Red Alert 3 Uprising Commander's Challenges "Par Time only" - Mission 32nd - Be Quick or Be Dead

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  • čas přidán 12. 09. 2024
  • Hello ladies and gentlemen! Stimer Games is here! I've finally started cooking some epic content to release. It's Red Alert 3 Uprising Commander's challenges, except with additional rules that i came up this Spring.
    Rules of the challenge:
    1.Go strictly by the path that is unlocked over time, no skipping and no leaping
    2.Finish each secondary mission before coming onto the next primary mission
    3.Always go for Par Time, never finishing the mission without par time and then finishing it under with the unlocked unit or the fully unlocked tech
    4.OP tactics, AI manipulation and oversight exploits are allowed (Dojo Rush, Empire air units swarm, other map tricks and etc. are allowed)
    5.Good luck commando
    Number of attempts before the final: 9
    Rocket Angel - Hard-Very Hard (1 v 3; Allies (Douglas Hill), Soviets (Oleg Vodnik) and Empire (Takara Sato); Fogged map) [Be Quick Or Be Dead]
    Alright so... this is a very tough mission. Let me briefly explain it: You start with everything already pre-built: bunch of tower defense, bunch of power plants, 2 super weapons, air port, water port, factory, barracks, and tier 2 & 3 tech buildings. Your opponents on the other hand start with nothing, just like normal player. But oh no no no, don't think that it's going to be easy... no... Enemies will be raiding your base forever, and it's going to be VERY painful experience. And... before explaining the strategy i'll... quickly rant about how poorly this mission is balanced:
    Let's start with Allies. Despite the fact that everything is instantly built, their tech level still depends on the MCV, which is not maxed out. Maxed out MCV takes around 75 seconds (15 for Tier 1-2, and 60 for Tier 2-3) and 4500 credits. Well, that's not the worst thing with allies. The worst here is the Water Port that IS OUTSIDE OF OUR BUILD RADIUS AND SO DOESN'T GET ANY TIER UPGRADES. And even if you move your MCV you'll temporarily lose precious time AND tech access...
    Empire's case is slightly different in terms of money and time since every production building takes individual time and credits to be upgraded, and accidentally loosing one is a no-no. So in the end it might be slightly faster than Allies, but more expensive.
    And what about Soviets? We start the mission, we see our buildings being built, we wait for 1 minute and... that's... all... we have access to all 3 Tiers and we didn't spend any nickels on that... just 1 minute to get to Tier 3 and... yeah... apparently Soviets is our best bet here. Altho sometimes, probably because of in-game ticks, some buildings may slow down due to the game registering power-outage earlier than our Super Reactor is built.
    However that was one-third of the entire problem. The rest of 2/3 of a problem is AI, which doesn't show any mercy towards you. They'll progress quickly to higher technology, and they'll definitely spam with anything very annoying... but... what if we never let that happen in the first place?
    So here's the plan: We pick Soviets, we produce 3 engineers, 3 terror drones and 3 twinblades. One per enemy. If you already know it, enemy MCV, if the AI is not set to be easy, will run away as soon as there is enemy engineer near its Construction Yard. So what we're gonna do? We'll fly very close, scare the enemy to pack their MCV, and then infect it with terror drone, while engineer captures either Vehicle production or Infantry production, it depends on the player: Allied and Soviet ones build their vehicle production buildings pretty much quickly, while Empire takes time. Why those exactly? 2 reasons: Empire and Allies have repair drones flying around that can destroy the infector; And that the AI will definitely rebuild the MCV after losing it. Soviets don't have repair drones on Factory, and they'll not build Crane in this mission. However if the AI is left only with infantry then they'll be spamming it non-stop.
    Alright, we've taken out the major advantage from AI - their MCVs. Now go for Twinblades spam and for Natasha. Latest will be a good asset against infantry, while Twinblades will be the attacking force. Primal target for Twinblades - destroy barracks that were left alive because i'm telling you - the AI will use them to spam with enemies until their numbers cause Integer Overflow. If you're quick and you're lucky, you should be done in the Par Time task.
    Also don't be afraid of using Super Weapons, since it's one of those times when you're actually gonna use them in time
    Key units - Engineer, Terror Drone and Twinblade, with Natasha as a bonus. Engineer and Terror Drone to deal with MCV and vehicle production. Twinblades as our attack unit, and Natasha as a support woman.
    Rocket Angel will be used in 1 or 2 missions as our main unit. It's our flying glass cannon of the empire, and it's kinda easy to spam if you have enough resources. Problem, once again, is time.
    Used music:
    Red Alert 3 - Red Rock for Mother Russia
    Red Alert 3 - Battleground of the Bear

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