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aha123

RA1 tips

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If you play skirmish i know a way to have a great defense... set the tech level low enough to just about get pillboxes (no tanks ect) and build lots of these around your base and areas were you harvest and any entrance to get near your bases constantly maintain this and make gaps for basically gates to let your troops in and out.

 

This should keep you safe and allow you to make constant attacks or build up a massive army to wipe the enemy out....

 

Add more tips in here!!!

Edited by aha123

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That's boring. Real men defend with tanks.

The only good tank is a mamouth tank.

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Heavy Tanks outclass them by miles.

pssh 1 mamouth could probably take on 3 heavys.

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Eat Technicians Bitch! :P

 

But seriously Cruiser = win, generally if you have gps and can turtle well

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cost for cost heavy tank is worse than mammoth because the mammoth can shoot rockets at infantry and aircraft wheras the heavy tank cannot, however the mammoth is impractical becuase it is slow, takes longer to build and you need a higher tech level to build it.

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Heavies > Mammoths. I agree with the Doctor here.

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i wasn't saying that mammoths were better. i said they were impractical which means they are useless basically.

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Guest Rabbit

I like having hundreds of light tanks.

 

Especially online.

 

It can really **** people off.

 

 

Edit: Oh god our word filters are strong.

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Hm... The Mammoth Tank in RA1 isn't really much... It's either the Heavy Tank or Medium Tank (for the Soviets and Allies, respectively) that win games. As for Cruisers, well, those things are killers... Long range, and with the GPS system of the Allies, it can wreck bases without much effort. Also, the Destroyer and Gunboats are nice escorts (although I prefer the Destroyer for its AA). And I agree with DD: real men defend with tanks. But I don't defend with just tanks; at the start, I spam Rocket Soldiers, thus making an excellent human shield, enough for me to get to the real weapons. I also like to use Camo Pillboxes and Turrets, but mostly they're ineffective against normal offensives by a human player. It always boils down to one thing: tanks. Mammoths may be the toughest in game tank, but they're inflexible; I only use them as a finishing blow, i.e. a naval invasion, ala D-Day, but they'll have Medium Tank or Heavy Tank escorts going ahead. They're all show, but no go.

 

 

 

P.S. Did I mention Tesla Coils and Tesla Tanks? Those things are killers if used properly. As is the M.A.D. Tank (although it's too dangerous to use in real offensives; I prefer to use Engineers, and get access to a Chronosphere for a suicide M.A.D. attack).

 

 

 

P.P.S. Can anyone confirm that the sometimes strange thing that appears, the, well, ball-shaped distortion that goes around the map and destroys anything that gets near it, is caused by the Chronosphere?

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Tips for RA1 skirmish? For either side I find the best tactic is to utilise a tank rush, just the cheapest one you can but, en mass they can easily overwhelm a powerful force. V2 rockets are good for the Soviets and it is worth having an airfield to have the paradrop reinforcements. You can try and use Cruisers as allies but the money might be better spent on tanks.

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Yes, and at times the ore does take quite a while to "grow". But anyway, a tank rush always ends an RA1 game, that's for sure. And the Superweapons? They have absolutely no real purpose whatsoever.

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i prefer missle subs to cruisers

 

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P.P.S. Can anyone confirm that the sometimes strange thing that appears, the, well, ball-shaped distortion that goes around the map and destroys anything that gets near it, is caused by the Chronosphere?

Yus, it's some sort of side effect, vortex, like 20% chance If I remember correctly.

Edited by Inferno

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Yeah its a vortex that teslas stuff.

If you go into the ra1 rules.ini theres a bit like this:

; Chrono side effects

QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use

QuakeDamage=33% ; percentage damage to inflict when time quake occurs

VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use

VortexDamage=200 ; damage inflicted by vortex discharge

VortexRange=10 ; scan for victims up to this distance away [in cells]

VortexSpeed=10 ; speed of vortex movement

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Yus, it's some sort of side effect, vortex, like 20% chance If I remember correctly.

Never heard of that before :unsure:

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