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About X3M

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  • Birthday 10/14/1983

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  1. X3M

    AoW3 instead of Rivals

    Sea units, build with a shipyard: - Caiman; $80, 2CP. The Caiman is like its 2 brothers from land. The Coyote as a ship. Thus a machine gun that can hit ground AND slow air. It is effective against the weakest armor types. But the mine laying ability is from the Armadillo. The mines cost 20. But do massive damage to ships. - Delta; $150, 2CP. The Delta is an amphibious unit. It is build in the sea, but can drive on land. It is like a more expensive Armadillo, but without the mine laying ability. The positive part is that it only takes 2CP each. Thus saving up a lot of these units is possible for a massive strike. Just like how the Hammer works. Just like the Armadillo, it can hit slow air. And just like the Fortress, it can remove mines. - Alligator; $320, 5CP. A heavy tank in the water. But with a missile launcher that can take down any type of air. This bad boy has a range of only 6. But with a certain boost can reach up to 9. It is the best ship to take down an HQ if you see the chance. - Viking; $320, 5CP. This ship is the same as the Alligator. But it misses anti air capabilities. Instead, it uses torpedo's for extra damage in the water. Making it stronger than the Alligator. It can also detect the Baracuda. - Baracuda; $400, 6CP. This is a submarine. It shoots torpedo's, just like the Viking. But is not meant for that kind of combat. It can be detected by the Viking, but also by the Cyclone. That is the first tier air unit of the confederation. The Viking can shoot upon detection. And any other unit in the vicinity that has explosive weapons can help. The Baracuda is very slow and unused by the Rebellion. It's main purpose is to shoot with artillery missiles, from a range of 12 (15 with boost), inland or sea. It is supposed to be a surprise attack. But the costs in CP makes it very unlikely that the enemy doesn't notice something fishy is going on. The damage as well is not that great. It is more an unit to have the confederation occupied by annoyance for 10 to 60 seconds. Target factories that are upgrades to have it cost efficient. Also, attack in any other way at the moment the Baracuda is attacking. This is the only ship that can take down sea defences from afar. Like an artillery in sea. A fleet has often only 1 Baracuda. - Poseidon; $380, 6CP. The Poseidon is not a stealthy unit. It works the same as the Baracuda. Instead of torpedo's, it has a sam as well for targeting any air unit, not only the slow. The range for inland combat is 11(14 with boost). This difference of 1 compared to the Baracuda counts in a 1 on 1 combat. But also when targeting HQ that are slightly more of the coast. There are rare occasions where a boost is needed to remain out of range. While the Baracuda doesn't need this. A fleet has often 2 to 3 Poseidons. Due to the fact that they can hit air. Remember, to get the game on your phone, click this link: https://redirect.appmetrica.yandex.com/serve/169878688668608468?recruiter_id=1118283928
  2. X3M

    AoW3 instead of Rivals

    I have learned that upgrades are very important...IF...you want to become one of the big shots. New players will be able to reach level 10 asap. But then hit a brick wall. This is the wall of "pay to win". The difference with this game compared to other games is that you can also "wait to win". But the best part is that you can "wait to win". Be in a clan, and watch that 30 second video every day, just to get 4 times your daily income. Open up a bit of tech and money through single player. Upgrade this to a maximum for your level as you go. Don't play pvp at all. But play all those training matches instead. The possibility to have training matches is what makes this mobile game better than any other mobile game. You can play the game for free. And after a while, you can level up a bit through pvp and continue to upgrade. What I see is level 5 people, beating the crap out of level 10 to 15 people. We even have a trophy room in my clan for that. Remember, to get the game on your phone, click this link: https://redirect.appmetrica.yandex.com/serve/169878688668608468?recruiter_id=1118283928
  3. He managed 5 out of 6 times with me though.
  4. Where is he anyway? I never met him. But his name goes on for years.
  5. I never met the guy. But I played many times with buggies only. Of course on normal maps. When the GDI player pops out 1 tank, a NOD player can have 3 buggies. Your goal is not the tank, but the factory instead. 3 tanks or 8 buggies. Who would destroy a base first? Of course, bikes are better against tanks. But if you swarm 1 tank with 8 buggies, the tank is dead. Very, very, dead. Also, buggies are good against infantry and guard towers. Not advanced guard towers. You need to find your GDI opponent first, before adv. guard pop up. Also, buggies don't do splash damage. You can wall in an harvester that is busy with only 8 buggies. And the damage of the buggies are higher than 5 bikes I think. If you play against NOD. You need to keep your guard up. But also keep attacking with buggies. Those enemy bikes are nothing to buggies.
  6. X3M

    Whats wrong with open ra tiberium dawn?

    There is a math reason for that. So yes, they are indeed only useful as support unit. Especially against non combat objects. But if you can get that far, you might as well win the normal combat first before targeting non combat objects.
  7. I have seen people play in TD with a gazillion money as starting credits. You can't deplete it for hours. So that counts as infinite as well. But base walking is actually one of the strongest strategies out there. Defence structures are tougher in general. So building them asap is the best thing to do. But what better than a line of defences, if the line of defences builds towards your enemy? C&C games have the tendency to have a building erect out of nowhere. This is what makes it extra deadly. I even have seen this shit in some board games. Even in C&C3. I mean, what you can do is move an MCV close to the enemy and have like a dozen MCV's back home preparing defences. If you have the money, that one MCV can be missed.
  8. X3M

    Whats wrong with open ra tiberium dawn?

    The scaling of Range is indeed weird, I observed that too. Perhaps it is because certain effects where not included in the designs. Not only that, but ranking makes units godlike in their own perspective. This should be toned down as well.
  9. You are one to talk Chem. Is this post part of your retribution?
  10. It will also make scouting harder. So air will have less effect. Here is an example of a small map from another game: It is a 64x64 map, while Starcraft knows 256x256 maps. This is freakishly small for a map. But the path length resembles that of a 128x128 map. See how the movement has to go to the left or right first, then diagonally across the map, just to have to go to the left or right again?
  11. X3M

    Whats wrong with open ra tiberium dawn?

    The RPS effect is very different in this game. Of course they put in good idea's. Like having a hospital auto generates your infantry. The resource management is like that of C&C3, but takes away the feel. Long walls can be build. etc. etc. But there are many aspects that I don't like about the game. I also, only played against AI. So I don't know if the RPS effects are truly busted or not. Perhaps just different, which would require us calling ourselves newbs for a while if we where to play it online.
  12. X3M

    Should money maps be taken away or left in?

    Where does the battery fit in? I thought it was a bit more of an official map that offered loads of tib. Is this a money fanmade map? Edit: I don't mind money maps if they are clearly money maps. There are also maps where you can get a radar or extra construction yards etc. To speed up the process and create even more chaos.
  13. X3M


    I only see the map now. Sigh. This one is thoroughly. Also, to who where you talking at the beginning of this post?
  14. X3M

    AoW3 instead of Rivals

    Special Vehicles: Are build with the Special Vehicles Factory. - Porcupine; $180, 3CP. This is the unit for the Rebellion that can hit all 3 air units. While being mediocre against slow air. It makes up for it by it's long range AA missiles. The missiles are also homing, so they hunt down enemy jets. All the way back to their base. Besides of the AA missiles, the Porcupine also has a machine gun, effective against infantry. Making it the heaviest ground unit for that purpose. Keep these units moving when air units come in. They are often targeted first for strategic purposes. - Typhoon; $150, 2CP. If this unit costs only 2CP, you know there is a catch. And there is! This unit can hit air and only air. Just like the Porcupine. The bonus to this unit is that it works the same as the Jaguar from the Rebellion. Deploy this unit, and it does twice the damage, making it relatively more effective than a porcupine. It is a decent unit, but can't dodge. I repeat, it can't dodge when deployed. - Mammoth; $240, 4CP. NOD Artillery. Enough said. Also, range is 14. This is important to know. You can order the Mammoth to attack a structure, or ground, in the fog. It will automatically deploy at the right distance. Once deployed, it will start attacking. If you however don't want the Mammoth to attack just yet when you targeted the ground, simply give the don't move command during deploying. 2 Shots each salvo, also important to know if you are timing your shots on targets. To spot Torrents, have 1 infantry unit go ahead. And remember the position of those Torrents. Your artillery can make quick work of them if the Confederation Commander is slow in noticing the treat. - Torrent; $250. 4CP. GDI MRLS. But then as an Artillery. Like how it always was meant to be. It has only a range of 10. But it shoots 6 rockets. While the range is only 10. It makes up for the massive damage. Most Confederation players simply attack with Torrents and immediately pack up after launching the rockets to keep the Torrent mobile. Also to make sure that enemy Mammoths can't kill them. - Chameleon; $400, 5CP. Mobile Stealth Generator. However, you see a cloud, so the enemy still knows where you are. And several units can force fire on the ground. Which includes the Zeus and Torrents. Still, the Chameleon is useful when facing defence buildings. Those can't fire at all, nor can you force fire with them. - Energy Shield; $400, 5CP. The laughing stock of the game. It is supposed to enhance the armour of all units. However, just like the Chameleon, it is clumsy to use. The benefit of this unit doesn't weigh up to the costs. The Chameleon on the other hand does! I guess that the last 2 special units are a classic case of healing versus bloodlust. This time, both are protective. But the stealth cloud covers 100%, while the shield cloud only doubles the armour. Some units have a high amount of armour, like the Zeus. But the shield itself is a primary target either way. Targeting the Chameleon in the cloud is a guessing game. I have yet to see the Energy Shield, being used by Confederation players. But almost every Rebellion player uses the Chameleon asap. Again, a classic example of healing versus bloodlust. Remember, to get the game on your phone, click this link: https://redirect.appmetrica.yandex.com/serve/169878688668608468?recruiter_id=1118283928
  15. X3M

    AoW3 instead of Rivals

    The vehicles: - Coyote; $70, 2CP. These are like the buggies of NOD. They aren't faster then the first 2 primary infantry; Rifle man and Assault. Nor do they do much damage against infantry. But they are relatively cheap and a different type of armour. Meaning that they are the primary counter against the primary infantry. They can shoot slow air as well. - Fortress; $140, 3CP. These are like APC's with a flamethrower squad inside. Of course they aren't APC's. But the secondary weapon can find and fry Rebellion infantry in the forests. Unlike the APC from C&C3. This unit doesn't lay mines, it detects them instead. And removes the mines accordingly. They can shoot slow air as well with their rifle. - Armadillo; $120, 3CP. This bad boy is like the... I don't know. This is the most versatile unit in the game. It is relatively effective against infantry, vehicles AND slow air. It shoots like a quad cannon. But even more important: It can lay 3 different kind of mines. The first mine is an all rounder for only $10. The second mine is effective against infantry for only $10. And the third mine cost $20, but infantry can walk over it, while tanks take twice the damage. While this all rounder is effective in the early phase of the game. Upgrades on armour by the Confederation are able to reduce the damage to an all time low. There are instances that Bunkers have more armour than 1 projectile of the Armadillo in damage, simply resulting in the Armadillo a waste of money. In that case, have like 2 to 4 to lay out mine fields. - Hammer; $130, 2CP. This is the basic tank with a cannon. Notice how it only takes up 2CP. This means that you can do a blitzkrieg when you saved up enough of these. Lately, Confederation players use these tanks for a run and gun on the base. Completely ignoring, or running away from, the Rebellion army. - Jaguar; $220, 4CP. The heavy tank of the Rebellion. Yet weaker than the Zeus. It can deploy like the Tick Tank. The armour goes down by just a little in contrary to the Tick Tank. But it doubles the damage. This tank does the most damage of all "normal" vehicles once deployed. Despite it's function being that like the Tick Tank, it kinda looks like the Devastator from Dune2000. - Zeus; $240, 4CP. The heavy tank of the Confederation. It has a rail gun for a cannon and twin rocket launchers. You might have guessed it, this one resembles the Mammoth Tank. Only to have 1 cannon instead of 2. The rockets can hit slow air. The rail gun does a lot of damage. But the reload is slow. The movement is also slow. It has high durability. But let it face grenadiers, and it will bite the dust eventually. Remember, to get the game on your phone, click this link: https://redirect.appmetrica.yandex.com/serve/169878688668608468?recruiter_id=1118283928