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Re: NOD rushes problems(under) [message #197549 is a reply to message #155753] Mon, 24 April 2006 12:34 Go to previous messageGo to next message
mision08 is currently offline  mision08
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Flamers usually don't make it far unless Nod has complete control of the middle. If I set up the battle field for Nod to go the distance and win on points, it would be as follows. One arty with a tech operating on the far outside ridge. This is to keep inf in the tunnel and works as a backstop if GDI makes a break for the middle. A light tank on top of the other ridge to keep GDI from using the rock as cover. An APC running around with a tech on board repairing. Three light tanks (most people prefer stanks) engaging any vehicle trying to escape the GDI base. If GDI is smart they would block the harvy keep all vehicles parked, point whore with the ramjet. So Nod could dominate the game and still lose.

Re: NOD rushes problems(under) [message #197566 is a reply to message #155753] Mon, 24 April 2006 17:00 Go to previous messageGo to next message
Tunaman
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What's keeping them from coordinating a med rush to take back the field though?
Hopefully 6 or 7 meds > 3 lights, and they can try to take out the arty from there. =P


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[Updated on: Mon, 24 April 2006 17:02]

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Re: NOD rushes problems(under) [message #197568 is a reply to message #155753] Mon, 24 April 2006 17:09 Go to previous messageGo to next message
Sniper_De7 is currently offline  Sniper_De7
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because only the stupid people rush out to the front of GDI's base if GDI plans tog et that many tanks. You're best when they're all spread out and they can all shoot at one tank... though, it should be more like two artys with no techs and the rest light tanks. Really don't need any more than two arts. Just have them be at the back and pound away, though, if you have spare infantry might want to use some repairs for the arts

Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt
Re: NOD rushes problems(under) [message #197690 is a reply to message #155753] Tue, 25 April 2006 14:16 Go to previous messageGo to next message
Dover is currently offline  Dover
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C&C_Under is death for Nod. Nod are incapable of maintaining a seal on GDI's entrance the way GDI can shut down Nod's. If you're Nod and you havn't taken out the WF, the ref, or the PP in the first ten minutes, you might as well give up and fuck around as an SBH.

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Re: NOD rushes problems(under) [message #197705 is a reply to message #197690] Tue, 25 April 2006 15:25 Go to previous messageGo to next message
PlastoJoe is currently offline  PlastoJoe
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Dover

C&C_Under sucks, and should never be played. Ever.

I think you're biased.


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Re: NOD rushes problems(under) [message #197716 is a reply to message #155753] Tue, 25 April 2006 16:18 Go to previous messageGo to next message
terminator 101 is currently offline  terminator 101
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If it sucks so much why do people still play the demo? It is the only map in demo, and I find it quite fun to play.
GDI can pointwhore and Nod can't, so what? Nod can attack sooner and dominate the hill.


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Re: NOD rushes problems(under) [message #197719 is a reply to message #197690] Tue, 25 April 2006 17:12 Go to previous messageGo to next message
mision08 is currently offline  mision08
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Dover wrote on Tue, 25 April 2006 16:16

Nod are incapable of maintaining a seal on GDI's entrance the way GDI can shut down Nod's.

I disagree, but it's more difficult to accomplish.
Quote:

If you're Nod and you havn't taken out the WF, the ref, or the PP in the first ten minutes, you might as well give up and fuck around as an SBH.

gees


Re: NOD rushes problems(under) [message #197724 is a reply to message #155753] Tue, 25 April 2006 17:22 Go to previous messageGo to next message
Sniper_De7 is currently offline  Sniper_De7
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odd :\ I could buy a single art and still win pretty much by myself, just as long as random people buy vehicles and can take a few hits instead of them all focused on me. That said, Nod can easily beat GDI just that it more depends on how good GDI is versus how good Nod is, GDI has an advantage, but not so much that it's game over if they have the field. In fact, it's generally best for GDI to not rush up to where they can shoot the airstrip, since Nod can shoot from generally anywhere in theri base and hit them. So it's best for GDI to back up to where they can all shoot any Nod that come out. So generally, a smart art who knows what he's doing can generally destroy them one by one if he had a tech or even if he didn't

Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt
Re: NOD rushes problems(under) [message #197785 is a reply to message #197705] Wed, 26 April 2006 08:29 Go to previous messageGo to next message
Dover is currently offline  Dover
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SpyGuy246 wrote on Tue, 25 April 2006 15:25

Dover

C&C_Under sucks, and should never be played. Ever.

I think you're biased.


You're right, but then aren't we all just expressing our opinions, and therefore, aren't we all biased?



Dover wrote on Mon, 24 April 2006 11:48

The minute GDI decides "Lets get 6 mammys and have 20 Hotwires behind them", Nod lost. GDI can then pointwhore into oblivion. Nod never gets past it's own front door.


My point. Nobody can contest this, because they know it's true. The old mass mammy/med rush can break Nod holds on GDI base, it can retake the field easily, and it can pointwhore off Nod to no end. NOD can't do this, since they don't get meds or mammys, or anything equivilent to their abilities.

A teched arty is nice, but a Havoc can kill one of those single-handedly.


Edit: Holyshit typo


DarkDemin wrote on Thu, 03 August 2006 19:19

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[Updated on: Wed, 26 April 2006 08:38]

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Re: NOD rushes problems(under) [message #197787 is a reply to message #155753] Wed, 26 April 2006 08:38 Go to previous messageGo to next message
mision08 is currently offline  mision08
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ok

Re: NOD rushes problems(under) [message #197789 is a reply to message #155753] Wed, 26 April 2006 08:56 Go to previous messageGo to next message
mrpirate is currently offline  mrpirate
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Actually the rate at which a Havoc damages an Artillery is lower than the rate at which a Technician repairs it. And while we're playing the hypothetical card, if GDI has 6 Mammoths and 20 Hotwires (and apparently Havocs too), what's to stop Nod from getting 26 Raveshaws? GDI has an advantage on Under, but it's not impossible for Nod to win.
Re: NOD rushes problems(under) [message #197795 is a reply to message #155753] Wed, 26 April 2006 09:24 Go to previous messageGo to next message
PlastoJoe is currently offline  PlastoJoe
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Pointwhoring is why I play marathon games whenever possible.

It certainly is possible to break almost any GDI seal with Raveshaws(I've helped do it before), so the game isn't totally lost as long as you have a Hand with affordable characters.

And if GDI gets 6 Mammoths and 20 Hotwires in most any map, they can take out at least a couple buildings pretty easily and end the game early for Nod. But doing that would be pretty stupid cause a well-coordinated rush through the back doors (even with base defenses) would cost GDI their Barracks and/or Power Plant. That is, a rush that could be pulled off only if everyone on Nod is supremely awesome.


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Re: NOD rushes problems(under) [message #197802 is a reply to message #155753] Wed, 26 April 2006 10:40 Go to previous messageGo to next message
Dover is currently offline  Dover
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Any halfway decent sniper would kill the tech before sniping the arty.

A well co-ordinated rush through the back door can't be done on C&C_Under, because the back door doesn't exist. The tunnels lead through plain view of GDI and their ubertankfest. Even so, there are always about 5 people per game (Taken from experiance in n00bstories) that dedicate themselves to screwing around in Nod tunnels, using Hotwires for mines and Havocs for kills.

Point: Unless Nod is REALLY good, and GDI REALLY sucks, Nod is screwed.


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: NOD rushes problems(under) [message #197805 is a reply to message #155753] Wed, 26 April 2006 11:21 Go to previous messageGo to next message
mrpirate is currently offline  mrpirate
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It's kinda hard to snipe a Technician if they are standing, like, behind the Artillery or something. Unless you planned to walk half way around the map until you reached a suitable place from which to kill the Tech, without being noticed.
Re: NOD rushes problems(under) [message #197807 is a reply to message #155753] Wed, 26 April 2006 11:30 Go to previous messageGo to next message
Dover is currently offline  Dover
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Techs rarely hide unless they're fired upon. If you kill on the first shot...

And besides, assuming the arty is on the opposite ledge (Between the two bunkers) engaged in battle with something in the GDI entrance, the Tech is in plain view.


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: NOD rushes problems(under) [message #197808 is a reply to message #155753] Wed, 26 April 2006 11:50 Go to previous messageGo to next message
mrpirate is currently offline  mrpirate
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Assuming. I can think of a number of scenarios in which the Havoc is not able to kill the Tech easily. Either way, I wouldn't bank on a Havoc being able to destroy a Teched Artillery.
Re: NOD rushes problems(under) [message #197825 is a reply to message #155753] Wed, 26 April 2006 13:40 Go to previous messageGo to next message
Dover is currently offline  Dover
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I'm hard-pressed to think of one. Unless the arty shares the hill with the Havoc, which is improbable since it takes away the arty's biggest advantage, it's range.

If the arty any place besides the spot between the bunkers, the havoc can look down on it from the hill and kill the tech. He probably won't need to, since the arty will be in C4 range and 1 timed C4 kills an arty instantly.


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: NOD rushes problems(under) [message #197826 is a reply to message #155753] Wed, 26 April 2006 13:40 Go to previous messageGo to next message
mision08 is currently offline  mision08
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Dover, I think you may need to settle down. Anyone who has played this game more than a day, will most likely hide behind the arty. As I stated before, the arty is there to keep the infantry in the tunnels. Yeah, a havoc will most likely make it out of the tunnel alive, but not for long. Any sbh that see a severely injured havoc will jump on him. A couple more Arty shells will do the trick anyway. As far as the arty being to busy, thats not the case at all. I usually man that position, it's rather boring. I don't even have a tech repairing me, I do it myself.
Quote:

One arty with a tech operating on the far outside ridge.

At first, you may see several havoc's trying to get out but it usually slows after you kill 4 or 5. It's ironic, havoc's do so much damage to an arty but I wouldn't want any other vehicle in that situation. Also, I shoot between the stone wall and the sniper hut(the small passage) hitting tanks in the side killing hotwires and other infantry. It is far from impossible to keep GDI at home. Been there, done it, got a T shirt.
The biggest risk to losing your grip comes from your teammates. Someone is always bitching, "RUSH, KILL IT NOW! WTF LETS GO". Yeah, like GDI with all their vehicles in base, already pissed off at the world, is going to let 5 tanks with damage roll in an already clogged opening and kill the AGT. Yeah, thats going to happen.


[Updated on: Wed, 26 April 2006 14:08]

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Re: NOD rushes problems(under) [message #197827 is a reply to message #155753] Wed, 26 April 2006 13:48 Go to previous messageGo to next message
Dover is currently offline  Dover
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"Calm down"? Dude, I'm not excited at all, merely pointing out facts.


In your scenario, you're assuming that Nod already holds the field. GDI wins it back easily with a simple tank rush, meds or mammys.


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: NOD rushes problems(under) [message #197830 is a reply to message #155753] Wed, 26 April 2006 14:11 Go to previous messageGo to next message
mision08 is currently offline  mision08
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ok

Re: NOD rushes problems(under) [message #197838 is a reply to message #155753] Wed, 26 April 2006 15:01 Go to previous messageGo to next message
mrpirate is currently offline  mrpirate
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I don't see you posting facts. I see you posting your opinion, which evidently isn't worth much.
Re: NOD rushes problems(under) [message #197842 is a reply to message #197690] Wed, 26 April 2006 15:33 Go to previous messageGo to next message
mision08 is currently offline  mision08
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Quote:

In your scenario, you're assuming that Nod already holds the field.

Are we reading the same thread? Yeah, thats what I'm assuming. I also have a complete layout of what vehicles go where. I could go into detail about getting these vehicles into a strangle hold position, but that is impossible for Nod to accomplish.
Dover wrote on Tue, 25 April 2006 16:16

C&C_Under is death for Nod. Nod are incapable of maintaining a seal on GDI's entrance the way GDI can shut down Nod's. If you're Nod and you havn't taken out the WF, the ref, or the PP in the first ten minutes, you might as well give up and fuck around as an SBH.

Trying to convince a person with this type of mentality, and a know it all attitude is an act in futility. Now that I think about it, I have never won a game at under while I was on Nod. You know something else, I never lost a game at under when I was on the green team. I guess he is right.


Re: NOD rushes problems(under) [message #197858 is a reply to message #155753] Wed, 26 April 2006 17:12 Go to previous messageGo to next message
Feetseek is currently offline  Feetseek
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I've lost on Under while I was on GDI plenty of times. However, losing or winning on whatever team you're on also depends on your teamates. Don't just give up if you're Nod on Under. Tell Me

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Re: NOD rushes problems(under) [message #197896 is a reply to message #155753] Wed, 26 April 2006 20:00 Go to previous messageGo to next message
Dover is currently offline  Dover
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Now, mrpirate, no need to get personal...

mision08, was that sarcasm? Please clerify.

feetseek, no, don't give up, but don't get your hopes all high just to have them dashed to peices.


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: NOD rushes problems(under) [message #198046 is a reply to message #197896] Fri, 28 April 2006 07:29 Go to previous messageGo to previous message
MexPirate is currently offline  MexPirate
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Do all you people just play in huge AOW servers full of n00bs or something - in a smaller game (which most cw's are) stanks ftw - the field is so big with so many hiding places that you can easily sneak past enemy forces and charge the AGT, even just 2 stanks will make mincemeat of it and be back to base in time to stop any advancing GDI forces.

With base defences down its incredibly hard to defend on Under when you have stealth units running in to your base


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