An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.

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The Empire of the rising needs help! (Games : C&C: Red Alert 3 : Mods : Red Alert 3 Paradox : Forum : Suggestions and Questions : The Empire of the rising needs help!) Locked
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Mar 19 2011 Anchor

The Empire woefully underequiped vs Syndicate forces, therefore heres some help:

Tsunami Tank: Secondary clears mines (it make's the Tsunami simply immune against them)

Kintaro: He should force Garrisons out with his poweraxe (it scares them out) OR
Shinobi can clear garrisons when he uses a Smoky and enters the garrison.

The Kitsune has additional Firepower against targets like Heros (a Snipertrait)

The Shogun Battleship has a special Horde bonus for the normal fleet in a radius, yet more than two Shogun will negate the bonus.:gordon:

Blood-Russia-Mk2
Blood-Russia-Mk2 Children-Eater
Mar 19 2011 Anchor

Please explain how the Empire is under equipped to deal with the Syndicate. I think will be mobile enough to move around whatever the Syndicate try to put in their way if played right.

--

Yours faithfully,

That guy who does hammy stuff on a regular basis.

Mar 19 2011 Anchor

It's a wet dream for me to get the Tsunami to heal itself and clear mines simultaneously. The Syndicate aren't even out yet so you can't say much about it.

Mar 19 2011 Anchor

The Syndicate are a huge balance concern for me, because units that can hit others from outside retaliation range while eternally moving away from them so that they cannot fire back can break the game instantly- the Myech is a case of this, in my opinion.

That said, the Empire is probably the best equipped to handle this, so I don't know where you are going with this.

1. Goodness no, Minefields are supposed to be a stalling tactic, not something that gets run over instantly by a standard army unit. On the bright side for the Empire, Tsunami Tanks are amphibious and thus well equipped to go around minefields. Plus "Mineclearer" vehicles only take highly reduced damage from mines, they are not immune to them.

2. Having them act as some kind of garrison clearer seems okay, but I don't see how this relates to the Syndicate.

3. I think that by the nature of the size of the Sniper Rifle it should prove effective against Battlesuits.

4. I see approximately no point in this: its not a good way to limit use of Shoguns (if that needed to happen).

If the intent is to buff them, I see no reason why such a powerful unit needs it.

Edited by: Galgus

Mar 19 2011 Anchor

The point to remember in this debate is that the Syndicate suck at dealing damage; their range is great, but they are not going to one-shot anything short of an Agressor. Harassment from a distance is one of their only options.

As well as that, Empire speed would negate the Syndicate range advantage; railguns take ages to 'lock on', Empire vehicles could run circles around them without getting hit once. As well as that, gyrojets become far weaker the closer the enemy is; turn on a Tsunami's armour, rush them close to syndicate units, and they might as well be hitting the Tsunami with marshmallows.

Finally, I'm not sure where mines come in to this. The only mines the Syndicate have are the 'roll out' protocol. Yes, those mines follow you, but they aren't that fast; but the Empire can zoom past them without them hoping to catch up.

go123452
go123452 You don't wanna know
Mar 20 2011 Anchor

Put it this way. If your Imperial Warrior can shoot them, chances are they might as well be firing pea shooters at you. Couple that with high speed high mobility mecha, and seriously, the Syndicate are just going to DIE.

The Soviets are the one that needs help.

Thank god they have the YaK and the SAP.

Edited by: go123452

--

>.<

Mar 20 2011 Anchor

go123452 wrote: Put it this way. If your Imperial Warrior can shoot them, chances are they might as well be firing pea shooters at you. Couple that with high speed high mobility mecha, and seriously, the Syndicate are just going to DIE.

The Soviets are the one that needs help.

Thank god they have the YaK and the SAP.


Have you played Griffinz?

Mar 20 2011 Anchor

@ go: What is the SaP?

g.a
g.a
Mar 20 2011 Anchor

The soviets don't need too much help, as long as you protect larger units with faster light units, you should be fine, in the end, Apoc tanks won't die very easily to the syndicate's peashooters, and you can just run them over, and use the Yak to eliminate annoying units.

Though, the allies might be too strong against the syndicate, with their riptides, and proton artillery unit (whatever the name is), horizon to counter-skrimish, and assault destroyer (which is probably the ultimate anti-syndicate unit).

crj400 wrote: The point to remember in this debate is that the Syndicate suck at dealing damage; their range is great, but they are not going to one-shot anything short of an Agressor. Harassment from a distance is one of their only options. (I think they're called gravity mines, or something to that effect)

As well as that, Empire speed would negate the Syndicate range advantage; railguns take ages to 'lock on', Empire vehicles could run circles around them without getting hit once. As well as that, gyrojets become far weaker the closer the enemy is; turn on a Tsunami's armour, rush them close to syndicate units, and they might as well be hitting the Tsunami with marshmallows.

Finally, I'm not sure where mines come in to this. The only mines the Syndicate have are the 'roll out' protocol. Yes, those mines follow you, but they aren't that fast; but the Empire can zoom past them without them hoping to catch up.


Is it me, or does roll-out remind you of those gravity-mine thingies from half life 2?

Edited by: g.a

Mar 20 2011 Anchor

Shturmovik Attack Plane. With a 105mm gun built directly into the nose, it's your tank bomber for the Soviets.

Blood-Russia-Mk2
Blood-Russia-Mk2 Children-Eater
Mar 21 2011 Anchor

Dealing with the Syndicate is as simple as Rolling On and keeping momentum. They either have to run away (and eventually put their back up against the wall, not to mention most infantry can't fire on the move.) or sacrifice their range/damage/not-getting-hit advantage (and have their aluminum foil tanks turned into impressionist art and their infantry turned into war wolf food)

Edited by: Blood-Russia-Mk2

--

Yours faithfully,

That guy who does hammy stuff on a regular basis.

Mar 21 2011 Anchor

If they outrun enemies while moving away, there may not be a real way to counter them.

Saying they will eventually run out of room isn't a very good argument, since they probably have enough of it to kit enemies to death and could just retreat to turrets.

GearsGoAwryMan
GearsGoAwryMan bizzare mastermind
Mar 21 2011 Anchor

we'll see.

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Medic wrote: I have no idea!

 
I don't drink coffee, but this guy creeps me into doing it. 

Mar 21 2011 Anchor

Its already been seen in some units, but there may be something preventing the Syndicate from doing that- time will tell.

Edited by: Galgus

Volkenstein
Volkenstein He Needs A Title
Mar 21 2011 Anchor

what about Order v them? just wondering cause i always thought the Order would be slow as molasses and would be cherry taped to death, or do they have a..."fast" (as fast as those Talon Steel monsters can be anyway :P) attack option that helps aginst it?

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He Needs A Signature

g.a
g.a
Mar 21 2011 Anchor

The order may just be able to quickly storm the syndicate base; I would wait until at least one of the factions are in-game to start balance discussions.

go123452
go123452 You don't wanna know
Mar 22 2011 Anchor

Order simply keeps on pushing until their Crawler resides inside the Syndicate's base.

Soviets are in trouble because they LACK high mobility units... except for the SAP and YaK.

Drones do not count.

Edited by: go123452

--

>.<

Blood-Russia-Mk2
Blood-Russia-Mk2 Children-Eater
Mar 22 2011 Anchor

Soviets use more tanks/scripts. The whole syndicate faction is basically snipers, so masses of units are their downfall.

--

Yours faithfully,

That guy who does hammy stuff on a regular basis.

go123452
go123452 You don't wanna know
Mar 22 2011 Anchor

Erm. Praetorians tear apart scripts.

And Hoplites LOVE tank masses.

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>.<

Mar 23 2011 Anchor

go123452 wrote: Soviets are in trouble because they LACK high mobility units... except for the SAP and YaK.


What about Flak Traktors?

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Mar 23 2011 Anchor

go123452 wrote: Order simply keeps on pushing until their Crawler resides inside the Syndicate's base.

Soviets are in trouble because they LACK high mobility units... except for the SAP and YaK.

Drones do not count.


That's meant to be their weakness.....

SоrataZ
SоrataZ 49 63 6f 6e 20 41 72 74 69 73 74
Mar 26 2011 Anchor

Remember that the Syndicate is not out yet, and the Soviets have a lot of armour to show off. And the Empire are mobile enough to overgo the Syndicate. I don't see the problems (yet).

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4d 61 70 70 65 72 20 69 6e 20 74 72 61 69 6e 69 6e 67

Mar 29 2011 Anchor

How can you state that if the syndicate are not even out yet? and there will also be new units for Soviet and the Empire so basically don't judge a book by it's cover

GearsGoAwryMan
GearsGoAwryMan bizzare mastermind
Mar 29 2011 Anchor

how can you argue that if the syndicate are not out that? i'm an impatient man, but still have the mind not to argue about things wich are still big blueprints.

--

Medic wrote: I have no idea!

 
I don't drink coffee, but this guy creeps me into doing it. 

g.a
g.a
Apr 2 2011 Anchor

GearsGoAwryMan wrote: how can you argue that if the syndicate are not out that? i'm an impatient man, but still have the mind not to argue about things wich are still big blueprints.


But it will cost to much to build the blueprint and demolish it, it's better to get the blueprint right the first time.

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