"I can't do this without the oil derricks, I better restart." Proceeds to do it without the oil derricks. Good game, you have the patience of a saint! LOL
I had never understood this MadHQ remaster. In original mission the goal is capture the tower and then destroy all allies in Paris, but in remaster with this labyrinth the goal is eliminate all allies to capture the tower and using tower wasn't that spectacular. It also has no sense because why allies are protecting Eiffel Tower so hard? Is it a important strategic military structure? With this edited harder wersion mission has more sense
(Summary) That V3 was the MVP of the game. The V3 was the key piece of the puzzle leading to the optimal solution. (Summary) The tactics and strategies were limited in this level - Grand Cannons stop everything under the power level of Apocs so the Grand Cannons had to be destroyed before any significant progress could be made. The maze specifically forced you to navigate through it to clear the Barracks - but the V3 blocked GI production and bypassed the maze. I usually comment on optimization and how to improve on playstyle - but this level severely limited playstyles and tactics - due to the Grand Cannons, the maze, the limited variety of units you could build. In other words, there ended up to be no right or wrong ways to play this level. There are some main things to do here - chip off at the base like how tgSacred had done, then disable the Barracks to stop GI spam - either that or first figure a way stop the constant stream of Allied armor. EDIT: The Allied armor could not be completely stopped, but appeared to slow down significantly after that V3 was liberated. So while the spawn points were not disabled, the spawn rate was somewhat reduced. EDIT 2: I've made another observation - the Allied armor makes a round loop around the main base along the roads. They appear to emerge from the right-side of the top corner, make a clockwise trip, then disappear into the left-side of that same corner. If you could station Apocs at the mouth of the loop, you can stop the entire flow? You don't have to bother constantly engaging those vehicles along the loop because they'd all disappear into that terminal end. So next time before you surrender an attempt, make some effort to observe the patterns and triggers. Now you know that maps with so-called neverending spawns - the waves come from edges of the map, mostly from roads. I'm sorry if you mentioned about the loop somewhere in your vid and I missed it - but I thought of sounding this up again nonetheless - that entire loop could be stopped with positioning Apocs at the spawn mouth - no need to engage any of the units along that entire loop because they were all headed off the map anyway. My way of doing this level assumes that the V3 was not acquired/available. Assuming the V3 was not in the game, I would have heavier use of Conscripts. I would group them into squads and sent them to engage the Allied armor, all these outside the range of the Grand Cannons. I believe Conscripts can win fights vs the IFVs and Grizzlies - AI would not be smart enough to run them over (from my experience unless somehow the AI had been improved). I would have gotten these Conscripts for defense - line some in front of the Tesla Coils to soak up damage, spread some around garrisons to soak up damage and make the garrisons survive longer. Then send Apocs to the edges of the map to where those spawn points were and try to figure a way to stop or block the neverending stream of Allied armor. Eventually I would have gotten the V3 anyways and the playstyle would then follow tgSacred where the Grand Cannons and barracks would be shelled by the V3. Just a comment on the first attempt. It was pretty much salvageable - that 6000 would have been converted into Conscripts and the game would have continued. The other attempts saw little use of the derricks anyway. Same same.
45:00 You can use the yuri clones to cap a IFV and use it to keep your apocs up. position them on the road which frees your V3 to clear. Itll also let you keep your apocs at full health all the time saving you several mins of waiting around for them to self heal
A promoted Ifv in base would help yes, but repairing the Apocs would require to capture the Oil Derricks first since it would be quite risky to have only one Engineer in the IFV being close to battles.
In a Red Alert 1 Soviets cutscene Comrade Nadia asks Comrade Grandko about Einstein's propulsion system research. These Apocs seem to be fitted with that new propulsion system :D BTW, there's an used string advising players to hook up Ivan Bombs on moving civilian cars. 1:05:28 I think I said this already, but the Tesla Troopers will *damage* the Eiffel Tower when force-firing because the Eiffel Tower isn't yours yet. You have to trigger it changing its Owner, then you can force-fire.
This entire campaign has had the size, scale and scope of Mental Omega, with none of the balancing changes, custom voxels and consideration for player mental health that made MO challenging but fun.
I thought you will use rockters until the V3 appears. I really enjoyed see you play and there one question , why you didn't control elite seal in the begging to protect oil drecks with one apocalypse or the attacks more powerful than these two
i really feel like this whole mission series is just a weird form of abuse lol good lord.. like these missions are fucking insane.. kudos for your patience cause personally im lacking in that category lol
Hey dude I have a healing tip that might you take advantage of is to put the game speed slider to the last one (I think is called fastest not really sure) then the heal will be done in seconds! Plus why you don't check a fan made yuri campaign it's cool eh!
Can the neverending allied armor spawning from the edges of the map be stopped? You did it for one of the triggers at the east side to get that V3. Why didn't you explore stopping the other spawning spots? Or you tried and I missed something?
I wonder if you’re still working on these missions or are they really impossible to beat since they’re too spammy with veteran/elite units. Looking forward to see the next missions though, and its allied counterpart.
Truth be told you are underestimating flak troopers you've build one in the first run and he somehow managed to deffend your base from rocketers, if you build a mass of em they could have blocked off choke points for infantry and take down air instead you decided not to build a thing and play with speedy aOPcalypses to finish the mission, tesla n flak trooper combo is something to be reckoned with in any game. Also ivan yuri combos >.>
Nah. I think Conscripts alone would have done the job. No need for Flak Trooper, Tesla Trooper, Yuri, or Crazy Ivan. But for any of them to do a thing, the Grand Cannons need to be down.
@@Hirmikss Of course the Conscript is weaker. And of course they'll only engage in superior numbers overwhelming GIs. AI-controlled GIs remember. And Flak Troopers are incompetent.
@@Kirov4ever didnt say conscripts are weak and they are not but in the game of nutrition ( which is this mission) conscript spam against gi spam is not the way to go especially that ai insta deploys gi when something gets in range Flak troopers are overlooked cause you have fast flak trucks, incompetent? Agree they love to chase air targets back to the enemy base but they still melt air and infantry
@@Hirmikss Hey where'd my comment go? Ok but AI-controlled GIs sometimes don't deploy the moment something gets into range - you have to get a sense of the timing and exploit this. I think our experiences differ as I never had much problems with smart deploying GIs. Conscripts can promote though so make sure to win every battle with as many survivor Conscripts. Eventually the Conscripts might give way so make use of the garrisons. I agree that Flak Troopers melt stuff but they have the same problem as the Tesla Trooper. They both don't have the effective HP to survive long enough to dish out their DPS. In other words, what they can kill can also kill them back. And they both cost too much for their low life expectancy - giving enemy too many experience points when killing them.
The trigger that introduced the V3 reinforcement was a nice touch. But I felt that the exploration wasn't complete. Were there other triggers or secrets? Give hints if you do not wish to spoil. How many other secrets were there?
The most annoying part is how you can't clear the map in these. For instance that 2 IFV + Grizzly patrol is spawning over and over and over again. War factories and barracks don't even produce anything meaningful.
Read my comment - there was a way to stop the constant patrol. The units spawn from a point and after completing a circuit, head off map again. Meaning that they never have to be engaged! You just stop the mouth and you stop the entire circuit!
A bug where, if the map maker does something very specific, and doesn't re-set a certain value, the Prism Tower ends up firing a much more powerful weapon when supported by another Tower. Look for PrismSupportModifier bug. You can also find more info on it on the C&C wiki in the Prism Tower entry, Trivia section.
Not quite. The fuse is too short. This could be done if not for the maze of impassable rocks - now with that maze, your short-fused car detonates prematurely. The proper way is to mind control a car WITH capacity slot for loading infantry, then place the bomb on that infantry then load him up.
@@kellereclub3828 --- then place the bomb on that infantry---that might be more proper way to do it. if I remember correctly ivan's bomb on infan dont exploded inside the vehicle
This mission annoyed me so much in the original. The endless stream of GIs and dogs was not fun to fight through. Was probably the worst mission in the remaster.
All vehicles had the same type of quotes in RA2 (Allied tanks had Grizzlies, Allied Navy had Destroyer quotes, Soviet tanks had Rhino's). YR had every unit with their own quotes.
EDIT: Yes that's pretty much my style. I leave defensive structures up to drain power and contribute to crippling and attrition-ing the AI. But it does not work in special difficult maps - the map author can always hide power plants off map so the enemy has constant power that is untouchable and un-molest-able. Hence I stopped picking on this issue - tgSacred knows anyway. I've mentioned this several times in other vids. I couldn't see from the video, but I kind of suspected that Đăng Nguyễn Trọng hid a spy somewhere in there. Anyone can confirm, tgSacred? Past missions or rather, mission 4 had a spy for that Vladivostok map. It was random, that spy was out of place, but nevertheless a change of things was refreshing.
"I can't do this without the oil derricks, I better restart." Proceeds to do it without the oil derricks. Good game, you have the patience of a saint! LOL
I had never understood this MadHQ remaster. In original mission the goal is capture the tower and then destroy all allies in Paris, but in remaster with this labyrinth the goal is eliminate all allies to capture the tower and using tower wasn't that spectacular. It also has no sense because why allies are protecting Eiffel Tower so hard? Is it a important strategic military structure? With this edited harder wersion mission has more sense
I think MadHQ knows how to do maps that are a massive challenge, and maps that have a massive scale.
Story and fun gameplay seem to come second
This isn't the original MadHQ remaster, this is edited by Nguyen to be much harder. Check the description.
(Summary) That V3 was the MVP of the game. The V3 was the key piece of the puzzle leading to the optimal solution.
(Summary) The tactics and strategies were limited in this level - Grand Cannons stop everything under the power level of Apocs so the Grand Cannons had to be destroyed before any significant progress could be made. The maze specifically forced you to navigate through it to clear the Barracks - but the V3 blocked GI production and bypassed the maze.
I usually comment on optimization and how to improve on playstyle - but this level severely limited playstyles and tactics - due to the Grand Cannons, the maze, the limited variety of units you could build. In other words, there ended up to be no right or wrong ways to play this level. There are some main things to do here - chip off at the base like how tgSacred had done, then disable the Barracks to stop GI spam - either that or first figure a way stop the constant stream of Allied armor. EDIT: The Allied armor could not be completely stopped, but appeared to slow down significantly after that V3 was liberated. So while the spawn points were not disabled, the spawn rate was somewhat reduced.
EDIT 2: I've made another observation - the Allied armor makes a round loop around the main base along the roads. They appear to emerge from the right-side of the top corner, make a clockwise trip, then disappear into the left-side of that same corner. If you could station Apocs at the mouth of the loop, you can stop the entire flow? You don't have to bother constantly engaging those vehicles along the loop because they'd all disappear into that terminal end. So next time before you surrender an attempt, make some effort to observe the patterns and triggers. Now you know that maps with so-called neverending spawns - the waves come from edges of the map, mostly from roads. I'm sorry if you mentioned about the loop somewhere in your vid and I missed it - but I thought of sounding this up again nonetheless - that entire loop could be stopped with positioning Apocs at the spawn mouth - no need to engage any of the units along that entire loop because they were all headed off the map anyway.
My way of doing this level assumes that the V3 was not acquired/available. Assuming the V3 was not in the game, I would have heavier use of Conscripts. I would group them into squads and sent them to engage the Allied armor, all these outside the range of the Grand Cannons. I believe Conscripts can win fights vs the IFVs and Grizzlies - AI would not be smart enough to run them over (from my experience unless somehow the AI had been improved). I would have gotten these Conscripts for defense - line some in front of the Tesla Coils to soak up damage, spread some around garrisons to soak up damage and make the garrisons survive longer. Then send Apocs to the edges of the map to where those spawn points were and try to figure a way to stop or block the neverending stream of Allied armor. Eventually I would have gotten the V3 anyways and the playstyle would then follow tgSacred where the Grand Cannons and barracks would be shelled by the V3.
Just a comment on the first attempt. It was pretty much salvageable - that 6000 would have been converted into Conscripts and the game would have continued. The other attempts saw little use of the derricks anyway. Same same.
Thank you for the time to watch and comment!
v3s outrange grand cannons
45:00 You can use the yuri clones to cap a IFV and use it to keep your apocs up. position them on the road which frees your V3 to clear. Itll also let you keep your apocs at full health all the time saving you several mins of waiting around for them to self heal
A promoted Ifv in base would help yes, but repairing the Apocs would require to capture the Oil Derricks first since it would be quite risky to have only one Engineer in the IFV being close to battles.
In Paris you are known only as a "Butcher". Makes sense...
In a Red Alert 1 Soviets cutscene Comrade Nadia asks Comrade Grandko about Einstein's propulsion system research.
These Apocs seem to be fitted with that new propulsion system :D
BTW, there's an used string advising players to hook up Ivan Bombs on moving civilian cars.
1:05:28 I think I said this already, but the Tesla Troopers will *damage* the Eiffel Tower when force-firing because the Eiffel Tower isn't yours yet.
You have to trigger it changing its Owner, then you can force-fire.
thanks man ı just waiting you for many days to see you playing .. thanks for make us feel enjoy .. we love you bro 🥰
I love you too!
12:22 The AI is like "that truck seems suspicious, fire"
this is what he's been waiting for! 👍
This entire campaign has had the size, scale and scope of Mental Omega, with none of the balancing changes, custom voxels and consideration for player mental health that made MO challenging but fun.
This isn't the original MadHQ remaster, these are essentially challenge missions created by Nguyen based on the MadHQ campaign.
@@goldfishdeeerlover yes, I know that MadHQ didn’t make this, his maps were actually fun to play.
@@sirdickkickerthefirst9611 Oh pardon me
I thought you will use rockters until the V3 appears.
I really enjoyed see you play and there one question , why you didn't control elite seal in the begging to protect oil drecks with one apocalypse or the attacks more powerful than these two
12:24 what probably happened here was that your truck blocked the gi's pathing and that's lead them to shoot at it to continue their path.
i really feel like this whole mission series is just a weird form of abuse lol good lord.. like these missions are fucking insane.. kudos for your patience cause personally im lacking in that category lol
damn this is so tedious -_-
That last part is indeed thrilling
Excelent gameplay, Waiting for madHQ Chrono Defense mission, that will be hilarious
Hey dude I have a healing tip that might you take advantage of is to put the game speed slider to the last one (I think is called fastest not really sure) then the heal will be done in seconds!
Plus why you don't check a fan made yuri campaign it's cool eh!
Can the neverending allied armor spawning from the edges of the map be stopped? You did it for one of the triggers at the east side to get that V3. Why didn't you explore stopping the other spawning spots? Or you tried and I missed something?
Hmm just didn't try to be honest.
I wonder if you’re still working on these missions or are they really impossible to beat since they’re too spammy with veteran/elite units. Looking forward to see the next missions though, and its allied counterpart.
Long time my friend!!!
my sleep deprived brain thought that all of the rocks around the perimeter were barrels.. took me 30 minutes to realize otherwise lol
You can take the Elite seal in right corner with Youri.
The seal can defend the Base
is it useless in this mission to mind control civil cars and plant explosives and then order car to go into the enemy`s position?)
Trust me, you can barely move the Car inside the base unless you destroy a few Barracks. The timer will go off before it's even close.
@@tg.Sacred I see
Truth be told you are underestimating flak troopers you've build one in the first run and he somehow managed to deffend your base from rocketers, if you build a mass of em they could have blocked off choke points for infantry and take down air instead you decided not to build a thing and play with speedy aOPcalypses to finish the mission, tesla n flak trooper combo is something to be reckoned with in any game.
Also ivan yuri combos >.>
Nah. I think Conscripts alone would have done the job. No need for Flak Trooper, Tesla Trooper, Yuri, or Crazy Ivan. But for any of them to do a thing, the Grand Cannons need to be down.
@@Kirov4ever conscripts vs gi with limited reso gl mate
at least flak trooper is on par with seal
@@Hirmikss Of course the Conscript is weaker. And of course they'll only engage in superior numbers overwhelming GIs. AI-controlled GIs remember. And Flak Troopers are incompetent.
@@Kirov4ever didnt say conscripts are weak and they are not but in the game of nutrition ( which is this mission) conscript spam against gi spam is not the way to go especially that ai insta deploys gi when something gets in range
Flak troopers are overlooked cause you have fast flak trucks, incompetent? Agree they love to chase air targets back to the enemy base but they still melt air and infantry
@@Hirmikss Hey where'd my comment go? Ok but AI-controlled GIs sometimes don't deploy the moment something gets into range - you have to get a sense of the timing and exploit this. I think our experiences differ as I never had much problems with smart deploying GIs. Conscripts can promote though so make sure to win every battle with as many survivor Conscripts. Eventually the Conscripts might give way so make use of the garrisons.
I agree that Flak Troopers melt stuff but they have the same problem as the Tesla Trooper. They both don't have the effective HP to survive long enough to dish out their DPS. In other words, what they can kill can also kill them back. And they both cost too much for their low life expectancy - giving enemy too many experience points when killing them.
Welcome to the Paris's Fortress
Dậy sớm thế
@@DanielNguyen2003 đúng rồi anh, thấy video mới là xem liền
Crazy Ivan Bomb + Mind Controlled Civilian Vehicles?
2:28 "At least i have a job"
1:06:31, they just bought the whole 101st airborne💀
Where can I download the Harder version of this campaign ?
I want to try this too
Check the Description.
Love Zofia voice
منور احمو
Something wrong. Text has changed location...
Nothing more to add, nice videos
1:06:50 when the french people found out that they will be monarchs again:
Realy nice micro.
Does anyone know the music at 20:23 ?
It's random music for creators, very hard to find!
@@tg.Sacred thanks ! Btw any chance you'll do a Supreme Commander playthrough ?
16:32 ловушка жопера!
31:05 the F happened here?
😄😁
Nice
1:06:30 d day à ?
The trigger that introduced the V3 reinforcement was a nice touch. But I felt that the exploration wasn't complete. Were there other triggers or secrets? Give hints if you do not wish to spoil. How many other secrets were there?
I would have memed with yuri and crazy ivan to crack the defenses
If I were the commander in charge of the allied I would deatroy the tower if the defense were failing
The most annoying part is how you can't clear the map in these. For instance that 2 IFV + Grizzly patrol is spawning over and over and over again. War factories and barracks don't even produce anything meaningful.
Read my comment - there was a way to stop the constant patrol. The units spawn from a point and after completing a circuit, head off map again. Meaning that they never have to be engaged! You just stop the mouth and you stop the entire circuit!
What's prism tower pug?
A bug where, if the map maker does something very specific, and doesn't re-set a certain value, the Prism Tower ends up firing a much more powerful weapon when supported by another Tower.
Look for PrismSupportModifier bug.
You can also find more info on it on the C&C wiki in the Prism Tower entry, Trivia section.
It's a pug that controls the prism tower. Cute little doggo.
u need to use ivan+yuri clone together. use clone to get car. use ivan to detonate bomb to car. and send car to enemy. thats how easy is this mission
Not quite. The fuse is too short. This could be done if not for the maze of impassable rocks - now with that maze, your short-fused car detonates prematurely. The proper way is to mind control a car WITH capacity slot for loading infantry, then place the bomb on that infantry then load him up.
@@kellereclub3828 --- then place the bomb on that infantry---that might be more proper way to do it. if I remember correctly ivan's bomb on infan dont exploded inside the vehicle
Oops, I'm so first I got it in 144p😄
Well they didn't go wrong nickname the Soviet commander as "The Butcher" tho
👍👍
where i can downloud the Edited Harder Version?
Check the description
Vladimir's Apocalypse tanks
This mission annoyed me so much in the original. The endless stream of GIs and dogs was not fun to fight through. Was probably the worst mission in the remaster.
1:09:16: If not a single Chrono Ivan.
1:07:40 why did the game become brighter
Changed recorder to run more smoothly due to the number of units.
Apocalypse have rhino qoutes 😀
this is Ra2 not Yuris revenge
@@xxcabalxx2369 in RA2 are not apoc quotes?
@@peterhummel8679 nope
@@Groza_Dallocort oh okay
All vehicles had the same type of quotes in RA2 (Allied tanks had Grizzlies, Allied Navy had Destroyer quotes, Soviet tanks had Rhino's). YR had every unit with their own quotes.
Use Yuri to control cars and then use ivan put the bombs on cars and send them to Allies Base.Ez win
ugh my game is running SO SLOOOOOW hahahaha
What the heck ifv and gi
144p haha
ohh god u are totally noob man. just cut the electricity then all system will shut down. no need to destroy grand cannon or prizm towers
Thanks I am still learning
EDIT: Yes that's pretty much my style. I leave defensive structures up to drain power and contribute to crippling and attrition-ing the AI. But it does not work in special difficult maps - the map author can always hide power plants off map so the enemy has constant power that is untouchable and un-molest-able. Hence I stopped picking on this issue - tgSacred knows anyway. I've mentioned this several times in other vids.
I couldn't see from the video, but I kind of suspected that Đăng Nguyễn Trọng hid a spy somewhere in there. Anyone can confirm, tgSacred? Past missions or rather, mission 4 had a spy for that Vladivostok map. It was random, that spy was out of place, but nevertheless a change of things was refreshing.
i like it how at one point i really dont get what the heck is going on anymore :)))
Outro man 🤣🤣