Final Nod mission CC3 [Spoilers maybe]
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- Invictus ChiKen
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Final Nod mission CC3 [Spoilers maybe]
Okay is it just me or are the GDI units ludicrously overpowered?
I mean three infantry units and two rocket units taking down my commando AND two Obelisks of Light with anti-infantry turrets!?!? WTF!!!
Is there something I'm missing? Or someway to slow these bastards down? Possible bring out flame units?
I mean three infantry units and two rocket units taking down my commando AND two Obelisks of Light with anti-infantry turrets!?!? WTF!!!
Is there something I'm missing? Or someway to slow these bastards down? Possible bring out flame units?
A pair of Obelisks, a few Shredder turrets, and four or five flame tanks positioned to the east of your base should do it. Even the veteran infantry GDI manages to pull on you in massive numbers in that level don't hold up that well in the face of half a dozen armor-scale flamethrowers. Just don't place them out too far. If you do, GDI will also start moving in Mammoth tanks, and its pretty much game over.
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"In the unlikely story that is America, there has never been anything false about hope." - President Barack Obama
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Stanislav Petrov- The man who saved the world
Hugh Thompson Jr.- A True American Hero
"In the unlikely story that is America, there has never been anything false about hope." - President Barack Obama
"May fortune favor you, for your goals are the goals of the world." - Ancient Chall valediction
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Flamers, unless they fixed it, are actually almost worthless against infantry, simply because they don't connect if the unit is moving, and then aren't instant cooking when they do.
They've very good Anti Building though...
Dunno, though. That's the defend the spire right? That one annoyed me to no end. Ultimately, I just rushed Venoms, spent some time with them camped out near where they Juggernaughts start to vet up (10 Full vet Venoms make an insanely good emergency response fireteam.)
Then built up a small army of Scorpions to throw at the GDI bases, at the very least to take down their AA (Although again, 10 full vet Venoms can take down one or two GDI AA turrets with no losses.) Coupled with two Airpads worth of Vertigos. And GDI will eventually start slipping. Just watch out, as they occasionally air lift in some serious firepower to assault the scrin base (which is ridiculously under developed and often overrun within the first ten minutes if you try to sit back...)
Good luck.
They've very good Anti Building though...
Dunno, though. That's the defend the spire right? That one annoyed me to no end. Ultimately, I just rushed Venoms, spent some time with them camped out near where they Juggernaughts start to vet up (10 Full vet Venoms make an insanely good emergency response fireteam.)
Then built up a small army of Scorpions to throw at the GDI bases, at the very least to take down their AA (Although again, 10 full vet Venoms can take down one or two GDI AA turrets with no losses.) Coupled with two Airpads worth of Vertigos. And GDI will eventually start slipping. Just watch out, as they occasionally air lift in some serious firepower to assault the scrin base (which is ridiculously under developed and often overrun within the first ten minutes if you try to sit back...)
Good luck.
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Shredders are alright, I found them a bit lacking compared to GDI's AP turret... But Laser equipped buggies and venoms have the refire to shred infantry. (Which is why I went with the Venoms, don't have to worry about terrain. Although it can be annoying getting them close enough to the pad to be repaired.)
The nod Commando (and commandos in general) arn't good until they hit full vet. Those solo commando missions have them start at full vet stats, so it's kinda miss leading in the game.
My only major advice is that. Nod's air power is actually their most versatile arm. 10 full vet Laser Venoms can anything, even lone mammoths, with minimal losses. (Generally my fire team is 20, 10 full vets and 10 fodder/replacements.)
I tried Scorpions, they got wasted by the flood, tried combined ground forces, almost the same story. (Buggies did hold up pretty well.) If you can, set up a small cloaked base where the Juggs are. Nothing harrassed the tower on mine (asside from an occasional airstrike) and it allowed me to set up obelisk spam on the two main routes from their base into the scrin base.
I also grabbed a scrin airpad, since by the time I got all that set up, their base was pretty much toast. That let me build a beautiful victory fleet.
(Yeah, I'm an Air Commander.)
The nod Commando (and commandos in general) arn't good until they hit full vet. Those solo commando missions have them start at full vet stats, so it's kinda miss leading in the game.
My only major advice is that. Nod's air power is actually their most versatile arm. 10 full vet Laser Venoms can anything, even lone mammoths, with minimal losses. (Generally my fire team is 20, 10 full vets and 10 fodder/replacements.)
I tried Scorpions, they got wasted by the flood, tried combined ground forces, almost the same story. (Buggies did hold up pretty well.) If you can, set up a small cloaked base where the Juggs are. Nothing harrassed the tower on mine (asside from an occasional airstrike) and it allowed me to set up obelisk spam on the two main routes from their base into the scrin base.
I also grabbed a scrin airpad, since by the time I got all that set up, their base was pretty much toast. That let me build a beautiful victory fleet.
(Yeah, I'm an Air Commander.)
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i built like 2 or three airtowers worth of vertigo bombers each foursome bound to a key and took advantage of the fact you can always see the gdi bases to see the enemy depart and therefore attack their assualts on the scrin spire before the forces reach the scrin. i had to kill pretty much all of them though for the scrin to do anything much though. and defending the eastern entrance of my own base was brutal. then again i got to watch the scrin super rift weapon blow up the last gdi base for me so it was all worth it. i used laser scorpions on the juggernauts. note this strategy will kill your hand due to the sheer high intensity micromanagement of the vertigos
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I just created hard points at each entrance by building at each: an obelisk, 3-4 AP turrets, 3-4 laser turrets, and a cloaking device well behind the line to keep them hidden. Then had patrols of various units for each entrance and a layer of AA sites behind the outer wall. Once that was in place I built an air fleet for harassment and speedy defense response.
EDIT--
Realized I'm thinking of the wrong level.
Since the GDI Don't attack you immediately, I usually build up a force of gliders to sabotage GDI's power plants simultaneously. After their power has been sabotaged I send in engineers to try and capture the bases, as well as sending the commando, engineers, and an emissary to capture the juggernauts and establish defensive structures to hold the center ground.
EDIT--
Realized I'm thinking of the wrong level.
Since the GDI Don't attack you immediately, I usually build up a force of gliders to sabotage GDI's power plants simultaneously. After their power has been sabotaged I send in engineers to try and capture the bases, as well as sending the commando, engineers, and an emissary to capture the juggernauts and establish defensive structures to hold the center ground.
Last edited by Jaepheth on 2007-07-30 12:26am, edited 1 time in total.
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I rushed Vertigo Bombers to take out the Juggernaughts ASAP, not even trying to get engineers there to take them (if there's a way of achiveing that bonus objective, I've yet to find it). Built obelisks, various turrets, and flame tanks to ward off the GDI infantry. In the meantime, I built several Avatars and stormed the base in the Southeast corner of the map. That pretty much took the wind out of GDI's sails (I might've put them into low power mode, I can't recall) and it was pretty smooth going from there.
How many harvesters do you have going? You need a good supply of money coming in to weather this level. And since you're pretty much required to rush, you can't afford to concern yourself about whether or not you'll exhaust the Tiberian.
How many harvesters do you have going? You need a good supply of money coming in to weather this level. And since you're pretty much required to rush, you can't afford to concern yourself about whether or not you'll exhaust the Tiberian.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game
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Easiest way is to airlift them in after taking out the AA turrets. Although if you wait, there's a chance that GDI will build their Ion cannon there after you take out the Juggs, meaning an easy snatch of the super weapon. (Thus allowing you to destroy any new ones they build with a dual SW strike, not risking any vertigos. Although a squadron of 8 or so can strike anywhere on the map with a fair bit of impunity.)Trogdor wrote:I rushed Vertigo Bombers to take out the Juggernaughts ASAP, not even trying to get engineers there to take them (if there's a way of achiveing that bonus objective, I've yet to find it).
Rule one of Existance: Never, under any circumstances, underestimate stupidity. As it will still find ways to surprise you.
I've tried that, but it's never worked for me. I always seem to pick exactly the wrong moment, right when GDI is sending another wave of infantry and my engineers get mowed down.
"I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop. The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex."--Uraniun235 on his ideal FPS game
"The ability to destroy a planet is insignificant compared to the power of the Force."--Darth Vader
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It requires a little bit of timing either way. But Try setting them to a hotkey, and moving them in right after a wave of enemy troops goes through/is slaughtered.Trogdor wrote:I've tried that, but it's never worked for me. I always seem to pick exactly the wrong moment, right when GDI is sending another wave of infantry and my engineers get mowed down.
Yeah, it was hard to get used to at first, air power being what it was in prior installments, but Air is a very valuable asset, and arguably Nod's main force in this game.Thunderfire wrote:I turtled up and used vertigos and venoms to finish the level. This works for most Nod-Levels.
On the OP hand, had any luck InChi?
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I finally beat the GDI campaign, once I got over the block the first European mission had me on (the one where your base starts with limited power).
i wish the 360 could take screen shots, on the final mission i had captured an alien con yard and built up an armada of assault carriers for the final push, I'm not sure how many carrier were guarding the node but the space in between the two groups was so thick with fighters that you couldn't see the ground! even with rotating support from 3 flights of fire-hawks it was a stalemate, so i decided to just screw it and activated the ion cannon in the middle of their fleet.
i wish the 360 could take screen shots, on the final mission i had captured an alien con yard and built up an armada of assault carriers for the final push, I'm not sure how many carrier were guarding the node but the space in between the two groups was so thick with fighters that you couldn't see the ground! even with rotating support from 3 flights of fire-hawks it was a stalemate, so i decided to just screw it and activated the ion cannon in the middle of their fleet.
If a black-hawk flies over a light show and is not harmed, does that make it immune to lasers?
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That sounds... Beautiful.
Yeah, that Power Limited Euro mission was about the hardest one on the GDI campaign. What'd you finally end up doing? I found that the best way to shore up the defenses was 8 Predators (4 at each AV Turret entrance) 4 APCs with Riflemen (2 at each AP Turret entrance) and a couple APCs with Rocket Troopers in them. Allowed me to leave the AP turrets off, and turn the AA's on only sparingly.
After that, I ended up taking out the bases in Vehicle -> Infantry -> Air which ended up more annoying that I would have liked, but it worked.
Yeah, that Power Limited Euro mission was about the hardest one on the GDI campaign. What'd you finally end up doing? I found that the best way to shore up the defenses was 8 Predators (4 at each AV Turret entrance) 4 APCs with Riflemen (2 at each AP Turret entrance) and a couple APCs with Rocket Troopers in them. Allowed me to leave the AP turrets off, and turn the AA's on only sparingly.
After that, I ended up taking out the bases in Vehicle -> Infantry -> Air which ended up more annoying that I would have liked, but it worked.
Rule one of Existance: Never, under any circumstances, underestimate stupidity. As it will still find ways to surprise you.
I remember that mission. I think I failed it several time before I simply focused on defense and sent a token force of infantry and engineers towards the South-western base and managed to capture it largely intact. I'm not entirely sure how I pulled that off, but with a secondary base and some of the pressure off, it was easy to build up a Predator force and steam-roll the Northern Nod vehicle base. The air base was still a pain, though. I think I conducted the largest airlift of the campaign to finally take it out.Andrew_Fireborn wrote:That sounds... Beautiful.
Yeah, that Power Limited Euro mission was about the hardest one on the GDI campaign. What'd you finally end up doing? I found that the best way to shore up the defenses was 8 Predators (4 at each AV Turret entrance) 4 APCs with Riflemen (2 at each AP Turret entrance) and a couple APCs with Rocket Troopers in them. Allowed me to leave the AP turrets off, and turn the AA's on only sparingly.
After that, I ended up taking out the bases in Vehicle -> Infantry -> Air which ended up more annoying that I would have liked, but it worked.
The Rift
Stanislav Petrov- The man who saved the world
Hugh Thompson Jr.- A True American Hero
"In the unlikely story that is America, there has never been anything false about hope." - President Barack Obama
"May fortune favor you, for your goals are the goals of the world." - Ancient Chall valediction
Stanislav Petrov- The man who saved the world
Hugh Thompson Jr.- A True American Hero
"In the unlikely story that is America, there has never been anything false about hope." - President Barack Obama
"May fortune favor you, for your goals are the goals of the world." - Ancient Chall valediction
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Yeah, my main annoyance was the same as yours, the Air base. At that point I had two Nod bases completely converted, so I built up two air pads at each stocked with vetigoes, then just bombed it. (They'd spent every credit they could on Venoms, so airlifting kept failing on me...)
The reason I didn't take out the Infantry base first was because by the time I got around to striking back, the APCs and their occupants were Full Vets, and slaughtered anything that dared show it's head from that direction.
The reason I didn't take out the Infantry base first was because by the time I got around to striking back, the APCs and their occupants were Full Vets, and slaughtered anything that dared show it's head from that direction.
Rule one of Existance: Never, under any circumstances, underestimate stupidity. As it will still find ways to surprise you.
It's pretty easy, you need to put out and Emissary to the south of them at that Blue Tiberium field anyway, so after you've set up some Obelisks and Shredders to stop attacks from the east (I had three Obelisks and three Shredders) build yourself a second Hand of NOD there and commission a commando, three Shadows and then the saboteurs, make about six or so if you're not too confident. Send the Shadows and Commando to kill the Zone Troopers and then send the Commando to take out the walkers, which she can do in seconds, then send in your saboteurs, move your Shadows forward a bit if you're worried about them getting taken out by infantry.Trogdor wrote:I rushed Vertigo Bombers to take out the Juggernaughts ASAP, not even trying to get engineers there to take them (if there's a way of achiveing that bonus objective, I've yet to find it).
Don't worry about Avatars here, I didn't, just spammed Vertigo's, take out the crane down in the south-east, then the War Factory and Barracks, if you build four Air Towers you can do it all in about two runs, eight Veritgo's on each structure. Also get a nuke built early on and send it into the War Factory's and Construction Yard in the north-east and send a couple Vertigo's to finish any off and send them up for the Ion Control when it pops up too, after that it's really a cake walk.Built obelisks, various turrets, and flame tanks to ward off the GDI infantry. In the meantime, I built several Avatars and stormed the base in the Southeast corner of the map. That pretty much took the wind out of GDI's sails (I might've put them into low power mode, I can't recall) and it was pretty smooth going from there.
You should set up a second harvester at your main base as soon as the level starts, then a third at the new refinery at the Blue Tiberium to the east, then a fourth near the other Blue Tiberium field to the far east, but only after you've clear out the threat from the GDI base there.How many harvesters do you have going? You need a good supply of money coming in to weather this level. And since you're pretty much required to rush, you can't afford to concern yourself about whether or not you'll exhaust the Tiberian.
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I used 4-6 rifle infantry APCs to cover the west, built an extra harvester, used 4 bulldogs for air def., and then kept making tanks. with air and infantry covered i could have those powered down and put all the anti-vehicle up and gave them each a 4 tank guard force. once the MCV was blocked i didn't go rescue it immediately (its not any danger ATM), instead i sent everything not guarding the base up to nods armor base (the one that normally destroyed my base). i took that out, capturing a con yard in the process. i then built an air tower and began making venoms, using about 6 of them to give my base a little extra air cover i sent the rest to rescue the MCV while a sent the ground force over to destroy the infantry base. with no base the MCV was able to get to my base unharmed, once my base was built up i airlifted most my tanks and APCs up to the cliff west of by base (north of the airbase). make sure you send APCs or bulldogs first because the airbase will start launching vertigos.
I used that force to roll up their defenses and used my vertigos and orcas to flatten the base.
I used that force to roll up their defenses and used my vertigos and orcas to flatten the base.
If a black-hawk flies over a light show and is not harmed, does that make it immune to lasers?