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GDI
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14
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NOD
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9
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Scrid
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11
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MajorJoined: 12/11/2006(UTC) Posts: 118 Location: South Africa
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Which faction, if any, is the best for defending a base most effectively. I would say the NOD come instantly to mind: - 3 turrets pop up from one hub, they auto-repair, auto rebuild, and are powerful. - As mentioned above, trying to destroy these turrets is difficult unless you can reach the hub. - The Obelisk of light is THE ultimate defensive structure. - The stealth generators make it VERY difficult and awkard for an enemy to attack your invisible base. - The laser turret tanks back up the base defenses. - Stealth tanks can hold a nasty surprise. - Tanks being stealthed from the generator can keep the enemy in doubt about the size of your army. - And more...
I would say Scrid would come second to the NOD, with their ion storm towers and their stasis shields.
The GDI's turrets don;t seem very powerful.
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Commander in ChiefJoined: 4/15/2004(UTC) Posts: 2,200 Location: Gensokyo
Was thanked: 11 time(s) in 10 post(s)
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The GDI Sonic Emitters are great verses massed enemy units though. |
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CaptainJoined: 3/31/2007(UTC) Posts: 51 Location: Philippines
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they suck against air though. |
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Commander in ChiefJoined: 4/15/2004(UTC) Posts: 2,200 Location: Gensokyo
Was thanked: 11 time(s) in 10 post(s)
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That's because they can't even shoot at air units, lol, and so can't the Obelisks, making the Storm Column the only advanced base defense capable of hitting air targets. |
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Commander in ChiefJoined: 5/17/2003(UTC) Posts: 1,602 Location: Sweden
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My guess would be that none. No army in C&C 3 are good at turtling, all the base defenses suck.
And it's SCRIN!!!!
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ColonelJoined: 12/16/2006(UTC) Posts: 577 Location: United Kingdom
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I think that each can turtal if they are given the chance, It would probebly be easyest to take down a gdi with the scrin because of air power that you can have. |
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Commander in ChiefJoined: 5/17/2003(UTC) Posts: 1,602 Location: Sweden
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All the first anti-tank turrets suck, and anti-inf turrets are good, but noone trains infantries anyways. So only the advanced base defenses are worth constructing.
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AdministratorJoined: 4/1/2002(UTC) Posts: 2,089 Location: USA
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Infantry are too slow to actually use.
I say GDI has the best defenses - especially late in the game. Storm towers are weak - they're too easy to kill. Obelisks are nice but Sonic Emitters do a ton of damage over a large group. |
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AdministratorJoined: 8/3/2003(UTC) Posts: 3,086  Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Incia wrote:All the first anti-tank turrets suck, and anti-inf turrets are good, but noone trains infantries anyways. So only the advanced base defenses are worth constructing. I'm not so sure...Nod's anti-aircraft base defense is powerful, especially when placed correctly so that it can hit Devastators before they can fire back at the hub. |
CommieDog: Because someone has to do your dirty work for you |
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AdministratorJoined: 4/1/2002(UTC) Posts: 2,089 Location: USA
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I still like the turtle as GDI. I love getting sniper teams in close and using 10 or 12 Juggernauts to target their fire and wear down the base with that secondary attack. |
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MajorJoined: 12/11/2006(UTC) Posts: 118 Location: South Africa
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Infantry are pretty useless in C&C3, especialy with the rocket troopers with very slow ROF. Unlike in generals where they shot rockets like bullets. Generals was the craziest turtling game ever though, with Laser Turrets, EMP turrets, Bunkers with 10 rocketeers(whom can down a tank in one rocket wave and can launch about 5 waves a second) etc. In C&C3 I usualy find myself defending with units though, especialy since units can move from place to place when defending a large attack. so they focus all their power on one place. In fact, I dont really see the point of turrets, although they are probably cheaper and tougher than tanks? |
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MajorJoined: 11/29/2006(UTC) Posts: 191 Location: Norway
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ThunderBolt wrote: Infantry are pretty useless in C&C3, especialy with the rocket troopers with very slow ROF. Unlike in generals where they shot rockets like bullets. Generals was the craziest turtling game ever though, with Laser Turrets, EMP turrets, Bunkers with 10 rocketeers(whom can down a tank in one rocket wave and can launch about 5 waves a second) etc. In C&C3 I usualy find myself defending with units though, especialy since units can move from place to place when defending a large attack. so they focus all their power on one place. In fact, I dont really see the point of turrets, although they are probably cheaper and tougher than tanks?
i dont think so because in generals you had lots of long range units like nuke cannons scud launchers, rocket buggys, inferno cannons and tomahawks... These units could outrange any defence... in cnc3 there are only a few units capable of outranging defences.. plus it can all off a sudden just pop up a sonic emitter right next to your army....
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ColonelJoined: 12/16/2006(UTC) Posts: 577 Location: United Kingdom
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the pop up almost instantly is really useful |
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AdministratorJoined: 4/1/2002(UTC) Posts: 2,089 Location: USA
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My favorite new attack method is building elite base defenses, leaving them queued for deployment, then taking over an enemy building and deploying them. |
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