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Guest Empire of Dirt

I think that the air force general is a bloody cheater......

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Guest Empire of Dirt

Here is why........

 

If you play gla, you know that your air defense is sam sites and rocket men...... AND..... Quad cannons

 

However to make a quad cannon you need....... supply stash, Than build a war factory than build the cannon .......

 

Now in this time, The air force general already has his attack helicopter with rocket men in your base and killing your 1 quad cannon and war factory after that

 

IT IS IMPOSSIBLE TO KILL THE CHOPPER WITH 1 QUAD CANNON

IT IS IMPOSSIBLE TO MAKE 2 QUAD CANNONS BEFORE THE CHOPPER GETS TO YOUR BASE

IT IS IMPOSSIBLE TO AFFECT IT WITH ROCKETS (DUE TO LASER DEFENSE)

 

What i want to see is a update making this Cheat helicopter only available AFTER a strategy center is built

 

Ty, and feel free to investagte my claims with a friend, I did already.... and if the usa general makes it his main priority to build the chopper and make the 5 rocket men to go in it....... Its all over

 

 

 

PLEASE DONT EXPLOIT THIS BULL**** CHEAT ON OTHERS THOUGH, TY

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Guest Empire of Dirt

Oh and for those who will test this, we tried it on 2 player maps, and on some 4 player maps......

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Guest sqrt of 2

sting sites to deal with the chopper, infantry to deal with the rocket man. its a very simple strategy, consider the cost of you and your opponent, 900 for a stinger site and 1200 for a chopper, also stinger site can be built earlier than the chopper, no dout that one stinger site is far enough to bring one chopper down and not to mention stinger site shoots much further than the chopper, build couple of more sites around your base surrounded by infantry, one thing is you have to figure out where you place the sites to give best defense value (according to the terrain and etc). So now you see some advantages of yours:

1. less costs

2. tech tree (stinger sites and infantry appear earlier than choppers)

3. choppers are so fragile, easy to kill, and whats more important is that your opponent is not likely to go into direct contect with your sites if they consider this issue, then the chance of chopper rush is reduced, and the time takes for your enemy to think another strategy is the time you will use to attack back (i am sure you will have quad cannon at this stage), then you will be active on the move, at this time when you attack they are not likely to have much defense inside their base because they already spent the money on previous attack, even if your enemy is good enough to multi-manage in the battlefield and base you will find that their economy is way sucker than yours.

 

i dont know if you've played starcraft or not, but i tell u what, almost every zerg player facing terran opponent has to have a decent amonut of sunkens (ground defense) at the beginning to prevent marine rush, usually 3 or 4, because zergling isn't effective against marins. what i am saying here is that DEFENSE IS NOT A LOSING STRATEGY, nor it means you are dumber that your enemy, there is a limit to how you can best control your units for example micro-management, but there isn't to how you think, playing real-time strategy game is all about playing mind.

 

i said a lot i guess, just hope this may be uesfully to you.

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I believe that the Air Force General is the best of the lot, if used correctly. Granger is my personal favorite, though I personally hate Quad Cannons, Gattling Cannons, and Gattling Tanks. They are the deathblow to this General and I truly dispise them, mostly because the only way to effectively deal with them is to load Humvees with Rockets, repeat, repeat, repeat...

 

In any case, I can certainly understand our GLA friend's plight. As someone who's used the aformentioned rush tactic before, only China and the USA Superweapon General have an effective defensive tactic. (China, build a single Gattling Cannon in the middle of the base, Alexander build a single EMP Patriot.) As for the rest, it's hard to take it down.

 

I mean, even the idea of a SAM site can be dealt with effectively. I personally, when loading my Chinooks, put in six rockets with two gunners. The most exploitable weakness for the SAM is that the infantry can be taken out. While the rockets deal with the structure, and the anti-missle laser blocks some of the shots, the gunners can take out the individual infantry in the site. I've had a single Chinook set up this way demolish four SAMs in a row. (It was nearly dead at the end, but...) In later game, Pathfinders make SAM sites useless when it comes to the Chinooks. One sniper in there makes the site ripe for the rockets' destruction.

 

In any case, here's the ways that I've been "thwarted" before:

 

In one instance, a GLA player built two Tunnels, and loaded them with RPGs. Then he started building a single Quad-Cannon. He used the tunnels as gopher holes, popping his units in and out of the two, far enough away that I couldn't concentrate on both the infantry and the tunnels, and by the time his Quad came out, my Chinook was half-cooked. I recovered later in the game, mostly thanks to a few King Raptors, but what I planned as a quick game ended up taking nearly an hour.

 

With China, as I said before, it just came down to his having a Gattling Cannon. That stupid AA gun rips Chinooks to shreds. As well, against the Infantry General, I've gone head to head with a Helix full of Mini-Gunners. The thing took down my Chinook like it was nothing. (Those Minis are deadly.)

 

The final tactic was one that really pissed me off. Using the Toxin General, he built a tunnel network just outside of my range of sight, but close enough that his RPGs could get within range of my barracks while my infantry couldn't get near enough to take them out, due to the Toxin Tunnel. Because I couldn't get my infantry out of the barracks, my Chinook was esentially useless, and he killed me fairly easily.

 

Those are just some ideas for dealing with the Chinook rush, but I usually avoid the smaller maps anyway. Some people only know how to rush, and don't bother playing anywhere else. I prefer to play larger maps that offer, and usually require more strategy and interesting tactics. Before Zero Hour, my favorite unit was already the Chinook, because I could always "drop in" on my opponent from really odd angles where he was undefended. (Island maps are great for this.)

 

I hope that helps a little bit, and I hope that you don't give up playing just because it's a little difficult. Losing helps you more than winning, I promise. Just re-think your tactics and try, try again.

 

- Sparticus

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Guest Yello_man

Enough stinger sites and RPG men could take down a helicopter. AND why not build more that 1 arms dealer at the same time? then u can have more than 1 quad.

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I don't think that US Airforce General is a bloody cheater. If you know how to deal with him, he won't bee so strong. The Airforce General is weak with a non missile based units. And one quad cannon can easily destroy one chopper.

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He's talking about a combat chinook, gimps.

 

Alright, if you're toxin go fast dual Arms dealers = problem solved.

 

AF takes no skill, yayayayay MDvee abuse!!! Stealth Comanche spam!!! WIN! so it's best to kill them quick so they can't bust out the bull**** 'tactics' if you can even call them that.

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Guest Airek

i dunno i usually get wasted when im AF General, lots of people just get that strategy center up and drop a carpet bomb, at the beginning of a game that is crippling, i find if i rush the AF general with gla or china with just infantry gets the job done, on small maps only

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when playing with nuke or tank vs AF, just make srue your first unit is a troop crawler and send that off straight away, then follow that up with gatt spam = win.

 

AF has a **** early game

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not if you no how to look after yourself with the af gen simply have patriots and apace as defence then when affordable raptors for a rush then follow with aurora works for me. I never bother withthe chinooke thing.

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Airforce General is no match for General Tao nuclear weapons.

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Nope, and with Advanced Power Plants the Gattling Cannons will keep going.

The Laser General is also very good against he AirForce general, the lasers shoot the planes down and avengers cost less.

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Gatling cannon is the best anti air defense, and it can be upgraded with Chain Gun. Gatling is the best of all.

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AF will always beat GLA if used correctly, quad spam cannot beat Comanche/MDvee spam unless you're a good player and stress them.

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Nope, and with Advanced Power Plants the Gattling Cannons will keep going.

The Laser General is also very good against he AirForce general, the lasers shoot the planes down and avengers cost less.

 

You don't know how to play. AF owns laser hard, hell I'll give you a game to prove it if you like. :x

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I believe the AF general is more agressive against a GLA general

cause when I play with an american or chinese general he attacks but not at full power and while playing with GLA he brings out all he' s got

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GLA suck against Airf General, except with Quad Cannons

USA = Use Avengers

CHINA = Use Gattling Tank/Cannon

GLA = Use Quad Cannons

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Airforce General is not strong I think. Only King Raptor and Commanche plus the laser point defense which is good from Airforce General. Using Tao, I can beat Airforce General easily. Ohh, using Superweapon General is good too to beat Airforce General. EMP is the best weapon to destroy aircraft, only need one shot to destroy one plane.

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AF>Toxin,Toxin>Inf,Inf>AF.

 

Someone said it earlier,Fast double war factory,sell C.C,eat those commanches/Attack Chinooks with double quads.If you do drop the chinooks,thats alot of his cash going down in flames.Stinger or two,couple of tunnels for repair purposes,and you can pop up a palace.Battle bus time!

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Pro Infantry owns Pro toxin hard dude, AO spammers get raped but even that is hard to stop.

 

And the effort required to take out infantry is ****ing stupid compared to what they have to do, totally sucks.

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