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I take back my previous comments about snipers, I had last used them before the patch, but the patch lowered flametrooper hp which has made snipers much better against them early game and lategame they become strong enough once you get two on the field working together, which is now actually possible against late tier infantry due to the cost increases, they just aren't good at supporting other anti-infantry units so much as bolstering one another.
My hopes for them going forward are that they receive a cost reduction to 40 tiberium to make them on par with flametroopers since they are still an extremely specialized unit that is utterly worthless against anything that isn't infantry, or, lacking said reduction, a slight damage boost so building just one feels worth it, and secondly the player level to attain them should be lowered. Otherwise with this last patch and how my games are going so far with them in the dumbest GDI loadout I've ever run that is somehow winning every match I come across I think they might just have been incidentally improved enough by the patch to be okay now.
Played a few against tiberium infantry. Must say they pack a punch and the gas stays for a substantial time which is good for map control. They seem strong. Maybe not overbearing but I know I would sure love to have them to mix up with flame troopers and scarabs, especially when fighting same opponents in a row. Maybe the gas cloud could dissipate at slightly faster rate but as I said not sure on that.
- 8 years agoAh chemical warriors, perfectly balanced in my opinion, their high cost matches their usefulness quite well and they tend to come late enough for counters to easily answer them. They are a lot of fun to play with though, I ran them alongside Jade for a long time where they make a wonderful ion cannon impression, but as the top level meta has developed they've sort of gone out of favor, lots of air units they do nothing against out there now.
Sadly they aren't the scarab counter you're hoping for since you're spending 60 to kill one 30 cost unit, and yes, they generally do trade 1 to 1, nothing without 2 range counters scarabs effectively at this point since the only other answer of running riflemen into them, while cost efficient, will likely lose you too much time to the enemy.- 8 years ago
Well the other day I posted about the orca from GDI attacking harvesters and you mentioned using scarabs to me which I have now unlocked and must say. They do make a good counter indeed and overall scarab is one of my favorite units to use as of now. Really good at exactly what is intended to do. Feels good to use as protection for initial harvester. As well as maintaining hex control. Very weak at frontal assault. Lives up to it's description quite well.
On a different note. Some of my nod vs nod battles are complete bike spam fests. A popular nod tactic is 1 or 2 bikes straight away and assault the harvester for a quick eco boost. However both nods often just will not build an early harvester in the early game in anticipation of this. Thus more bikes are appropriate as they are cheap and counter...other bikes. If my opponent breaksaway from the harass of constant bike stream I am able to overwhelm them and same vice versa. It i stop at that point I will be overwhelmed. IDK just a situation I have noticed a few times now I wanted to bring up.
- 8 years ago
@KilledByStephenI have definitely played against a few Nod vs Nod matches that involved Attack Bike spam rush to try and get the harvester. With how common the tactic is the counter to it is to go Hand of Nod into two Laser Soldiers and if possible try to surround your harvester where no Attack Bikes can reach it with your soldiers or in a manner that only one Attack Bike can reach while your Laser Soldier can still fire back. I have noticed that if you counter this initial rush with double Laser Soldier that usually the match swings in your favor as the enemy has juvust invested about 70-100 Tiberium based on if they build 1 or 2 Attack Bikes and likely delayed their own harvester while it will take them time to try and open up their Hand of Nod to counter your two soldiers. The same strategy works well against the GDI Orca rush or funny enough if you rush attack bikes you can counter the early GDI Orca.
The Nod Scarab I am conflicted about because while I do see that you can easily sacrifice two rifleman into and come out on top since the Scarab costs 40 and two Militant or Rifleman Squads only costs 20. I don't like how the unit gets two suicide attacks on virtually any unit in the game to me I think the Nod Scarab should fire both scarabs at once not get to potentially destroy two high cost late game units for 40 tiberium, but I think this may be a minor issue as I do not see many Nod Scarabs lately around 850 rating for both Nod and GDI matches. Their popularity seems to have dropped for some unknown reason, a few days ago they were very popular to be used or perhaps higher up they will see more play as they are a tactical type unit.
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