A mature overhaul of the entire game, not a total conversion in that the canon is retained, as are most existing units, but all sides are expanded greatly. Each country gets several new units, and everything is rebalanced with those in mind. There is a much greater sense of uniqueness to each country, and play styles will have to compensate for the relative strengths and weaknesses. The AI has received a dramatic overhaul as well. Gone are the days of boring skirmish games or co-op against computer players, the AI is genuinely BRUTAL! Coupled with the increased lethality of weaponry, every game is a challenge. For newbies to the mod, the MEDIUM setting offers the same intelligence, but at a slightly relaxed pace. Everything from new terrain, new decorative objects, new civilian structures and vehicles, and a bunch of quality maps are added to improve the general look and feel. Many of the all-new maps included are asymmetric or irregular, most take advantage of the new objects.

Post tutorial Report RSS A Discussion on Base Defenses

A summary of changes to the defensive structures, new additions, and overall effectiveness.

Posted by on - Basic Design/Concepts

As with units, the defensive structure count has grown as well. The Allied side gets a new Guard Tower, and Camouflaged Pillboxes, while the Soviet side gets a Sniper Tower. The existing defenses also get some significant tweaks, they are detailed below.

Also note that walls are much stronger than originally, they are now quite good at protecting critical structures from the majority of tanks. Of course, ranged units like Howitzers will be able to fire over the walls, Apocalypse Tanks will have to blast their way through them. Sandbags are always an option early on, they will stop Engineers trying to capture the building, and most transporting units can't crush it, but won't significantly delay attackers.

As a rule, it will be a poor idea to rely entirely on base defenses to protect a base, rather they should be a part of additional lines of defense against an attacking force. For maximum protection, various land and naval units should be positioned farther out, with a few additional reserve units that can be called upon to support any entanglements.

Defending a base should be planned in layers, where low cost units like an IFV can substitute for a Patriot battery initially, and be gradually replaced as budget allows. Keep in mind that many units can now fire longer distances than even the most powerful defensive structures, thus Prism Towers and Tesla Towers should be viewed like any ranged unit, just stationary.

Pillbox:
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Renamed to the Armored Pillbox, they have increased strength, increased range, and being well above ground, higher damage to prone infantry. A good well rounded base defense, it's reasonably good against mechanized units and very good against infantry. The auto-cannon does require power, and the Pillbox will be disabled if the power is low, similar to the Soviet Sentry Gun.

Camo Pillbox (Grass and Terrain):
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A covered dugout, partly camouflaged, they make excellent traps for Engineers and various paratroopers that might drop in. Not nearly as strong as the Armored variant, nor do they have as much range, but they're also less expensive. Two versions exist to better match surrounding map areas, choose appropriately or they will be very obvious.

Guard Tower:
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An elevated platform where heatseeking missiles can be fired, they are a staple of early base development, and can serve as a peripheral extension of defensive lines. Having a large adjacency radius, they can be placed quite far away from buildings, and will not be deactivated during low power events. Their missiles are very good against tanks, and weak against infantry. They are somewhat effective on aircraft, although the missiles are slow, and may have trouble catching the faster aircraft.

Patriot battery:
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Once the only option against aircraft, now they serve a more defined purpose, in a larger picture. They fire two very fast missiles, capable of knocking out most aircraft in one shot, they are however unable to target Rocketeers or parachuting infantry. There is a benefit to this though, they will not be distracted by the organic targets when Dreadnought missiles or Bombers are bearing down on the base.

Sniper Tower:
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A very high platform for machine-gunners, they exist only for one reason only, to pick off infantry. Not as effective against infantry as the Allied Pillboxes, they are however not distracted by mechanized units, focusing entirely on personnel. Like the Allied Guard Tower, they operate without power, and are durable enough to withstand a lot of punishment.

Sentry Gun:
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Receiving an ammunition upgrade, Sentry Guns are slightly better against heavy armor, while giving up some effectiveness against infantry. Fairly well rounded, they can serve as the core defense at the early stages of building a base, or for additional rapid-targeting when grouped with Tesla Coils.

Prism Tower:
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With modified lenses, they provide the staple high-power defense for all the Allies. Not as long-range as it once was, it nonetheless has a more powerful beam. Pillboxes should still be used where infantry, or other fast moving, lightly armored units are a threat, but the Prism Tower is unmatched in the damage it can deal to heavy armor. Due to the shortened range, they are more important to keep near critical structures.

Tesla Coil:
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A very high energy weapon, they fill the same role as a Prism Tower. Having longer range and more destructive force against tanks, they are however slow to charge and discharge. Best used in their over-powered state, courtesy of Tesla Troopers, they perform well nearer to the edges of a base. Very effective when combined with Sniper Towers to clear soft targets.

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