A partial mod conversion of Command & Conquer: Red Alert 3. This mod tries to improve, fix, and add what Red Alert 3 missed, forgot, or unable to do.

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Units/Defences (Games : C&C: Red Alert 3 : Mods : Red Alert 3: Shock Therapy : Forum : Suggestions : Units/Defences) Locked
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Apr 30 2011 Anchor

You guys should do something about the planes. The allied apollo fighter, soviet MIG, and RS tango all fly in circles instead of just hovering. So when they attack they have to keep fly forward. the apollo fighter just cant kill anything without being killed first. same with other planes, they do fly bys and if any anti-air unit is present, the is killed. i thought is was better in the regular red alert 3 where planes hovered. and another thing, is the allies IFV in regular form supposed to be an anti-air unit? Cause its attack towards planes needs to be, in my opinion, a bit higher. they get raped by twin blades. Also, the allies multi-gunner turret, with a javlin soldier inside, cant attack air units, could you please fix that. Also, in the RS's protocalls, could you guys a something that allows you call in the Shogun Executioner? But people would have to reserch all other protocalls to get that one? BTW, great mod! Best I've ever played (for RE3 that is).

Edited by: Doggs

May 15 2011 Anchor

Its called dogfighting, it's actually way more interesting than just fighters facing each other getting shot at their faces.
Apollos are good, because of their speed they chase planes and shreds them with their autocannons.
Apollos have more hp than migs and tengus, eventhough migs have low hp and a bit slower than apollo, they are the best at destroying any air unit except fighters like apollo. They give more damage to bigger units like giga fortress, kirovs and harbingers. 8 Migs take out Giga fortresses easily. While it takes more time for apollos.

Yea IFV's missiles are unguided, i think they will fix that.
Having a protocol to call Shogun Executioner would be OP.

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