Red Alert 3: Revolution's main goal is to provide a more in-depth Red Alert 3 experience, whilst retaining both the unique art style and core gameplay that made Red Alert 3 so enjoyable. The faction diversity that Red Alert 3 provided has been further built on and expanded, with each faction being able to channel their particular strengths with new, updated sets of upgrade protocols. From the Allies' 'Proton Beam Capacitors' upgrade, to the Soviet’s 'Electrostatic Flak' upgrade, you can be sure that the outcome of games will be less decided by who spams the most units, and more on who spends their Security Points the wisest. This mod also aims to enhance the unit graphics, particle systems, weapon effects and visuals throughout the game. Numerous bug fixes, as well as improved sound effects covering everything from unit weapons and explosions, to unit movement and ambient noises will offer Revolution players a Red Alert 3 experience like no other.
The Giga-Fortress has had its anti-aircraft missiles replaced with anti-submarine depth charges, making it a true naval superiority unit.
I think you should be able to switch between support and offence abilitys because as awsome as this is, I kind of liked sything a base with God's Breath. The missles, too, were one of the main reasons I used Giga Fortress' water mode.
It makes you use anti air support. If it had AA then you wouldn't support it and it would be a complete package which is breaking tradition in RA3 units.
Look, 212leader. Until EA screwed up and made the Giga-Fortress, no single unit in the Red Alert timeline (as chrono-warped as it is) was a "complete package" with Artillery, Main Battle, Anti Air and Mass Annihilation type weaponry in a single unit.
Examples...
Red Alert (Win95): Mammoth Tank [Soviet]: Anti-Air, Main Battle (Armed with Mammoth Tusk Missile Pods, and twin 120mm Cannons)
Red Alert 2 Yuri's Revenge:
Battle Fortress [Allied]: Anti-Personnel Bunker on treads, room for 5 infantry, adaptable yet vulnerable to defenses and mind control.
Apocalypse Tank Model A [Soviet]: twin 120mm cannons and anti-air rocket pods.
Red Alert 3 Uprising:
Giga-Fortress - Ship Mode: 3 Battleship Turrets, 2 Anti-Air Missile Racks
Giga-Fortress - Air Mode: God's Breath superweapon
As it is, whenever I deployed a Giga-Fortress, I was not happy.
This is simply because I knew, that barring an enemy Giga-Fortress, or ridiculous numbers of casualties on the enemies' part, I had just won by deploying a single unit...
For that reason alone, I dislike Uprising. The only viable counters to a Giga-Fortress are simply put, ridonkulous...
4 Harbinger Gunships, 12 Akula Subs, 8 Kirovs, half-dozen MiGs, Yuriko Omega, Vaccuum Imploder, or 12 Reapers...
In all cases, I can expect to lose at least 66% of the deployed countermeasure, barring the Imploder and Yuriko, wherein I'd either lose Yuriko, or run the risk of missing with the Imploder.
Other possible counters include the 3rd form MagSat, which can be outrun, or dumping space trash on the damn thing. I've gone after them with Cryocopters, mind... though the AI hates this.
I agree with all what you said but really, it doesn't take that much to kill it
yeah i agree with him, its no fun and not such a unit to only build one of these massive beast in the game.