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- EinarThePillager7 years agoSeasoned Ace
Well both grenadiers and mutants are strong tanky units. You need to have high DPS to counter these units in the long run. Have you tried attacking the mutant that's harassing the harvester with 2 units, like shockwaves, talons and drone swarms? I like their reaction when told to attack air units. Mutant marauders exclaim that they are mutants and not idiots. For my opinion, if a marauder attacked an air unit, its obelisk armament would fall off from the recoil, reducing the squad into a melee unit. The marauder would then be useless against air units, but becomes more powerful than a flame trooper, rivaling tech units like confessors.
That's just nonsense needing 2 hard counters to kill a 60 tib
I've started using Snipers instead of the disruption dudes, they're a 100% hard counter to scarabs, but are less effective VS Mutants. However, since they are 2-ranged the mutants cat get away as my harvester is retreating. ...Sure the Mutant rush is very strong, and easy to do, but if you can manage to run your harvester away, and kill the Mutant within reasonable time your opponent won't yet have a harvester and the advantage will be in your favor.
Always keep some low cost anti-infantry units in two of your production buildings.
No shockwaves are women since cnc3 😛
- EinarThePillager7 years agoSeasoned Ace
@xrmiao4 wrote:That's just nonsense needing 2 hard counters to kill a 60 tib
You want to buff them or something? I think they're too imbalanced since they can't attack air units. If they could, their obelisk armament would fall off after shooting and they would be reduced to brutes who can easily crush infantry. They're damage needs to be nerfed in exchange for a one-time attack against air units. One of these can take down a single Orca/Banshee.
For now, order your harvester to retreat behind your shock-wave troopers.
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