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| Tactics for TALON Mod | |
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| Topic Started: Apr 25 2009, 09:47 AM (209 Views) | |
| [=T=] HawK | Apr 25 2009, 09:47 AM Post #1 |
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I'm going to add a feature to the ModDB page called "TALON Mod Tactics" that will highlight some tactics that are specific to the Mod. If anyone has any tactics that work exclusively with the mod please post them and I'll include them with the feature. Examples;
etc. Edited by [=T=] HawK, Sep 19 2009, 05:35 PM.
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| [=T=] RagingRedneck | Apr 28 2009, 11:40 AM Post #2 |
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For GDI, since the mammoths are slow, but extremely strong. I would use them for defensive purpose to begin with. I try to keep 2 group's made, a group for base defense and another group for neighboring enemy attacks. I would also on the base defense follow up your defensive mammoths with some orca's and firehawks(if no aa built yet) Then when attacking with mammoths, always have some firehawks ready and upgraded. Even though Mammoths are strong agains other ground units, enemy bombers are bad, so you firehawks to defend mammoths from air units. |
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| [=T=] Jolly Rancher | Apr 28 2009, 02:24 PM Post #3 |
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[TALON] Jolly Rancher
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If you are new to the game try scrin first. Scrin are probably the best turtlers. Build storm columns and aa then put devastators above them to attack enemy artillery. Then build up some tripods and march out with your devastators and tripods (but dont forget to bring some aa units along) nod rocket troopers gain a sniper in each squad after getting the confessor upgrade making them very good bunkering units. as GDI there is almost nothing on the ground that can stop a battalion of predator tanks without talking massive damage themselves in the process. |
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| [=T=] Lancer | Apr 28 2009, 04:01 PM Post #4 |
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[=T=] Lancer
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Also probably obvious, for scrin, keep a good mix of pacs with your devastators. They can sit back and pick off enemy aircraft plus if the devastators' health start to get low, just start up the storm and all is well. I like to go a pac for every two or three devastators. That ratio also enures that you'll use stormriders or gunwalkers to help pick off large groups of air units. |
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| [=T=] HawK | Apr 29 2009, 03:56 PM Post #5 |
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Some good ones there, thanks! Keep 'em coming if you think of more. |
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| [=T=] Jolly Rancher | Apr 29 2009, 07:40 PM Post #6 |
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[TALON] Jolly Rancher
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build a strong attack using one type of unit, then turn around and build the counter for the counter of that unit so when the enemy retaliates you are one step ahead of them. |
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| [=T=] HawK | May 4 2009, 08:58 AM Post #7 |
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I think bomb truck counters will be good to add; using mind control spikes and sending them back to where they came from has to be number 1!, also GDI can use EMP spikes to stop them in their tracks, Scrin can also freeze them in place until they get some units in place to defend with. Ironically Nod are probably the weakest against their own weapon! |
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| [=T=] RagingRedneck | May 4 2009, 05:02 PM Post #8 |
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Bunker tactics: With GDI using 3 man bunkers, put a sniper, MG infantry and rocket troop/engineer(depending on situation). For early defense and re-enforced defense, use your machine gun troops to digg 2 bunkers next to each other, load of of them up with sniper and machine gun troop and the other with rocket troops, then make several of these pairs where you need them for defense. use apc's to put emp mines in from of the bunkers to slow down the rushes and allow lots of time for rocket guys to chew through tanks. For nod its similar, but you need to get the confessor upgrade for the rocket troops and put 2 rocket troops with a machine gun squad to cover long range infantry and short range infantry along with some vehicle defense. Also mine the area in front of bunkers to stop any troops that get by. For both, try and re-enforce the bunkers with ant-infantry and anti-tank turret(s), which makes for good strong frontline defenses. Forward base tatics, now that Tiberuim spikes have repair grons you can build your out post next to a spike to help keep it repaired. Similarly apply bunker tactics(GDI). |
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| [=T=] Jolly Rancher | May 5 2009, 03:09 PM Post #9 |
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[TALON] Jolly Rancher
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the bunkers and spikes also go freakin great if you put a rig behind them. it is basically a base's defences without a surveyor. |
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| [=T=] HawK | May 5 2009, 06:42 PM Post #10 |
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Yup, but that works in regular CNC3 as well without the mod, so we need tactics that only apply to the mod due to new units / abilities etc. The EMP spike is valid to the mod, but bunkering in general was available in the standard game, it's just more effective with the mod but not a tactic that's exclusive to the mod. |
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| [=T=] FlamingFirefox | May 5 2009, 07:58 PM Post #11 |
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I found out tonight that EMP striking the new Nod antimatter power building is extremely effective in shutting down a Nod base even when they "me" in this case have extra power to spare. |
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| [=T=] RagingRedneck | May 6 2009, 12:32 AM Post #12 |
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Kinda of hard to think of tactics that you couldnt do already, the big thing was before the mod everything was so weak and pussy, any tactics that you think of using before didnt work, so i dont know of any but just a couple that have been already mentioned that are mod specific, only thing i can think of is shit that use to do in generals i can do now because buildings and defenses are awesome. |
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| [=T=] Desecrator | May 6 2009, 01:07 AM Post #13 |
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Well now that the Rigs and Engineers can repair structures, including bunkers, it does kind of make it a mod tactic. |
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| [=T=] HawK | May 6 2009, 08:15 AM Post #14 |
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OK, so now I'm getting blurred as to what was in the original game and what wasn't. I was thinking that rigs had repair drones for some reason but were weak. I'm gonna have to go back and play the standard game again .....nah, screw that! |
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| [=T=] Desecrator | May 6 2009, 09:58 AM Post #15 |
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They did have repair drones but they did not repair structures |
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