Love your channel, some tips perhaps to increase your effectiveness: Against NOD turrets, attack with one grenadier to get aggro and send this guy away from your main force to eat the damage whilst the rest of your tanks /infantry is not affected by (splash) damage. Use of hotkey G (guard) and X (scatter), especially useful for infantry. Personally I like vehicles more in a stationary position if positioned well (see next point) When deploying tanks/vehicles, make them facing front forward towards the enemy, so you don't lose time turning the turret; also position them in a line if possible to maximise firepower delivery; for example put three medium tanks in a line, 2 grenadiers on the flanks on guard mode 'hotkey G' and an MLRS in the rear with one tile in between the tank and MLRS Prioritise 'mobile' defense over stationary defense, don't overspend on base defences if you can build units to do the job, as long as you can repair them in time. Units can move alont with the front, towers can't (although you can sell them if they've served their purpose), although there's nothing as powerful as dual obelisks ofcourse When in need of a new harvester, build a refinery and sell it, so you can continue to produce tanks, and it's a whole lot faster so quicker new income. You get 300 bucks back if I'm right, but also 3 minigunners so all in all same price
@gamereel00 Жыл бұрын
Nice tips! Especially about harvester. I saw ppl do it all the time but never think it through as the reason why. Yes it should be salvaged for ($2000-1400) /2 = $300. So it is worth save the production time and opportunity cost in exchange for 300.
@cyberfrank-bx2nv Жыл бұрын
well played. [classified] ; discovered bases are yours, when you sell walls, it gives you money. tiberium changes to credits when you build buildings, cancels gives back cash, not tiberium. you can witness this with silos, build and cancel to see their levels drop and not return... you can block or funnel enemies with walls, slowing or blocking their attacks. combo with defences to secure bigger perimetres. the enemy always avoids walls rather than destroy them. construction yards and refineries are best placed at the edge of the map for max safety. deep at the rear, harvester hunters never reach past the front defences. repair bays are best for front defences, high hp, closest of reach for vehicles. good show bro.
@gamereel00 Жыл бұрын
Nice tips! Anyway about the discovered bases, in most cases especially custom user made maps, the walls are not ours and can't be sold unfortunately.. About tiberium changes to credits and not filling up silos is indeed a hidden mechanic not well known. Should be proven handy to know one day. About repair bays placement, I agree. That's also how I always considered it to be the case. But about conyard and refineries, I'm a bit disagree, because conyard usually quite crucial in determining the build range especially at early phase of a mission. Because refineries extremely to be build as close to tiberium as possible as it will produce significant difference compared to being built far away just to keep it safe. Sometimes building refinery close vs far from tiberium can result in life and death situation.
@agdraaijer7288 Жыл бұрын
The best way to deal with silos needed is to build a refinery and then cancel it when complete. A refinery is build in the time of a 600 credit building as the building time for the 1400 credit harvester is for free. Also converting tiberium. Into credits this increases efficiency in the score in the end by the way...
@gamereel00 Жыл бұрын
So you mean if we hear 'silos needed', we can just build refinery to temporarily increase the storage limit, even if the refinery canceled and not built? And when canceled, the building cost will be credited as cash instead of being put back to silos? How does it work? Does it only work by building refinery? or any building just fine as long as it absorb the cash temporarily for construction process and when canceled it returns everything and will not fill the silos back?
@cyberfrank-bx2nv Жыл бұрын
@@gamereel00 I place them on the edge and don t lose, but I don t explore wide early, so attacks come later I guess. it helps to be detected later. often enough, the ai does nt find them. it will attack my defences instead. tiberium grows, so it s a good thing to be farther, it leaves it time to get bigger. I also manage my harvesting, I can stop to harvest a few minutes to let it grow, and most often leave bands of tiberium to recover faster. I never run out of money, but play defensively. I suggest it as you ve gained experience enough to play more expertly. it gets a little repetitive to see the same basic set up over and over.... like I said, I ve played a lot, and on the long run, the edge of the map is cheaper, and safer, less losses. it s a given that the game is meant to be played like that, or I d lose... I always do that now, and I win all the time. I played like you when I began. please try it to keep the game views fresh for us, and the gameplay for you. as I feel you re at this level now. a better designed base and walls - defences. as to manage resources and units, you re on top of the game now. maybe use artillery and obelisks more maybe? otherwise, you re straight on point bro. most people looking at your videos are veterans, and we like to see original stuff. you can t change the mission, so the only thing you can innovate is the base... if you botch the base, then there s a lot less to see new here. I appreciate that you care about few losses. maybe a standard of 4 repair bays as a building standard should be considered. I often get to that myself. it s not that you win that we watch, it s HOW you win that s interesting. that s what we come here to watch mostly. your base design might be the main reason people come here and make your channel unique and attractive. good luck bro!
@cyberfrank-bx2nv Жыл бұрын
@@agdraaijer7288 I never sell my refineries... I install 2 - 3 refineries at the edge of the map and rarely have to add anything. in the beginning, I sit and wait for the enemy to come crashing in my defences. I barely have any losses. build - cancels costs nothing... and if refineries or silos get destroyed, I lose NO MONEY at all, as all is credits... I NEVER build more than 2 silos. they re just there to gauge how much tiberium I have to convert in credits. I build - cancel until they re empty... I know you feel like you lose little by selling as you get minigunners in the process, but I do very little minigunners in my strategies, so it s a loss for me. my defences mostly consist of tanks supported by artilleries. parked next to the repair bays and cannons. I never lose much as they get repaired fast. soldiers can t get repaired... those tanks and artilleries are static, parked. the main attack force is a different group of units. 4 tanks, jeeps, or motorcycles. mainly used to lure the enemy in my base to get smashed by the defences. even when I attack I lure enemies into a trap of strong forces like tanks and artilleries or rocket launchers. I rarely attack as a group. and lose practically nothing... thanks for the reply bro.