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About cn2mc

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  1. The nuke and ion cannon can be combined with flyers and other attacks to pretty much the same effect. I really don't see an issue with having a single plane airstrike available every couple of minutes and being forced to keep your comm. centre up and running to have it. But I'll also say this again: I'm against all changes that are not bug or issue fixes, so there you go. Map specific mods? Sure, when we can eventually do that.
  2. Eh, one or maybe even two planes should be OK, I wouldn't call that insane. You can also move men and light units out if you get a warning like you get for the nuke. I'm pretty sure there's even a recorded EVA line in the .mix files for incoming planes that is never used.
  3. That doesn't work with TD as it does with RA. It's very possible in theory, but the implementation of working .ini rules in TD is not so certain, and it's certainly not happening soon. 99% of the discussions in topics such as this one are on an 'in theory only' basis. You can scout what you need to scout with helis by leapfrogging too. And also there's the bug where you get to see part of the opposite edge of the map when you build too close to yours. Only works horizontally, I think. The point I wanted to make but actually didn't is that you can move your AA as the air attack comes, or you can just place your AA a square or two away from the important buildings and not right beside them. That way, if they didn't get initially scouted you can keep them hidden.
  4. The A-10 doesn't scout. Enemy units firing at it from the ground reveal the terrain.
  5. Plane units in C&C cannot land like helicopters, and modding the A-10 to be a heli screws up the way it throws bombs. So, no. You can't have it as a unit. Potentially an airstrike, activated like the nuke or ion cannon, might be possible to hack in. If sometime someone does that, I'd say 1 plane. Maxed out airstrikes with 3 planes, as White says, are kind of overkill, because they can blow up a CY and neither the nuke or ion canon can do that in multi.
  6. GDI: 1 - humvees, 2 - tanks, 3 - men, 4 - orcas, 5 - chinook/apc, 6 - cargo. Possibly another team for defensive infantry (I've got q set to a team instead of 0). Sometimes both 2 and 3 will be tanks and men, sometimes I'll attach APCs to 1. It varies. Nod: 1 - buggies, 2 - bikes, 3 - tanks and/or men, 4, 5, 6 - as above, probably, I rarely play Nod. I set special teams for scouting stealths. Each gets its own team if they're not moving together.
  7. cn2mc

    WIP - TD Beta Bridge

    Nice. The road markings on the original pic look thicker though, and at 1 pixel yours kind of screw with the details of the rest of the bridge, which are awesomely done. If making them thicker doesn't work, you can always get rid of the markings altogether. Kilk, I'm 100% sure the A-10 has been done years ago, probably by Nyer.
  8. The classic tank rushes look similar, but the 1st factory comes earlier and the 2nd can also come before your 3rd ref. That is, if you get 3 refs at all and not sell your CY. Of course, this is because most original maps have little tiberium. For GDI, 3 refs first, with added spare power and barracks is pretty much OK for a high econ map. The best part of it is you don't give Nod a real target early by delaying the WF. With Nod your main concern is probably having the economy to feed your 2 strips, so I guess go for 4 refs before the 2nd one? You have to be careful not to overextend. Having a 2nd strip and not benefiting from it because you've spent all your cash on refs is bad. Usually you will lose one of your strips that way. Generally, with both factions, having less refs but more cash when your 2nd factory comes up gives you better odds of defending said factory and turning it into an advantage.
  9. cn2mc

    How to use Appachi's vs GDI the proper way?

    The trick is to force the bazookas out and then find a way to kill them. Else you might end up losing your apaches, or being seriously limited in their use, while GDI retains their men. So you're now behind in cash and ground units, you lost your air advantage, and GDI has an even stronger defence because of the rocket men, and possibly an orca.
  10. cn2mc

    How to use Appachi's vs GDI the proper way?

    The threat of apaches means less cash in general and less base building time for your opponent because he needs more barracks to defend, and that delays his build. A good player, like I pointed out in another thread, will not overproduce bazookas though. He'll just have the barracks ready and will keep an eye on you to check if you're building pads. The apache is a very good unit, but really a hard choice for Nod - it's worth 5 buggies or 3 bikes. And if you don't make it worth at least as much, you're behind. Building one at the start can a) kill scouts; b) force some barracks and bazookas out if the enemy thinks you're going for a rush; c) damage harvs and generally harass; d) transition into a 2nd and possibly 3rd apache and start doing some serious damage. Apaches are not good against tanks, but they do deal a fair amount of damage to harvesters, so if the factories and CY are out of reach they're prime targets. One apache is a mosquito, but two can get a harv down to yellow. What I'm saying is: apaches build quickly and you don't really need to commit. Build one, use it, see how it goes, rinse, repeat. And then, as White says, if you have the cash, build some more.
  11. cn2mc

    How to use Appachi's vs GDI the proper way?

    Or shoot the stacked guys. When infantry are on the move they tend to stack on top of each other in the squares they pass until they reach their destination. This way you can do 2 kills with 1 shot, even with a no-spread weapon like the commando's rifle.
  12. cn2mc

    How to use Appachi's vs GDI the proper way?

    Two separately controlled helis is doable, but a very serious commitment both in cash and micro. Might just as well go for 3 and a base bust. The biggest problem with apaches is the large ammo load and the way TD's air units are controlled. Firing at a stream of men running towards your base and constantly having to retarget the apache to keep it in the air and dealing damage is much more tasking than sending out 2-3 orcas to snipe a tank. 1 click vs. a dozen. Being an almost exclusively GDI player, I do, very rarely, use two teams of orcas. That's either if I'm short on pads because I lost my CY and I can rotate the reloading easier, or I just have so many orcas that having them all in one group is overkill.
  13. cn2mc

    How to use Appachi's vs GDI the proper way?

    Ya, no, you can't really have 3 apache groups and switch them up, and target individual men, unless you play at slower speeds. Sounds good on paper, but you really get swamped. So if you go for that, better build 1 apache and make it pay for itself and force out bazookas, etc. The MLRS is no real threat to orca/apache.
  14. cn2mc

    How to use Appachi's vs GDI the proper way?

    OK then: AGT builds are not uncomfortable or hard for GDI. Bazookas are. And with Nod, you can only force those out with apaches. Otherwise, you described pretty much the only two possible ways to use apaches - knockout rush and single heli harass.