View Full Version : Faction Ability's usage (post your stratagies!)
Post YOUR use of your favorite Faction ability's!
Global Defence Initiative
Radar Scan
Orca Strike
Bloodhounds
GDI Airborne
Sharpshooter Team
Zone Trooper Drop Pods
Shockwave Artillery
NOD
Decoy Army
Radar Jamming Missle
Mine Drop
Shadow Strike Team
Cloaking Field
Seed Tiberium
Catalyst Missle
Vapor Bomb
SCRIN
Reconstruction Drones
Lightning spike
The Swarm
Vibration Scan
Stasis Shield
Phase Shield
Wormhole
Mothership
Rift
* Due to time shortige i'll post mine later ;)
Intregued with people's ideas!
(sorry for bad english :p)
Avapodnaught
08-31-2007, 06:30 PM
Post YOUR use of your favorite Faction ability's!
Global Defence Initiative
Radar Scan
Orca Strike
Bloodhounds
GDI Airborne
Sharpshooter Team
Zone Trooper Drop Pods
Shockwave Artillery
NOD
Decoy Army
Radar Jamming Missle
Mine Drop
Shadow Strike Team
Cloaking Field
Seed Tiberium
Catalyst Missle
Vapor Bomb
SCRIN
Reconstruction Drones
Lightning spike
The Swarm
Vibration Scan
Stasis Shield
Phase Shield
Wormhole
Mothership
Rift
* Due to time shortige i'll post mine later ;)
Intregued with people's ideas!
(sorry for bad english :p)
Radar scan, quick look before I decide where to attack, or to scare the opponent off for a second...
orca strike, never unless enemy is nub, maybe against infantry, but no sure they stay wehre they are
I usually don't invest in unit drop offs, but maybe once I roll my new tactic out.... Zone dropoff is the bomb heavy strike in base, or to defend
Shockwave, turn enemy defenses off
decoy army, use on bikes, scan base
mine drop guards tib from attack, kills enemy units and harvies
cloak field for flamers, killing infantry, and avy harvy crush
seed tiberium starts new field, or replenishes field
catylist missile, kills off enemy refs
stasis shield, early enemy eco crush, stop heavy units
I don't use most of the others, anyways, u didn't add the emp cannon ability....
Emp Cannon
hmily444
08-31-2007, 09:01 PM
GDI:
Radar Scan - usually to reveal an area where I want to use to firehawk bombing or see how
many defense tower my enemy has
Orca Strike - the damage is too too too low!!! usually to reveal the shround...
Bloodhounds - when money is overwhelming, especially "silo needed", drop them on my main
base.(same as GDI airborn and Zone Trooper Drop Pods and Sharpshooter Team)
GDI Airborne - see above
Sharpshooter Team - see above
Zone Trooper Drop Pods - see above
Shockwave Artillery - delay enemy superweapon or disable the WF to shutdown their
production for a while or disable a crowd of vehicles.
--------------------------------------------------------
NOD:
Decoy Army - Use to clone my force when in a rush.
Radar Jamming Missle - Never used
Mine Drop - drop before the exit of enemy's WF or barracks, or drop to the "only-one-
passage" of the map(if any)
Shadow Strike Team - place them on my main base and send them to scout, to see whether my
enemy has a secondary base
Cloaking Field - use to destroy enemy infantry. very powerful against Scrin's!!
Seed Tiberium - increase main base nearby tib field
Catalyst Missle - destroy enemy refineries! can destroy 3-5 refineries when they are too
crowded!
Vapor Bomb - destroy enemy powerplants!
--------------------------------------------------------
SCRIN
Reconstruction Drones - never used!
Lightning spike - defense enemy early rush, or put them near enemy superweapon to reveal a
large area!!
The Swarm - defense enemy early rush, or put them near enemy superweapon and send those 7
buzzer to 7 different direction to reveal a large area!!
Vibration Scan - find enemy's base!
Stasis Shield - against enemy superweapon!! very useful!!! long time to recharge!
Phase Shield - disable enemy rush force or engineers
Wormhole - never used! maybe for fun!
Mothership - seldom use! too too slow and not so tough.
Rift - I'm wondering why you list SCRIN's superweapon only???
Volken45
08-31-2007, 11:51 PM
i only play as nod wen i play as gdi or Scirn i lose FAST but wen i play (As nod) i like to use seed tiberium to start new fields . seed a field wait a few minetes get profit or decoy army to scout as if they get destroyed u only lose 500credits instead of the cost of the unit hehe andway good idea for a thread
SgtRicko
09-01-2007, 07:20 AM
Global Defence Initiative
Orca Strike --Almost useless. Only good at killing building that you didn't manage to maim, but even then the repair ability that the structure has pretty much ruins the usage of this power since it hardly does any damage at all. At least it only costs $500...:\
Bloodhounds --When used alone, I've found that its really only effective as a quick AA alternative (they suck vs. anything else 'sept light inf units). But if combined with the GDI Airborne, then they're actually pretty awesome as a team since the missile squads can hop in the APCs and make for a small, yet formidable hit 'n run team.
GDI Airborne --This particular power is actually pretty neat, since the riflemen can quickly dig in and make a nice foxholee for the missile squads to use as well. Also great on largely urban maps, or for agitating your enemy's flanks...
Sharpshooter Team --Beautiful to use if you got some juggies ready for the bombardment, but otherwise useless.
Zone Trooper Drop Pods --A one trick pony if there ever was one. Drop it behind enemy lines, tell them to kill the cranes, expansion points and power, and it's all over. Oddly weak vs. refineries for some odd reason or another though, and a single Black Hand squad can pwn this ability even if all the Zones were heroic...:wtf:
Shockwave Artillery --I personally liked it when it was more powerful back before patch 1.05, because now it's kinda limited in terms of usage and actual effectiveness. Sure, it can kill your enemy's power or disable a small squad of enemies, but the effect is so short lived that it's often not worth the price paid.
NOD
Decoy Army -- Sorta situation dependent, and it can get screwed over instantly if your enemy sees who's who, but it's outstanding if you decide to mass some BH's or go micro crazy with some hit 'n run units and mix the real ones with the fakes.
Radar Jamming Missle --Near useless, even against a human. You'd need some really leet micro so as to make this ability work out well enough.:\
Mine Drop -- A very situation dependent abilty. It's awesome if you're against a large group of tanks or infantry, but crap if they end up being detectors or largely airborne.
Shadow Strike Team --Need I say more???:p
Seed Tiberium --Not that useful really, since the amount of tiberium it grows back is minimal. Would be better if it was slightly beefed up a little.
Catalyst Missle --This thing is pure evil. Time it right, and you can TOTALLY **** up your enemy's economy to the point of no return!:evil:
Vapor Bomb --Although powerful, it's a bit too easy to intercept and stop before it drops it's payload, so I really only use it in very lightly defended areas.
SCRIN
Reconstruction Drones --Can be a lifesaver, or totally useless. Good if you're cornered in an area and need repairs pronto, or just want to spruce up any scratches on your vehicles.;)
Lightning spike --Actually, I find this to be nothing more than an annoyance. It's too weak to be considered effective, yet it's really aggravating to deal with when it ends up in a tib field with no defenses or units ready to kill it so as to protect your harvesters.:hmm:
The Swarm --The ultimate garrison killer. 'Nuff said.
Vibration Scan --Pretty much a oddball radar scan of sorts. I only use it once or twice, then I ignore it. However, it does also seem to track Nod power plants that have the Liquid-T core or certain Scrin sturctures other than the ref, so it does have some unique traits!:D
Stasis Shield --A truly useful ability. Too many different uses to list here, but blocking off a choke point or bridge temporarily until you get reinforcements there is one of the more uncommon ones!;)
Wormhole --VERY useful, especially if your enemy isn't paying attention too much on his main base (that, or just send three or four Tripods through near his power plants and then have them use their EMP shockwave ability... EVIL!!!):evil:
Mothership --Only useful if you manage to sneak in a Mastermind and do that trick, or if there's a enemy outpost that's real close with no air defense: otherwise its a waste of cash.
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