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Re: using the Chronosphere
Posted: 2003-09-04 10:48pm
by Darth Garden Gnome
Alyeska wrote:Unless you are talking about SEALs in IVFs, you can not send infantry with a chronosphere.
I know. I said that earlier.
You might as well chopper in the SEALs or send a bunch at a time with a transpot.
Anyone who doesn't have anti-air defenses capable of hitting a target from anywhere in their base deserves to die anyways. I wouldn't be caught dead having a chopper waltz into my base.
Sending them in en masse along with your attack force can work though. It's just you'll lose a whole bunch of units in the process, and using the Chrono to transport them is easier, assuming you already spent the money for it.
Re: using the Chronosphere
Posted: 2003-09-08 11:19pm
by Shrykull
Barracks, all of your infantry that come from your barracks from that point onward are veterans.
is veteran one chevron? I'm guessing 3 is elite, what about 2?
If a Soviet spy gets into an Allied lab you get Chrono Ivans
Soviet lab, Yuri Commandos--regular Yuri's, 'cept they have C4.
I thought only the allies had spys.
Tag fix - Phong
Re: using the Chronosphere
Posted: 2003-09-08 11:56pm
by Rye
Shrykull wrote:
[*]Tech lab, your civ gets a special unit.
If an Allied spy goes into an allied Tech lab you get a Chrono SEAL
Soviet lab--I forget...actually.
You get the chronoivan when you send a spy in the sov battle lab.
If a Soviet spy gets into an Allied lab you get Chrono Ivans
Soviet lab, Yuri Commandos--regular Yuri's, 'cept they have C4.[/list]
I thought only the allies had spys.
They do. You need to build the soviet stuff too iirc. It's been a while since i played it, since i've recently become readdicted to TA.
Re: using the Chronosphere
Posted: 2003-09-09 12:13am
by Isolder74
Shrykull wrote:I thought only the allies had spys.
Capture a Allied Barracks and the Soviets can now build spys too!
Posted: 2003-09-11 12:12am
by SAMAS
In RA2 it's:
Allied Spy, Allied TL -- Chrono Commandp(Teleporting SEAL)
Allied Spy, Soviet TL -- Psi Commando(C4-ing Yuri Clone)
Soviet Spy, Allied TL -- Chrono Ivan(Teleporting Crazy Ivan)
Soviet Spy, Soviet TL -- Yuri Prime(Yuri with twice the range)
In Yuri's Revenge, it goes:
Allied TL -- Chrono Commando
Soviet TL -- Chrono Ivan
Yuri TL -- Psi-Commando
Posted: 2003-09-11 02:30am
by The Yosemite Bear
Schrono Spere's and Iron Curtains are leathal to organic units.
Also Iron Curtained scuicide trucks will not detonate....
Of course putting scuicide trucks in place waiting for IC to count down and then mass detonating them, is acceptable. Also try using Iron Curtain on a stratigically important enemy base, element before launching a nuke attack.
Posted: 2003-09-11 10:01am
by Grand Moff Yenchin
IIRC Yuri Prime could also control buildings. Which means if you use him properly you could cause some trouble on your enemy.
Posted: 2003-09-11 10:01pm
by Rye
Grand Moff Yenchin wrote:IIRC Yuri Prime could also control buildings. Which means if you use him properly you could cause some trouble on your enemy.
Yeah, in yuri's revenge, his range is cut down, he gets a flying platform and can control buildings. In ra2 he has a bigger range.
Posted: 2003-09-11 10:53pm
by Mitth`raw`nuruodo
bleh, i dunno about RA2, (haven't played in awhile), but in RA1, I LOVED allied light tanks... cheap and easy/fast to mass-produce. I still remember hearing neighbors sharply inhale/scream in agony all the way from my apartment when my force of ~200 light tanks descended on their base from all directions.. of course, the game had been going on for awhile by this point, and we both had pretty good defenses, but with that many tanks, it didn't matter...
That's my usual game strategy, overwhelming rush... it works great if I can keep it hidden from the enemy until the last second...
I remember an RA2 game where I did that with Kirovs... great fun, probably 30 kirovs, but they were directly on top of eachother, so it looked like 2-3... He thought I had invincible Kirovs, cheating or something.. every time he tried to attack he attacked a different one... it took like 10 minutes for them to do it, but they totally decimated his base. He tried to attack mine in return, but he was too slow... I had nearly no defenses, but it was enough to hold off what little my Kirovs didn't kill in the splash damage from destroying the base...
Posted: 2003-09-15 03:45pm
by Death from the Sea
Mitth`raw`nuruodo wrote:That's my usual game strategy, overwhelming rush... it works great if I can keep it hidden from the enemy until the last second...
it is hard to find people that don't rush early in the game these days, I personally like the longer games and the short ones as in less than 15 minutes, are no fun.
I remember an RA2 game where I did that with Kirovs... great fun, probably 30 kirovs, but they were directly on top of eachother, so it looked like 2-3... He thought I had invincible Kirovs, cheating or something.. every time he tried to attack he attacked a different one... it took like 10 minutes for them to do it, but they totally decimated his base. He tried to attack mine in return, but he was too slow... I had nearly no defenses, but it was enough to hold off what little my Kirovs didn't kill in the splash damage from destroying the base...
Kirovs are great when they get to the top veteran status and start dropping mini nukes.
Posted: 2003-09-15 04:43pm
by Mitth`raw`nuruodo
Death from the Sea wrote:
it is hard to find people that don't rush early in the game these days, I personally like the longer games and the short ones as in less than 15 minutes, are no fun.
Bleh, people have realized that early infantry rushes kick ass. If you want a good long game, you have to completely concentrate on defense for a little bit, yet at the same time save up money for the mass-building of units to come later.
I like to try and hide small bases in out-of-the-way areas, and do so as quickly as possible. the main crucial structures are built, and rebuilt, and then built again somewhere else. That way, if your main base gets rushed by one of those evil people, you have other bases, and you still have a chance. Later in the game you can expand on those bases and make them self-sustaining, with power plants/ore refineries and all that.
Posted: 2003-09-15 04:59pm
by Darth Garden Gnome
Mitth`raw`nuruodo wrote:Bleh, people have realized that early infantry rushes kick ass. If you want a good long game, you have to completely concentrate on defense for a little bit, yet at the same time save up money for the mass-building of units to come later.
Although if you try to do that with your average RA2 player, they'll backstab you while you're still building your defenses. Turtling is impossible unless you play with trustworthy people.
I like to try and hide small bases in out-of-the-way areas, and do so as quickly as possible.
I have found that RA2 maps are too small, and when combined with every civs ability to use cheap air or land scouts to uncover the entire map quickly (nevermind GPS sats and spy planes) that having a mini-base for any tangible period of time is a wasted effort. The enemy will find your new base, wait for you to invest a bit in it, and then waltz in and blow it to pieces. Put too much money into defended your second base, and you'll find your original will be quite vulnerable.
Posted: 2003-09-15 07:43pm
by consequences
Of course, the sick-minded with lightning reflexes(and soviet and Allied buildings) can load flack tracks crammed with infantry into Hover transports, and chrono 9 of them into/behind the enemy base. 180 infantry and 36 flack tracks could really hurt(your budget if you execute this wrong).