM
It's not a bug. It's even logical: the dynamite does damage and the explosion of the terrorists does damage.
Yuri players builds a grinder for 3 reasons:
-to grind mutated slaves-into-brutes (money)
-To grind MCed units (money+ free room again for the MC units)
-To grind the MCV, b/c grinding a mcv gives 3000 credits, while selling it only 2000 credits.
More MCVs are normally not made by any side, except when they lost their MCV and have a service depot/grinder.
no i mean i think its a bug becuse u place dynamite on a infantry unit and put the infantry in to a flak trak but it dont go off till it deploys it would IRL go off as soon as the fuse was burnt regardless oif were the explosives was...
YuriAndroklov
04-17-2007, 04:15 AM
i forgot to mention that with terrorists the explosion does more dammage (And i wonder wen they will fix the bug if ever cuz it is indeed a bug that allows for this unit to be built) and dont most yuri players build a grinder in there b/o cuz it letsd theam get there MCV wich is cruical in long games
The prism tower can destroy it from far away.
Statalyzer
04-17-2007, 08:16 AM
Not from a single track, no, unless the Track has 3+ Terrorists inside. Or a Drone. But from multiple ones profit can indeed be gained.
That doesn't make any sense because you are getting back the same or less money than you paid for the units.
truefeel
04-17-2007, 09:01 AM
You know what I would do ? MCing it and sending it back to the opponents base:D .
no i mean i think its a bug becuse u place dynamite on a infantry unit and put the infantry in to a flak trak but it dont go off till it deploys it would IRL go off as soon as the fuse was burnt regardless oif were the explosives was...
Dunno if it is a bug. Long time ago, I did with a mate some test concerning units in a BF. we putted a mastermind in a BF and when it overloads, the masterminds destroys itself inside the BF, which is logical. Something like this can be compared with infantry in a transport vehicle with dynamite on them. I think EA rather made a code to prevent units with dynamite on them getting killed inside a transport vehicle. I dunno if that is the case, but it could be.
YuriAndroklov
04-17-2007, 10:08 AM
You know what I would do ? MCing it and sending it back to the opponents base:D .
Dunno if it is a bug. Long time ago, I did with a mate some test concerning units in a BF. we putted a mastermind in a BF and when it overloads, the masterminds destroys itself inside the BF, which is logical. Something like this can be compared with infantry in a transport vehicle with dynamite on them. I think EA rather made a code to prevent units with dynamite on them getting killed inside a transport vehicle. I dunno if that is the case, but it could be.
But when the GonneRIPS I mean conscripts with bombs when in, their fuse will still be counting down but stop at the last millisec?
NODorGDI5
04-17-2007, 11:42 AM
Anyone here play Renegade? I do, and I've noticed that if someone puts a timed C4 on you, you have enter a vehicle to save yourself. (Unless then put enough C4 on you the destroy the vehicle AND you.) It's a weird bug that I find to be strangely similar, to what happens with infantry in RA2. Although they may be similar, they're not the same. The bug in RA2 lets the explode only when they exit the vehicle. While the bug in Renegade, simply attaches the bomb to the outside of the vehicle, because it is blocked by the "physical" barrier of the vehicles side. This happens because the player is able to enter the vehicle via code, while the C4 "physically" has to travel the distance in sync with the object (the player) in order to stay "attached". I'm guessing that the C4 follows the player according to where the computer has last reported the player to be. But because the C4 is unable to go where the "will" be, it will "lag" behind, if only a little. This is reduced (I'm guessing again.) because as soon at the C4 is placed, control of the "physical" movement of the C4 is handed over to the player's (the player that was C4ed) computer (or just to everyone's computer that are in the game) to reduce update type lag (I just made up that term..). Therefore, the C4 will continue to travel as close to the player as possible, making it "stick" to the outside of the vehicle. The reason that the player's infantry character is not damaged, is because the player's infantry character is stored in memory, (or at least I think so) and the player is then given control of the vehicle. But the player's (I don't know what's it's called) location tag (or whatever) is placed inside the vehicle to keep track of that player. I believe it is the 'location tag' that the C4 follows by default untill it can reattach to the exact point on the character's "body" where it first made contact during the time of "firing" the timed C4 weapon. I think that in RA2 (and YR), that the infantry AND the bomb is stored in memory, while inside the carrying vehicle. But the thing is, the ivanbomb continues to count down (with what mechanism, I don't know) until it hit's zero. When it hits zero, the explosion is 'put on hold' untill it has a "physical" location to detonate. The mechanics of the C&C RTS' (or atleast the non-3D ones) are obviously different than that of Renegade.
Uhh.. I seem to have gone off on one of my rants... :redface:
YuriAndroklov
04-17-2007, 11:57 AM
Anyone here play Renegade? I do, and I've noticed that if someone puts a timed C4 on you, you have enter a vehicle to save yourself. (Unless then put enough C4 on you the destroy the vehicle AND you.) It's a weird bug that I find to be strangely similar, to what happens with infantry in RA2. Although they may be similar, they're not the same. The bug in RA2 lets the explode only when they exit the vehicle. While the bug in Renegade, simply attaches the bomb to the outside of the vehicle, because it is blocked by the "physical" barrier of the vehicles side. This happens because the player is able to enter the vehicle via code, while the C4 "physically" has to travel the distance in sync with the object (the player) in order to stay "attached". I'm guessing that the C4 follows the player according to where the computer has last reported the player to be. But because the C4 is unable to go where the "will" be, it will "lag" behind, if only a little. This is reduced (I'm guessing again.) because as soon at the C4 is placed, control of the "physical" movement of the C4 is handed over to the player's (the player that was C4ed) computer (or just to everyone's computer that are in the game) to reduce update type lag (I just made up that term..). Therefore, the C4 will continue to travel as close to the player as possible, making it "stick" to the outside of the vehicle. The reason that the player's infantry character is not damaged, is because the player's infantry character is stored in memory, (or at least I think so) and the player is then given control of the vehicle. But the player's (I don't know what's it's called) location tag (or whatever) is placed inside the vehicle to keep track of that player. I believe it is the 'location tag' that the C4 follows by default untill it can reattach to the exact point on the character's "body" where it first made contact during the time of "firing" the timed C4 weapon. I think that in RA2 (and YR), that the infantry AND the bomb is stored in memory, while inside the carrying vehicle. But the thing is, the ivanbomb continues to count down (with what mechanism, I don't know) until it hit's zero. When it hits zero, the explosion is 'put on hold' untill it has a "physical" location to detonate. The mechanics of the C&C RTS' (or atleast the non-3D ones) are obviously different than that of Renegade.
Uhh.. I seem to have gone off on one of my rants... :redface:
Lol, so, the osama flak isn't a bug.
NODorGDI5
04-17-2007, 01:08 PM
Lol, so, the osama flak isn't a bug.
It is very much a bug. But I think it's just the result of programming just doing it's thing. I hope everyone understands what I said in my post.. (Some deep thinking required to make the nuances of the pattern become clear.)
However, I think this is one bug that should stay because it adds so much more strategy to the game, thus, making it more interesting. And that's saying something because the game is already quite interesting.
SgtRicko
04-17-2007, 11:39 PM
More MCVs are normally not made by any side, except when they lost their MCV and have a service depot/grinder.
Why the hell would you do that anyway?:freek:
truefeel
04-18-2007, 12:47 AM
I was replying to some one who thought more MCVs had a use.
YuriAndroklov
04-18-2007, 02:43 AM
It is very much a bug. But I think it's just the result of programming just doing it's thing. I hope everyone understands what I said in my post.. (Some deep thinking required to make the nuances of the pattern become clear.)
However, I think this is one bug that should stay because it adds so much more strategy to the game, thus, making it more interesting. And that's saying something because the game is already quite interesting.
I mean I think the EA make that in purpose, making bombscripts won't explode in vehicles.
daser357
04-18-2007, 05:03 AM
MCV's do have a use i mean more thean the starting 1 with more conyards ur buildings build faster and if u have more thean 1 mcv its harder for ppl to kill u and on maps with limited tech buildings its a very good way to spread so HA!
truefeel
04-18-2007, 05:22 AM
MCV's do have a use i mean more thean the starting 1 with more conyards ur buildings build faster and if u have more thean 1 mcv its harder for ppl to kill u and on maps with limited tech buildings its a very good way to spread so HA!
1. A new mcv only speeds production up with 0.25.
2. it costs 3000 for a new mcv, for that money, you have tanks.
3. If you really want to have benefit with the only a bit faster building production, you need to make them as soon as possible. Problem is that you will get outtanked if you make a new one that soon in the game. But doing it later in the game will not help actually: late game you don't make much new structures.
4. When you do make structures with more then 1 MCV, you spend faster money. You'll need to have more miners to keep up, which leads that you will be even more behind.
5. You know that there are multiple options to do psread out, right ? the alternatives of making a new mcv are far better: basewalking or just mcv move. Then you don't need to spend extra money and it is even faster.
Volken45
04-18-2007, 06:15 AM
MCV REDEPLOY IS OFF and base walk wastes alot of money if ur going along way u culd easily spend 5-6k base walking barracks even if u sell theam all... it all depends on alot of factors ...
EDIT:Umm anyway this MCV thing is offtopic LOL ...
truefeel
04-18-2007, 06:50 AM
MCV REDEPLOY IS OFF and base walk wastes alot of money if ur going along way u culd easily spend 5-6k base walking barracks even if u sell theam all... it all depends on alot of factors ...
MCV redeploy is mostly on. In QM it is always on, in most CMs it is and in most FFGs it is also. in the few games it is not, basewalking should do it always on the official maps (even when it's on this is the most used way to get near ore fields and choke points. Remember: you also basewalk with the buildings you need, from one ore field to another. So mostly, you are actually not spending more money.
Volken45
04-18-2007, 06:59 AM
:| I dont really care what u think i mostly dont play Competative games anyway wen i play online its with freinds on Defense maps or to try tactics agenst ea other but not competatively... So im done aguring and Can we get back on topic before i say something i regret...
YuriAndroklov
04-18-2007, 08:24 AM
:| I dont really care what u think i mostly dont play Competative games anyway wen i play online its with freinds on Defense maps or to try tactics agenst ea other but not competatively... So im done aguring and Can we get back on topic before i say something i regret...
That often happen, but we always get back to the topic soon, or the thread may end. I wish I got an Osama Terror Drone, jumping into a chrono miner, and when the chrono miner tele back to the refinery, the chrono miner explode the bomb detonade.:D.
Volken45
04-18-2007, 10:08 AM
So if u put TNT on a terror drone and pop that into a chrono wen the chrono tells away it dies?? :eek: If thats what u mean thean ...I...dident..know..that...
truefeel
04-18-2007, 11:47 AM
:| I dont really care what u think i mostly dont play Competative games anyway wen i play online its with freinds on Defense maps or to try tactics agenst ea other but not competatively... So im done aguring and Can we get back on topic before i say something i regret...
Well, if you think so, then don't answer. Your giving your point of view and with that, interest what the other thinks.
NODorGDI5
04-18-2007, 12:02 PM
That often happen, but we always get back to the topic soon, or the thread may end. I wish I got an Osama Terror Drone, jumping into a chrono miner, and when the chrono miner tele back to the refinery, the chrono miner explode the bomb detonade.:D.
LOL! You can do something very similar to that. Just get Ivan to bomb the enemy chrono miner and if you time it right, you'll be hearing a lot of swearing from your opponent. I actually tried it in skirmish and it's great fun. (Although, the computer doesn't swear at me.. Instead, it comes out to slaughter my poor little Ivan...)
Gaucho8788
04-18-2007, 03:16 PM
Thats why you get right up to them and selfdestruct. I can't remember but you can do that right?
Statalyzer
04-18-2007, 04:58 PM
No, he's referring to Ivan planting a time bomb on the Chrono Miner, but keeping himself alive. Often when you do this, the miner chronoshifts back home before the bomb has exploded. Then sometimes it explodes before the Miner has had time to unload and drive away, so the bomb not only hurts the Miner but damages or completely destroys the Refinery!
FWIW, I usually play with "Move MCV" turned off. Having your building instantly pack up into a vehicle and drive away is pretty cheap, IMO. Now suddenly you have a tough choice at far-off orefields on some maps: build another MCV or make a long stretch? Magically moving your building is too easy. It also prevents the cheap base-trade winning strategy of taking your MCV with you.
YuriAndroklov
04-19-2007, 03:32 AM
Oh No I forgot about the teleing. :cry:.
Volken45
04-19-2007, 03:43 AM
That makes me sad i been wondering how to get a chrono miner destroed ill try the ivan bomb in skirmish mode tho sounds great
*Offtopic* I'm going on vacation wont be back for about a week *Offtopic*
truefeel
04-19-2007, 12:11 PM
FWIW, I usually play with "Move MCV" turned off. Having your building instantly pack up into a vehicle and drive away is pretty cheap, IMO. Now suddenly you have a tough choice at far-off orefields on some maps: build another MCV or make a long stretch? Magically moving your building is too easy. It also prevents the cheap base-trade winning strategy of taking your MCV with you.
Agreed, playing without mcv repacks is more skill. However, I'm from the opinion that most good players will prefer to do basewalking, even with mcv repacks on.
And I would never run with my mcv, except the cases where some one tries to engie me. If some one is attacking my mcv with other units and I can not save it, I'll sell it.
NODorGDI5
04-19-2007, 03:40 PM
LOL, I just though of something really funny. What if, an allied player had some stolen Yuri mind control units. And used there Chronosphere to steal your unpacked MCV during an engineer attack!? LOL And then they mind controlled it so they have you MCV as well as there own?! Would not that stink?!
I just had to say that.. It would be almost impossible to do that in a real game though.. I sure would be funny though.. :lmao:
truefeel
04-19-2007, 03:57 PM
You wouldn't be able to deploy, if I remember it correctly. EA disabled it, else the game crashes:eek: .
NODorGDI5
04-19-2007, 06:25 PM
EA has mental problems... If someone goes to the trouble to mind control something like an MCV, they should be able to use it properly. Maybe this Rock Patch thing will be able to fix that.. :thought:
Teron
04-20-2007, 07:18 AM
You wouldn't be able to deploy, if I remember it correctly. EA disabled it, else the game crashes:eek: .
No, that doesn't crash the game. IIRC, the mechanics allow for it just fine. What DOES cause problems is MCing the MCV, deploying it and the YP getting killed during the transformation. That basically just erased the whole MCV/CY, IIRC.
truefeel
04-20-2007, 09:07 AM
No, that doesn't crash the game. IIRC, the mechanics allow for it just fine. What DOES cause problems is MCing the MCV, deploying it and the YP getting killed during the transformation. That basically just erased the whole MCV/CY, IIRC.
Ah, ok. Thx for clearing out:) .
Cylon Crusader
04-20-2007, 11:04 AM
1) Half Track
2) 5 Conscripts
3) Ivan the Conscripts
4) Drive up to enemy Refinery, or War Fac
5) Deploy
Much better, and you can sneak one in during a battle.
make 3 amphibious transports and 12 traks, each filled with 2 terror drones and 3 engineers. Then make a small to medium sized attack force and atack his base from 1 side. Then fill up the amphibious transports with the traks, 4 in each and then iron curtain the transports, send them in thru the back of ur enemies base and then deploy them, the engies will automatically get into the enemies buildings while the terror drones go for any vehicles nearby.
This tactic can be used for fun, or just to make ur enemy use his money trying to get his buildings and unit back.
Corsarus
04-21-2007, 03:47 PM
1 terror drone = 2
1 engineer =1
Flak track carries = 5
2+2+2+1+1=8
8>5
and 8 engineers in your enemies base can basically end the game. You just take all his factories and depots and refineries and then use the rest on what ever. It disables that opponent from doing anything but throwing whatever units he has left at you. Then just blow up the naval yard if he has one and pick away at him and he should soon be dead since he cannot do any rebuilding and he is crippled defensively.
truefeel
04-21-2007, 03:59 PM
make 3 amphibious transports and 12 traks, each filled with 2 terror drones and 3 engineers. Then make a small to medium sized attack force and atack his base from 1 side. Then fill up the amphibious transports with the traks, 4 in each and then iron curtain the transports, send them in thru the back of ur enemies base and then deploy them, the engies will automatically get into the enemies buildings while the terror drones go for any vehicles nearby.
This tactic can be used for fun, or just to make ur enemy use his money trying to get his buildings and unit back.
Try that vs. me and you'll be dead even before you can build the IC;)
Teron
04-22-2007, 04:04 AM
Cylon Crusader: Your trick forgoes a lot of useful tank production, and ties up the Barracks for quite a long time, too. How are you going to fight off attacks without any useful units at all?
(Useful in this case means stuff like Rhinoes, Tesla Troopers, Desolators, HORDES of Conscripts or the like. Stuff that has killing power)
Corsarus
04-22-2007, 11:59 PM
you forgot to mention that there is no superweapons in it...
JK super weapons really only help if you really know how to use 'em.
YuriAndroklov
04-23-2007, 03:51 AM
I rather use 3 Seal IFV than 3 Osama Flaks.
Daishi
04-24-2007, 09:12 AM
Me too. Bombscripts and Terrorist tracks are less expensive, though.
But it's just so effective against units when you stuff your flaktracks with the more expensive desos or teslas... But wait till you start sending teslas and desos into your ally's IFVs.
YuriAndroklov
04-25-2007, 03:57 AM
Hmm not true, you need to build a crazy Ivan.
Daishi
04-25-2007, 06:23 AM
Hmm not true, you need to build a crazy Ivan.
Crazy Ivan's only $600 I think. And you can make an endless chain of bombscripts/terrorists afterwards.
YuriAndroklov
04-25-2007, 07:29 AM
I rather use 3 Seal IFV than 3 Osama Flaks.
3. How much is an IFV and how much is a Flak?
truefeel
04-25-2007, 07:52 AM
Things like bombscripts can work well late game; Though seal IFVs are indeed that bit better, vs. soviets anyway, for 3 reasons:
1. No worries about a drone; a seal ifv kills it in one shot
2.IFvs are faster.
3.A seal can kill multiple buildings; a fully loaded flak track with bombscripts one or at it most 2-3 (if the buildings are really that close).
Though bombscripts can also do enough damage.
Daishi
04-25-2007, 09:20 AM
Things like bombscripts can work well late game; Though seal IFVs are indeed that bit better, vs. soviets anyway, for 3 reasons:
1. No worries about a drone; a seal ifv kills it in one shot
2.IFvs are faster.
3.A seal can kill multiple buildings; a fully loaded flak track with bombscripts one or at it most 2-3 (if the buildings are really that close).
Though bombscripts can also do enough damage.
I forgot that Seal IFVs are awesome in the Allied mix :\
Still, when you're in RA2 (not YR) and you have the cloning vats, you can get away with halfpriced terrorists and bombscripts. And Tanya IFVs are unavailable until the Battle Lab, Seal IFVs are completely unavailable.
truefeel
04-25-2007, 12:15 PM
True, but Tanya IFV is still better:).
seal/tanya ifvs and osama/bombscripts flak tracks are also a one timer. If you used it repeately, it will fail, b/c after the first attempt (wether or not succeeded) he be more carefull
Volken45
04-26-2007, 04:42 AM
True, but Tanya IFV is still better:).
seal/tanya ifvs and osama/bombscripts flak tracks are also a one timer. If you used it repeately, it will fail, b/c after the first attempt (wether or not succeeded) he be more carefull
unless ur playing agenst a bot thats allways fun but not really importent anywho what is deso bombing? and daisi ivan is 800 isent he?
Daishi
04-26-2007, 06:23 AM
putting 1-5 desolators in a flak track, rushing the track at the enemy, and deploying. It's great for clearing the allied mix, especially in ol' RA2.
YuriAndroklov
04-26-2007, 08:33 AM
Things like bombscripts can work well late game; Though seal IFVs are indeed that bit better, vs. soviets anyway, for 3 reasons:
1. No worries about a drone; a seal ifv kills it in one shot
2.IFvs are faster.
3.A seal can kill multiple buildings; a fully loaded flak track with bombscripts one or at it most 2-3 (if the buildings are really that close).
Though bombscripts can also do enough damage.
Ty, that is true, I always send the seal IFV when ppl mind is somewhere else, and manage to sneak in and destroy normally at least 3 buildings, haha i did that to Fenring.
Statalyzer
04-26-2007, 03:54 PM
I like to use Terrorist-Flaks without Crazy Ivan. It still just takes one of them to destroy a war factory, and the Ivan requires some extra micro that you could be using to manuever your tanks, tweak your economy, respond to a threat somewhere else, etc.
If you used it repeately, it will fail, b/c after the first attempt (wether or not succeeded) he be more carefull
If you can use it decisively, sometimes he won't be able to prevent a second strike.
Example: you make one early on and then attack with tanks. Let's say you are both about even in tanks, with him just slightly ahead due to you attacking and fighting near his base and you having built the flak and terrorists. So, he survives the battle with 2 tanks left, meanwhile your demotaxi blows up his warfactory.
Unless he attacks with those 2 tanks right away (in which case you'll need to build a couple more of your own), a good move is probably to quickly build 2 more terrorist-flaks.
He will be VERY hard pressed to stop them with only a couple of tanks, and he can't build any more just yet. So right when his new warfactory is built - BOOM, it blows up again and then so does his barracks or refinery.
yuri777
08-03-2007, 06:14 AM
How do u know when he builds the war factory he'll put it next to his refinery or barracks?
Statalyzer
08-03-2007, 10:09 AM
You don't. If he does then you can take out all 3 buildings with 2 cubaflaks instead of just 2 of them.
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