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Command and conquer tiberium sun
Command and conquer tiberium sun








command and conquer tiberium sun

It was usually extreme late game if you ever saw these in KW, and often just massing more Artillery and using infantry / epics for the frontline was still the way to go. Artillery edged them out for damage as well, and by the time you had access to them, you already had a big frontline of smaller tanks, so adding more capabilities from other things (artillery, heavy infantry, stealth, etc) made more sense. (KW version, CnC3 Avatar is nuts) The Epics largely took over their role, being easier to keep alive and repair. The T3 Armor across the board ended up being weak. Really only being good at directly killing Refineries, but not much else. Having awkward tech requirements and needing multiple upgrades. Like Zones, Shock Troopers never really panned out.

#Command and conquer tiberium sun series

(best designs in the series imo) You can do some stealthed reckoner shenanigans with the Nod one, and screw with Rocketman spam with a Commando in a Hammerhead, but for the most part they are disappointments. A huge step down after the amazing Generals commandos. They did have excellent DPS, and sometimes were worth it with Scanner Packs against Stealth Tanks, but for the most part they were too vulnerable even in that role.īoth Nod and GDI Commando designs were among the weakest Commando designs in the entire series. The opportunity cost of their tech was price enough. T3 units likewise shouldn't have multiple upgrades. Zone Troopers weren't tough enough for their cost. (Shadows are even buggier with their guns, but at least they retain value with their bombs and late game artillery spotting) Too expensive for the most part for an incredibly fragile unit that needed a ton of babying.

command and conquer tiberium sun

Their bad AI wasted a lot of their potential. A lot of Nod's anti infantry always felt redundant because of the strength of Confessors in Rocket squads. (and even then, only late) The reflector and radar abilities were super gimmicky and never really panned out. You could do fine with big clouds of them in the campaign, but massing them in multiplayer only really worked with Marked of Kane. Gun based damage was effective enough that you rarely needed their extra firepower for the cost. Black Hand were largely limited to Reckoner rushes.










Command and conquer tiberium sun