![]() ![]() Tiberium-a self-replicating alien substance that has infected the Earth-is spreading like a radioactive ice age. This will stop their economy growth exponentially, and, if you can snipe enough, even give you the lead for the rest of the game.It is 2047 and the stakes could not be higher. I know in the heat of an epic battle your harvesters might seem the least important, but if you find yourself with a break in the action, make sure your harvesters aren't bugging out, or worst of all, trying to do long range leeching off your ally or, even worse, your enemy's field.Īlways Try to Snipe Your Enemies Harvesters:Įspecially in the early game, if you can manage a couple of attack bikes, pit bulls, or seekers behind your enemies base, try to snipe a few harvesters. You should always have at least one more harvester than refineries, that way if you lose one, you won't have a useless refinery. Never Have a Harvester to Refinery Ratio of 1:1: If you have so much money reserved that you need a silo, you're doing it wrong, and start spending that money on units. What you should do, is for every tiberium field, have at least one refinery, and depending on the size of the field, dictate a certain amount of harvesters to it (e.g., on a tiberium field that is almost depleted, keep only one harvester there, and for a newly acquired/full tiberium field, move the majority of your harvesters there. Now after the first base, it isn't necessary to keep the 5-2 going for every field, because if you did try this, you're harvesters would be getting destroyed way too easily, and your income would be ruined. While it is expanding, you can build refineries and defenses. If lost, ConYards are expensive to replace.Īs it states using your factions expansion vehicle (Emissary for Nod, Surveyor for GDI, Explorer for Scrin) and expanding with it. If you lose your main ConYard, without any cranes or other ConYards, you won't be able to build any structures until you build another. If you don't have any cranes, or other ConYards, you won't be able to build anything until after you unpack at the field Larger Build Radius than expansion vehicle. Scrin's ConYard travels by means of air, meaning most ground units can't touch it. ![]() In the case of an ambush, ConYards can set down and immediately start building defenses or the refineries in the event of no ambush.ĬonYards (Except for Scrin's variant) can crush enemy infantry. This is simply packing up your starting ConYard, and moving it to the natural expand (the second closest field).ĬonYards can take a much bigger pounding, in case the natural or subsequent expands has an enemy ambush. Once You're ready to expand you have two options to expand, each with their pros and cons. It doesn't really matter how you get there, just as long as you get there, but it's really recommended that you don't just start off with building two refineries and three extra harvesters, you will want a scouting party to make sure you're not getting rushed. For a really solid early game economy, it's recommended to go 5-2 (5 Harvesters for 2 Refineries) on the beginning tiberium field (the one that is closest at the start of the game). It's how you buy everything from structures to units to support powers, and having a good economy is necessary to survive into the late game. Economy is the basis for everything done is Command & Conquer 3: Kane's Wrath.
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