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I love Grenadiers. Actually love when the other side is using them. It’s a guaranteed win most of the time for me since my talons or venoms dispatch them easily. They are too expensive anyway.
- EinarThePillager7 years agoSeasoned Ace
Well, they're quite good against tech, sandstorms are one of the tech units grenadiers can easily knock over. How do you beat a tech user who spams sandstorms into your army? Your missile/laser squads are toast, but grenadiers are quite durable. If you get one of those units next to the enemy harvester and boost them, your enemy may as well kiss his harvester bye-bye. They're so fast at taking down vehicles!
Lasers and an occasional tank or banshee to finish it off. It’s pretty easy. Sandstorms can’t do anything to lasers.
- EinarThePillager7 years agoSeasoned Ace
@Marine_CorporaI wrote:Lasers and an occasional tank or banshee to finish it off. It’s pretty easy. Sandstorms can’t do anything to lasers.
If there's 2 sandstorms, they can easily overpower 1 laser squad. Its quite ridiculous, it better to use 2 laser squads against sandstorms or one mutant marauder.
Remember that I PMed you back regarding my mysterious looking replays, well here's the excel file of the replays, can't seem to PM the file as well.
The excel is incomplete, as the GDI air units are still being compiled.
Sandstorm mg combo is pretty unstoppable so is disrupter sandstorm with cheap tech lab you can pump out two pretty quick with dual Harv...seems if balance was the issue leaving it to skill the devs would have caught on to making tech so cheap it’s really ruined the game for a lot of people
@governer7778 wrote:Sandstorm mg combo is pretty unstoppable so is disrupter sandstorm with cheap tech lab you can pump out two pretty quick with dual Harv...seems if balance was the issue leaving it to skill the devs would have caught on to making tech so cheap it’s really ruined the game for a lot of people
That I agree with wholeheartedly.
- EinarThePillager7 years agoSeasoned Ace
@governer7778 wrote:Sandstorm mg combo is pretty unstoppable so is disrupter sandstorm with cheap tech lab you can pump out two pretty quick with dual Harv...seems if balance was the issue leaving it to skill the devs would have caught on to making tech so cheap it’s really ruined the game for a lot of people
Maybe the sandstorm needs a nerf that relates to it attacking more than 1 enemy at once. Either of these two would work, friendly fire to any adjacent units or the sandstorm overheats and attacks itself alongside two or more enemies. The more enemies there are next to the sandstorm, the more it will take damage, sort of like how Yuri's mastermind takes damage if it controls one too many units.
Whenever I encounter a sandstorm, I always try to flank it if I don't have the best counters to them. A tick tank sits on one side attacking the sandstorm while 120 degrees from where the tick tank is relative to the sandstorm, a banshee flanks it. So long as there's no unit between both Nod anti-vehicle units, the sandstorm has to choose between the two.
My last match: I scout with war dogs. I see, that the first harvester comes out late followed by a second, so I block the Tiberium patch. I send a pitbull to block the second harvester, with success. No unit from the enemy, I keep charging with a second war dog. Takes ages for the pitbull, but the second harvester is down (ridiculously hard to kill a harvester with basic units). Still no unit from the enemy, but tech lab is built. Sandstorm is out. 1st missile is fired. He counters my missile troops with shock troops. Stole 2nd missile and sends 3 sandstorms to my base...WTF.
@TegliG wrote:tech lab is built. Sandstorm is out. 1st missile is fired. He counters my missile troops with shock troops. Stole 2nd missile and sends 3 sandstorms to my base...WTF.
I think the current consensus is that charging the pads flawlessly is way more important than destroying harvesters. I know, it's easier said than done.
@Mister_Crac wrote:
@TegliG wrote:tech lab is built. Sandstorm is out. 1st missile is fired. He counters my missile troops with shock troops. Stole 2nd missile and sends 3 sandstorms to my base...WTF.
I think the current consensus is that charging the pads flawlessly is way more important than destroying harvesters. I know, it's easier said than done.
I recently changed my gameplay and it has been working. I get the first missile and then instead of going after their harvesters, I go after their base. This causes them to have to defend it with their cheap units and it stalls their tech much more than going after their harvesters.
Strategy in action ignoring harvesters. I won but surrendered after the 2nd missile.
- EinarThePillager7 years agoSeasoned Ace
@Marine_CorporaI wrote:I recently changed my gameplay and it has been working. I get the first missile and then instead of going after their harvesters, I go after their base. This causes them to have to defend it with their cheap units and it stalls their tech much more than going after their harvesters.
Well, then why not pressure them at all ends... I bet you'd get a lot more early surrenders. Attack their base with a unit that's not anti-structure, attack their harvesters with anti-vehicle and charge the pads. Bonus plus if your account name sounds terrifying or aggressive.
LOL. Scary Name. You really believe that?
- EinarThePillager7 years agoSeasoned Ace
Who knows, it's only an intimidating factor. Its more on the fact that a name that sounds scary might demoralize the opponent especially if the player is skilled. I mean you wouldn't want to play chess with a bear do you? Even if the bear knows how to play chess or would just smack the board and straight up chase you.
I never give names much. A scary name doesn’t denote skill.
- EinarThePillager7 years agoSeasoned Ace
Who know, not everyone is afraid of the same thing. There are people that are tougher than others, and some are like cowards that surrender immediately if things go wrong. I have 2 accounts that probably represent my soft side and my brutal side. Other than that, both accounts usually do the same thing. If I play on one, I play on the other afterwards. Its just the way I'd choose when goofing off in a match. On one I could be aggressive, on the other more stupid, like spamming units at their counters.
Yes, it is true, that you have to keep the pads charging all the time. The problem I see nowadays is that you cannot beat a tech player, but the tech player can beat himself with loose tactics. Of course, I am a n00b, so do not take me granted :D
- EinarThePillager7 years agoSeasoned Ace
@TegliG wrote:The problem I see nowadays is that you cannot beat a tech player
Well, I guess you have to fight fire with fire. I did manage to do tech on several occasions, and all it takes is two harvesters and a scarab guarding them. Most players can't successfully counter that. You'll either have to pressure his harvesters or his base and the pad; maybe it could be all 3 at once. There's no other way to beat tech without striking his harvesters, unless one uses tier two units, focuses on one target at a time and attempts to hold the pad as long as he can. These are non-tech units that cost 40 or more tiberium, like mutant marauder, banshee and razorback.
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