Aircraft can be used more effectively. Change the attack mode (CTRL + A) in my opinion gives more possibilities using attack move and air units automatically attack enemy air units. Also interesting are the combinations with Shift and attack move I also prefer Harriers, they are faster, also in this mission they have a freezing attack
Keine Ahnung, ob du es noch nicht wusstest oder vielleicht im Eifer des Gefechts vergessen hattest, aber Helipads kann man im Radius der Werkstatt bauen, damit Lufteinheiten beim Nachladen gleichzeitig repariert werden.
Would a naval yard give you access to the RA battleships? Those things had insane range and you could have taken the coastal bases hard and fast earlier. Never played OpenRA specifically so not sure myself.
Your idea with the ships is good but the AI reacts immediately when a shipyard has been built. It immediately sends submarines and light missile ships to your position and the submarines can fire two torpedoes at once, which will significantly weaken and decimate your units. For me this was not an option and I had to invest my little money wisely in infantry, tanks and attack helicopters. Another expense would have been too much ^^.
It's also because I: - am playing the mod for the first time - have hardly any time to quickly develop a suitable strategy - especially in this mission the tiberium fields are well guarded or are in the AI's path of entry. The Nod artillery puts you under a lot of pressure here and you have to constantly be careful that they don't destroy your defenses. It happened to me in one round when I wanted to eliminate the right base with my units. It's not like I manage to complete all missions on the first try :D
@@stream8944 Thank you for all your answers :) Note the general pattern of campaign in all missions: small resource deposits, subsequent deposits are usually guarded and enemy attacks become stronger over time I think that sometimes it is better to go straight to the attack than to wait for an increasingly stronger opponent. But I have not played CA enough and it is hard to say when it is better "It's not like I manage to complete all missions on the first try" - sometimes I can see it in the way you play that you've already played the mission before :D never mind :D So, I have a new idea for a quick elimination of the south Nod base: use the time when the enemy does not see us to build a fleet during this time. A few cruisers plus destroyers for defense, we sail and destroy the base
If you have built a shipyard, Nod will send out submarines + the light rocket ships. This would require even more money to destroy the submarines. Note that the AI rebuilds its buildings as long as there is a construction yard on the playing field. That's why I refrained from building a shipyard so that everything could be reached by land and air. Of course it is easier to bring the opponent to their knees right at the start, but there is not much you can do without money :D. For you as a spectator it is more interesting if the AI gets stronger and stronger and I have to fend it off at the same time :D. Unfortunately there are hardly any players who play these missions on hard.
@@stream8944 You have right, I tested. The first Nod attack (missile ships) can be destroyed without raising an alarm, but the second attack (submarines) unfortunately raises an alarm
Ultra! 👍👍👍
Aircraft can be used more effectively. Change the attack mode (CTRL + A) in my opinion gives more possibilities using attack move and air units automatically attack enemy air units. Also interesting are the combinations with Shift and attack move
I also prefer Harriers, they are faster, also in this mission they have a freezing attack
Keine Ahnung, ob du es noch nicht wusstest oder vielleicht im Eifer des Gefechts vergessen hattest, aber Helipads kann man im Radius der Werkstatt bauen, damit Lufteinheiten beim Nachladen gleichzeitig repariert werden.
Das ging komplett unter wie mein Geschützturm welches an der Raffinerie stehen sollte und erst später platziert wurde :/.
Would a naval yard give you access to the RA battleships? Those things had insane range and you could have taken the coastal bases hard and fast earlier. Never played OpenRA specifically so not sure myself.
Your idea with the ships is good but the AI reacts immediately when a shipyard has been built. It immediately sends submarines and light missile ships to your position and the submarines can fire two torpedoes at once, which will significantly weaken and decimate your units. For me this was not an option and I had to invest my little money wisely in infantry, tanks and attack helicopters. Another expense would have been too much ^^.
If you build helicopter pads around the repair point circle then the air units repair themselves while replenishing ammo
someone already wrote that here under the video and my focus was on other things ^^. I even forgot to place my defense tower at the refinery
I'm a bit surprised by your strategy for this mission. Very defensive
It's also because I:
- am playing the mod for the first time
- have hardly any time to quickly develop a suitable strategy
- especially in this mission the tiberium fields are well guarded or are in the AI's path of entry.
The Nod artillery puts you under a lot of pressure here and you have to constantly be careful that they don't destroy your defenses. It happened to me in one round when I wanted to eliminate the right base with my units. It's not like I manage to complete all missions on the first try :D
@@stream8944 Thank you for all your answers :)
Note the general pattern of campaign in all missions: small resource deposits, subsequent deposits are usually guarded and enemy attacks become stronger over time
I think that sometimes it is better to go straight to the attack than to wait for an increasingly stronger opponent. But I have not played CA enough and it is hard to say when it is better
"It's not like I manage to complete all missions on the first try" - sometimes I can see it in the way you play that you've already played the mission before :D never mind :D
So, I have a new idea for a quick elimination of the south Nod base: use the time when the enemy does not see us to build a fleet during this time. A few cruisers plus destroyers for defense, we sail and destroy the base
If you have built a shipyard, Nod will send out submarines + the light rocket ships. This would require even more money to destroy the submarines. Note that the AI rebuilds its buildings as long as there is a construction yard on the playing field. That's why I refrained from building a shipyard so that everything could be reached by land and air.
Of course it is easier to bring the opponent to their knees right at the start, but there is not much you can do without money :D.
For you as a spectator it is more interesting if the AI gets stronger and stronger and I have to fend it off at the same time :D. Unfortunately there are hardly any players who play these missions on hard.
@@stream8944 You have right, I tested. The first Nod attack (missile ships) can be destroyed without raising an alarm, but the second attack (submarines) unfortunately raises an alarm
Ich hasse EA😊
Die waren mal einer mit der besten, dieses ist aber schon lange her :(