Command & Conquer: Red Alert 3 Walkthrough :
This walkthrough for Command & Conquer: Red Alert 3 [PC] has been posted at 25 May 2010 by miguel998 and is called "Unit Comparison Guide". If walkthrough is usable don't forgot thumbs up miguel998 and share this with your freinds. And most important we have 1 other walkthroughs for Command & Conquer: Red Alert 3, read them all!
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Walkthrough - Unit Comparison Guide_____ _____ / ____|___ / ____| | | ( _ ) | | | | / _ \/\ | | |___| (_> < |____ \_____\___/\/\_____| _____ ______ _____ _ ______ _____ _______ ____ | __ \| ____| __ \ /\ | | | ____| __ \__ __| |___ \ | |__) | |__ | | | | / \ | | | |__ | |__) | | | __) | | _ /| __| | | | | / /\ \ | | | __| | _ / | | |__ < | | \ \| |____| |__| | / ____ \| |____| |____| | \ \ | | ___) | |_| \_\______|_____/ /_/ \_\______|______|_| \_\ |_| |____/ _ _ _ _ | | | | (_) (_) | | | |_ __ _ __ _ ___ _ _ __ __ _ | | | | '_ \| '__| / __| | '_ \ / _` | | |__| | |_) | | | \__ \ | | | | (_| | \____/| .__/|_| |_|___/_|_| |_|\__, | | | __/ | |_| |___/ _ _ _ _ _____ _______ | | | | \ | |_ _|__ __| | | | | \| | | | | | | | | | . ` | | | | | | |__| | |\ |_| |_ | | \____/|_| \_|_____| |_| _____ ____ __ __ _____ _____ _____ _____ ____ _ _ / ____/ __ \| \/ | __ \ /\ | __ \|_ _|/ ____|/ __ \| \ | | | | | | | | \ / | |__) / \ | |__) | | | | (___ | | | | \| | | | | | | | |\/| | ___/ /\ \ | _ / | | \___ \| | | | . ` | | |___| |__| | | | | | / ____ \| | \ \ _| |_ ____) | |__| | |\ | \_____\____/|_| |_|_| /_/ \_\_| \_\_____|_____/ \____/|_| \_| _____ _ _ _____ _____ ______ / ____| | | |_ _| __ \| ____| | | __| | | | | | | | | | |__ | | |_ | | | | | | | | | | __| | |__| | |__| |_| |_| |__| | |____ \_____|\____/|_____|_____/|______| TABLE OF CONTENTS 1. INTRODUCTION 2. VERSION HISTORY 3. DISCLAIMER ----------------------------- 4.0 COMPARISON METHOD + NOTES 5. UNITS 5.1 INFANTRY 5.2 VEHICLES 5.3 AIRCRAFT 5.4 NAVAL FORCES 5.5 PARTICULAR UNITS ----------------------------- 6. CREDITS --------------- 1. Introduction --------------- Hello reader, my alias is Flare Blade Lord, and I'm also known as Unknown One. My real name is Victor Wei Wang, and this is my third attempt completing a FAQ/guide. Hope you'll get use of my guide. Also, I recommend you to have been through the game to fully understand this guide. If there are any odd things in my guide, it's because I'm inexperienced or made a mistake :P ------------------ 2. Version History ------------------ 0.0 - Started writing. Made the table of contents and looked at other guides for a little help. 0.2 - Got the infantry-section completed. 0.4 - Got a part of the vehicle-section completed. A long pause started. 1.0 - The rest was completed in one day. I plan to add some more data though. 1.45 - Yes, more data has been stuffed. I think I won't add more to this though. 1.5 - Uprising units have been added, though I don't have the Mammoth Tank in this guide. More small stuff has been added too, and some things has been changed due to new experiences of mine. -------------- 3. DISCLAIMER! -------------- This guide is made for people who well, wants to check this guide out or use it and for various other reasons, but beware; This may be not rewritten under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without permission before so. Use of this guide on any other web site or as a part of any public display is strictly, indisputably prohibited, and a violation of copyright. Failure to comply with the above terms can result in a lawsuit. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you do not agree with the terms here, you should not use this guide any further. Also, if you wish to contribute to this submission by giving me some more information to add on this one, send it to my e-mail address. I'll reply as soon as possible. E-Mail: flarebladelord@hotmail.com Sites the guide is allowed on: -GameFAQs -Supercheats -Neoseeker -Gamesradar -Cheatplanet -Playhaven Thank you. Now on to the guide. ---------------------------- 4. COMPARISON METHOD & NOTES ---------------------------- I'm going to explain about little of the methods I'll use to compare the units of the same type. Nationality - Soviet Union, Allied Nations and the Empire of the Rising Sun. Type - Infantry, vehicles and such and what they are to be used for. Terrain movement - Sea, ground or air (underground is strangely possible in this game). Speed is included. Also, if "/" is added, it's about the unit's second form. Price - It's all about money, isn't it? Also, as the Soviets, there is a support power which minimizes the units' price, and those are just the normal prices, so don't forget that. Weaponry - It's useful to know such, ya know. Attack Rate - How often they attack. Power - Power is important, and whether it's low or high is affected by the attack rate. Alas, if power is low, a single shot is weak. Attack Type - Explosions, bullets, beams, shells, you name it. Explosions have area-effect. Missiles are homing, and WILL hit their target, if not it's too fast like a retreating Apollo Fighter. Range - Distance required to hit enemy. Durability - It's useful to know how much they can take. But whether it's low of high depends on the type of units they are. Effectiveness - You'll have to know what they should be used for. It's determined by the overall effectiveness against that type of unit. Special Ability - They all have one, after all. Performance - You need to know how to use them well, right? Comparison - Hey, that's all this guide is about, rite? Conclusion - Summary of the comparison. Note 1: For example: medium fast is faster than fast medium (just to make it clearer for you). Slow fast is faster than fast slow. Note 2: "*" will be added in case there is something special with their veterancy upgrade other than the standards. Note 3: If I've written "--" somewhere, it's because there is nothing of that thing which should be there. For example, if a unit doesn't have any weaponry, I'll write "--". Oh, about veterancy, it can be gained by destroying enemy structures/units or taking veterancy crates. There are three levels, and the third and final is a star. Veterancy will always upgrade the unit's performance. It upgrades their: Attack strength: How damaging their attacks are. Firing rate: How often/quickly they can attack. *This applies only for star- graded units. HP / Defense / Durability: How much damage they can take. Attack range: Star-Veterancy gives longer range. Not the other grades. Also, when star-veterancy units attack their attacks are colored red in some fashion. There are some exceptions though, other than just the color of the attack. Final note: If there is no conclusion / comparison, it's because it's not needed. Just read the comparison / performance /conclusion. -------- 5. UNITS -------- Here's a complete list of the types of units. I'll list them in way of comparison. Also, the order of them is Soviets first, Allies second and Imperials last. I advice you to find the unit you want to look at by pressing CTRL+F and paste the name of the unit. It's a very useful thing, I tell you. INFANTRY: -Scouts War Bear Attack Dog Burst Drone -Anti-Infantry / Mainline Infantry Conscript Peacekeeper Imperial Warrior -Anti-Air Infantry Flak Trooper Javelin Soldier Tank Buster -Engineers Combat Engineer Engineer (Allied) Engineer (Imperial) -Advanced Infantry Tesla Trooper Spy Shinobi -Special Infantry Natasha Volkova Tanya Adams Yuriko Omega Rocket Angel VEHICLES: -Transport Vehicles Bullfrog Riptide ACV Sudden Transport -Anti-Infantry Vehicles Sickle Multigunner IFV Mecha Tengu -Anti-Armor/Mainline Tanks Hammer Tank Guardian Tank Tsunami Tank -Anti-Air Vehicles Bullfrog Multigunner IFV Striker VX -Advanced Vehicles Apocalypse Tank Mirage Tank King Oni -Long-Range Vehicles V4 Rocket Launcher Athena Cannon Wave-Force Artillery -Mobile Construction Vehicles Soviet MCV Allied MCV Imperial MCV AIRCRAFT: -Anti-Air Aircraft MiG-Fighter Apollo Fighter Jet Tengu -Choppers/Helicopters Twinblade Cryocopter Chopper VX -Bombardment Aircraft Kirov Airship (Soviet) Century Bomber (Allied) -Other Aircraft Vindicator (Allied) Sky-Wing (Imperial NAVAL FORCES: -Scouts Dolphin (Allied) Yari Minisub (Imperial) -Anti-Air Vessels Bullfrog Hydrofoil Sea-Wing -Anti-Ship/Armor Vessels Akula Sub Assault Destroyer Naginata Cruiser -Long-Range Heavy Bombardment Vessels Dreadnought Aircraft Carrier Shogun Battleship -Other Vessels Stingray Riptide ACV Tsunami Tank UPRISING ONLY UNITS: -Anti-Air Infantry Archer Maiden (Empire of the Rising Sun) -Advanced Anti-Surface Infantry Desolator Trooper (Soviet Union) Cryo Legionnaire (Allied Nations -Anti-Armor/Surface Vehicles Grinder FutureTank X-1 Steel Ronin -Bombardment Aircraft Harbinger Gunship Giga Fortress(-Core) (Sky Fortress form, Empire of the Rising Sun) -Bombardment Naval Forces Giga Fortress(-Core) (Sea-Fortress form) ------------ 5.1 INFANTRY ------------ We'll start out with units of the same type, and it will always be like this, alright? Good. Let's get going. ````SCOUTS创创 ********** *WAR BEAR* ********** Nationality: Soviet Union Type: Anti-Infantry Scouts Terrain Movement: Ground and sea. Fast. Price: 225 $ Weaponry: Claws Attack Rate: Low. Pauses after having attacked. Power: One-hit kill. Attack Type: (Um, isn't that obvious?) Range: In front of target. Durability: Low Effectiveness: Infantry only. Lethal, but ineffective. Special Ability: Amplified Roar Performance: Being able to attack infantry only proves them rather useless, but as scouts, they might be worth something. They Amplified Roar should be used if they come with a pack allies to set enemy infantry out of function. ************ *ATTACK DOG* ************ Nationality: Allied Nations Type: Anti-Infantry Scout Terrain Movement: Ground and water. Faster than the War Bear, but not much. Price: 200 $ Weaponry: Jaws Attack Rate: Low. Pauses after having attacked. Power: One-hit kill. Attack Type: Bite. Range: In front of target. Durability: Low. Effectiveness: Infantry only. Low. Special Ability: Amplified Bark Performance: Just a slight bit better than the War Bear, but not much. Pretty much the same. Cannot attack anything other than light-armored infantry. ************* *BURST DRONE* ************* Nationality: Empire of the Rising Sun Type: Flying Scout Terrain Movement: Air. Slow flying unit (when it comes to air-units). Price: 300 $ Weaponry: -- Attack Rate: -- Power: Low. Attack Type: Self-Destruct. Explosion, area-effect Range: -- Durability: Very low. Effectiveness: -- Special Ability: Self-Destruct. Performance: Nothing more than scouts. Extremely weak, and should not at all enter enemy bases with defenses. Station them somewhere, and they should serve you well (unless your opponent comes with anti-air of some kind). They can latch on to enemy vehicles / aircraft / naval units and slow them down, or self-destruct themselves in order to damage / destroy weakened enemy units. Cannot attack infantry in any kind though. And it bleeds for some reason. COMPARISON: The War Bear has more vitality (HP) than the Attack Dog, which makes it signifantly better, though it is not much more HP. Their attack is the same, though the Attack Dog is faster. The Burst Drone is a scout with easy access to all places, which makes it better for scouting, but it also kinda doesn't compete against the others. Conclusion: The War Bear is the better in case you meet enemy infantry (though not by much), while the Burst Drone is of its own kind - scouting only. ````MAINLINE INFANTRY创创 Note: Only these guys can empty garrisoned buildings except for the Imperial Warrior. *********** *CONSCRIPT* *********** Nationality: Soviet Union Type: Mainline Anti-Infantry / Anti-Garrison Terrain Movement: Ground only. Medium speed only. Price: 100 $ Weaponry: AVK-45 Assault Rifle / Molotov Cocktail Attack Rate: Medium. Power: Very low. Very powerful against garrisoned units. Attack Type: Bullets. Damages target only. / Explosion. Area-effect. Range: Medium. Cocktails require a distance away from target, and gives longer range. Durability: Medium. Effectiveness: Infantry - low. Garrisoned units - Very high. Other - low. Unable to attack air. Special Ability: Switches to AK-45-like assault rifle / Molotov Cocktails Performance: They would have been killed easily by other Anti-Infantry infantry, but they are the best units when it comes to emptying garrisoned structures. Preferrable to send them in numbers. Also, their Molotov Cocktails are to be used on structures or vehicles or nearby naval units and on garrisoned structures. ************* *PEACEKEEPER* ************* Nationality: Allied Nations Type: Mainline Anti-Infantry / Anti-Garrison Terrain Movement: Ground only. Their Riot Shield slows them down. Price: 200 $ Weaponry: Shotgun / Riot Shield Attack Rate: Low. Power: High. Attack Type: Bullets. Can make infantry fall on to the ground by attacking in front of the enemy. Range: Medium. Durability: Medium. Can become very high in case shield is equiped. Effectiveness: Infantry - High. Can attack multiple infantry if in a straight line and in range. Garrisoned units - Low. Other - Low. Unable to attack air. Special Ability: Switches to Riot Shield / Shotgun. Performance: Their distance to the enemy infantry matters much, since they wield shotguns - which is the best gun in small distance. They should never meet vehicles or naval units that can attack them. They are effective anti-garrison, since their shield gives them that oppurtunity, but they'll have to kill themselves in exchange of that. ****************** *IMPERIAL WARRIOR* ****************** Nationality: Empire of the Rising Sun Type: Mainline Anti-Infantry Terrain Movement: Ground only, medium speed, but can get a minor boost by their Beam Katanas. Price: 150 $ Weaponry: Burst Assault Rifle? Attack Rate: High. Power: Low. Attack Type: Wave-Force Bullets? Damages target only. Range: Medium / In front of enemy. This applies for Banzai Charge. Durability: Medium. Effectiveness: Infantry - High.* Other - Low. Unable to attack air. Special Ability: Banzai Charge Performance: Exceedingly well against Conscripts, can get a problem against Peacekeepers. Not at all well against vehicles or naval units, but probably best garrisoned. Note*: The Imperial Warrior can empty a garrisoned building by using Banzai Charge into one, but has to kill himself too, and risk being killed while running. Much like the Peacekeeper's way to empty one. COMPARISON: The Peacekeepers win this contest. Garrisoned units can avoid the Molotov Cocktails easily by simply evacuating the structure and then get inside (though AIs probably won't do so), but even though their shield slows them down, it gives them a significant defensive boost. Also, war Bears, Attack Dogs and Shinobis can't attack them while in that state. Can even clear out a garrisoned building from the inside, but in exchange for their own life. The Imperial Warriors are the most powerful one-on-one infantry, rather effective too. They are strong, and their Beam Katana provides them with a boost and a lethal melee-weapon. The Conscripts catch up with their cocktails, and they are effective against garrisoned units, but else they are really weak. Not easy to say who is the best, really. Conclusion: Peace is best. ````ANTI-ARMOR/AIR INFANTRY创创 ************** *FLAK TROOPER* ************** Nationality: Soviet Union Type: Anti-Air / Anti-Armor Infantry Terrain Movement: Ground only. Medium speed. Price: 400 $ Weaponry: Flak Cannon / Electromagnetic Mines Attack Rate: Medium. Power: Medium. Attack Type: Explosion. Area-effect. / Explosion. Area-effect. Range: Long. Durability: Medium. Effectiveness: Infantry - Low. Vehicle - High. Aircraft - High. Structures - Very high. Special Ability: Switches between Flak Cannon and Electromagnetic Mines Performance: Best against aircraft, but their mines causes them to fall in danger in case the target is a tank which can run down infantry. Should always use the Flak Cannon unless the enemy is standing still. Good long range, also. Their mines are extremely powerful, also. ***************** *JAVELIN SOLDIER* ***************** Nationality: Allied Nations Type: Anti-Air / Anti-Armor Infantry Terrain Movement: Ground only. Medium speed. Price: 400 $ Weaponry: Missile Launcher Attack Rate: High medium. Laser Guidance doubles firing rate. Power: High medium. Attack Type: Missiles. Explosion, area-effect. Range: Long. Laser Guidance gives longer range. Durability: Medium. Effectiveness: Infantry - Low. Vehicles - High. Aircraft - Very high. Structures - High. Laser Guidance heigthens effectiveness. Special Ability: Switches to Manual / Laser Guidance. Performace: Better against air-targets, and with their Laser Guidance which requires time, they can be used as base-destruction units. But otherwise, they are doing well against vehicles and aircraft. Not well at all against infantry, but their range gets extended with Laser Guidance. Nice hit-and-run units if transports are nearby. ************ *TANK BUSTER* ************ Nationality: Empire of the Rising Sun Type: Anti-Armor Infantry Terrain Movement: Ground only. Medium speed. Price: 300 $ Weaponry: Plasma Cannon Firing Rate: Medium. Power: High. Attack Type: Laser? Damages target only. Range: High medium. Durability: Medium. Can be increased very much while in Spiderhole- state. Effectiveness: Vehicles - High. Structures - high. Others - low. Unable to attack air. Special Ability: Spiderhole (hides underground) / Leave Spiderhole. Performace: Quite a shock isn't it? NOT Anti-air...But they are specialists when it comes to demolishing tanks. Though exposed to everything else, well against tanks. Their Spiderhole offers some protection, and can be used as a hit-and-hide attack, which can be effective against tanks. COMPARISON: The Javelin Soldiers win. They have a more powerful weapon, and with their Laser Guidance they are the preferred ones, since they are also able to damage structures pretty hard. The Flak Troopers come in second. All of them fits well if garrisoned. Except for the Tankbusters. They should only attack vehicles, otherwise they're dead men. Sad, but true. Except for if they come in numbers. Their Spiderhole is pretty much useless, since you WILL see them. Enemy units will automatically attack them, and when they emerge, it may already be too late. Conclusion: Javelin Soldiers beats Flak Troopers in all areas, while the Tankbuster has its purpose in its name. ************************* UPRISING UNIT ALERT ************************* *************** *ARCHER MAIDEN* *************** Nationality: Empire of the Rising Sun Type: Anti-Air/Suface Infantry Terrain Movement: Ground only. Fast medium. Price: 500 $ Weaponry: Wave-Force Bow and Arrow? Firing Rate: Low. Power: High Attack Type: Wave-Force Arrows. Area-effect against air. Range: High medium. Durability: Medium Effectiveness: Infantry - Medium Aircraft - High Other - Low. Special Ability: Barrage Shot (Area-effect) Performance: Rather strong infantry, but not very useful. As anti-air they are brilliant, but cannot take much of a punch. Not much to say, really. But, they are a bit faster than common infantry. Not better than the Javelin Soldier though, but maybe better than the Flak Trooper. ********************************** UPRISING UNIT ALERT DISABLED ********************************** ````ENGINEERS创创 ***************** *COMBAT ENGINEER* ***************** Nationality: Soviet Union Type: Base Repair, Enemy Base Capture Terrain Movement: Ground and water. Slow. Price: 500 $ Weaponry: Magnum Firing Rate: Low Power: High Attack Type: Bullets. Damages target only. Range: Low. Durability: Low. Effectiveness: -- Special Ability: Build Battlebunker. Performance: They can build battle bunkers, which works like garrisonable structures, which is very useful. The rest is Structure Capture / Repair. ********** *ENGINEER* ********** Nationality: Allied Nations Type: Base Repair, Enemy Base Capture, Heal Infantry Terrain Movement: Ground and water. Slow. Price: 500 $ Weaponry: -- Firing Rate: -- Power: -- Attack Type: -- Range: -- Durability: Low. Effectiveness: Heals infantry only with First-Aid Tent. Special Ability: First-Aid Tent / Pack up. Performance: Healing allied infantry is a very good thing, and should always be in numbers if their special ability is used (at least two of them). The rest is Structure Capture / Repair. Also, they can not heal themselves alone. ********** *ENGINEER* ********** Nationality: Empire of the Rising Sun Type: Base Repair, Enemy Base Capture Terrain Movement: Ground and water. Slow. Can get a temporary boost, in exchange of a pause. Price: 500 $ Weaponry: -- Firing Rate: -- Power: -- Attack Type: -- Range: -- Durability: Low Effectiveness: Low Special Ability: Sprint (Speed boost) Performance: These are the most useless engineers ever made. Their boost is rather useless, except for if you are trying to invade your enemy AND capture some structures. COMPARISON: Well, if you look at different situations, the Allied Engineer is the better choice. The Soviet Engineers' gun isn't really handy, since they will probably get killed before they get to use them. And the Japanese...only for capturing and quick repairing. Conclusion: The Allied Engineer is the better with their healing ability, though it only affects other units, while the Soviet Engineer is useful with his Battle Bunker. The Imperial Engineer is rather useless compared to the others. ````ADVANCED INFANTRY创创 *************** *TESLA TROOPER* *************** Note: Cannot be run over by mid-sized vehicles. Nationality: Soviet Union Type: Advanced Anti-Surface Infantry Terrain Movement: Ground only. Medium speed only. Price: 750 $ Weaponry: Tesla Coilguns / Electromagnetic Disruptors Firing Rate: Low Power: One-Hit kill to infantry. Otherwise high. Attack Type: Electricity. Hits target only. EM Disruptors have area- effect. Range: Low. Durability: Low high. Effectiveness: Infantry - High Vehicle - High Other - Medium. Special Ability: Switches to Tesla Coilguns / Turns on EM Disruptors Performance: They are very effective against enemy vehicles, and they can kill infantry in one blow. Though their firing rate is the slowest, they are powerful. Very good infantry, but when it comes to meeting Shinobis (Ninjas) they're as good as dead. Also, can charge Tesla Coils if your base has been infiltrated, but should never go up against defenses that can attack them. But their special ability lets them disable enemy vehicles, and THAT can be useful. Aircraft however can take them down pretty easily (if they can attack the surface). ***** *SPY* ***** Nationality: Allied Nations Type: Base Infiltration Terrain Movement: Ground and water. Medium speed. Price: 1000 $ Weaponry: -- Firing Rate: -- Power: -- Attack Type: Bribe units. This differs, depending on what units are bribed. Range: Nearby units. The unit this unit is supposed to be disguised as only has to be in sight and targeted. Durability: Medium. Effectiveness: Differs depending on the situation. Special Ability: Bribe Performance: They can disguise themselves, but their performace matters on the situation, really. Since they have the ability to turn over enemy units to allied, and they can also be used as cams within the enemy base. Pretty useful if your enemy is a computer, but a player might notice your spy. Beware enemy commander, the enemy is within your borders! ********* *SHINOBI* ********* Nationality: Empire of the Rising Sun Type: Anti-Infantry Infiltrator Terrain Movement: Water and Ground. Very high speed on both. Price: 1000 $ Weaponry: Sword & Shuriken Firing Rate: Medium Power: One-Hit kill Attack Type: Sword & Shuriken. Sword is used up close, Shuriken at a distance. Damages target only. Range: Medium & in front of target. Durability: High Effectiveness: Infantry only - high Special Ability: Smoke Bomb Performance: Now this is something. Oldfashioned warriors, effective against modern infantry. Their weapons are one-hit-killing Shurikens, or Katanas (Japanese swords with a weak curve) which they use up close. BUT, they cannot attack vehicles, as a result. Nor can they attack aircraft or structures, as a result, which is really bad. But they can infiltrate building at least. It would be a good idea to infiltrate power plants and such in an assault, taking out defenses. COMPARISON: They are all of their own kind, really. The Tesla Trooper is best used as a frontline infantry, while the Shinobis are infantry-killers. But the Spy are more of a tactical unit. But Shinobis can kill Tesla Troopers in one blow, but the Tesla Troopers are effective all around - except for Air-units. Luckily for the spies, the Shinobis can't un-disguise them. Conclusion: Tesla Troopers are good all around, Shinobis should stay Infantry- killers and infiltrate power plants / reactors / generators while an assault is ongoing, and the Spies should to used to ambush the enemy from within or stay as hidden cameras. ************************* UPRISING UNIT ALERT ************************* ******************* *DESOLATOR TROOPER* ******************* Nationality: Soviet Union Type: Advanced Anti-Surface Infantry Terrain Movement: Ground only. Medium speed. Price: 1500 $ Weaponry: Deathspray-Canon / Splattershot Launcher Firing Rate: Constant / Low high. Power: Medium, can be strengthened by Splattershot / Low Attack Type: Flow of toxin / Corrosive balls, weakens structures and vehicles. Range: Low long / Long Durability: Very High (Maybe even higher than Natasha?) Effectiveness: Surface - Very high Unable to attack air. Special Ability: Switches to Deathspray/Splattershot-mode. Performance: This guy is way too expensive. I feel he should cost like 1200 $ instead, but that's still much. But, you may get what you bought him for, though you will surely not use this guy often. He takes too much time to train, and you'll have to get a Battle Lab up too, which makes this guy a pretty much unused unit. You don't want to use this guy, really. I rarely use infantry, due to their low durability, but this guy can actually take out a Sentry Gun, Multigunner Turret or even a Defender VX, single-handedly. That, is a proof of his strength and effectiveness. ****************** *CRYO LEGIONNAIRE* ****************** Nationality: Allied Nations Type: Advanced Anti-Surface Terrain Movement: Ground and water. Fast. Price: 1500 $ Weaponry: Cryo Canon Firing Rate: Constant flow of cold liquid Power: Freezing infantry takes little time, vehicles maybe quintuple the time, and structures take long time. Attack Type: Freezing. Any freezed unit/structure only needs a single bullet to be shattered into pieces. Range: Low long Durability: High. Effectiveness: Infantry - High. Vehicles - Medium. Naval Forces - Low. Defenses - Low. Structures - Low. Unable to attack air. Special Ability: Boost Kick. Can be used to shatter frozen units/structures) ********************************** UPRISING UNIT ALERT DISABLED ********************************** ````SPECIAL INFANTRY创创 Note: Those units cannot be run over by vehicles. ***************** *NATASHA VOLKOVA* ***************** Nationality: Soviet Union Type: Anti-Surface Commando Terrain Movement: Ground and water. Medium fast. Price: 2000 $ Weaponry: Sniper Rifle + Scope Firing Rate: Low Power: One-Hit kill/destruction Attack Type: Lethal piercing bullets / Airstrikes Range: Very long. Durability: Highest of infantry (at least in Red Alert 3) Effectiveness: Infantry - Very high Vehicle - Low high Naval forces - Medium Structures - Medium Special Ability: Pilot Snipe (empties ship/vehicle). Performance: Rather well against infantry with her one-hit kill, especially if they are positioned in a row, which gives her the multi- kill option. If enemies get close, move her away and take a turn around and shoot, but her firing rate is admittely medium. But, she is not a very effective anti-tank and structure- destroyer. She has to call for air-support, which does take some time. Best used as garrisoned unit in a Battle Bunker with 4 Flak Troopers as defenses. ************* *TANYA ADAMS* ************* Nationality: Allied Nations (USA) Type: Anti-Surface Commando Terrain Movement: Ground and water. Low fast. Price: 2000 $ Weaponry: Dual Pistols Firing Rate: Very high. Constant fire. Power: Very high. Attack Type: One-Hit kill bullets / Explosives. Those destroy what they are attached to (no matter what) Range: Medium Durability: Very high. Effectiveness: Infantry - Very high Vehicle - Low high Naval forces - Very high Special Ability: Time Belt Performance: She is the best to take down infantry, but her range failes her, which leaves her exposed to enemy attacks, and if she were to meet like three anti-infantry vehicles controlled by a player manually, she would be sure to fall. And a anti-surface aircraft can easily take her out. But other than that, the best way to use her (I belive) is to Chronosphere her in to the enemy base with a transport, and start wreaking havoc. If the enemy has built walls around every single structure, however, that option is wrecked, due to the fact that Tanya can ironacally not destroy walls. ************** *YURIKO OMEGA* ************** Nationality: Empire of the Rising Sun Type: Anti-All Commando Terrain Movement: Ground and Water. High fast. Price: 2000 $ Weaponry: Psionic Powers (Mind) Firing Rate: Constant damage to target. Power: Low. Attack Type: Psionic Powers (Mind-Powers, Telekinesis?) Range: Medium Durability: High Effectiveness: Varies, depends of number of units. Special Ability: Psionic Burst (Area-effect, damages infantry only. The closer, the stronger) Performance: Dude...this girl rocks, so you'll have to take with you a strong group in order to take her down. But, there are some easy ways though. Being able to attack while making your enemy unable to attack sure is helpful, and if you juggle your enemy (attacking one after one, making them fly unable to attack and attack those who have regained the ability to attack) you should be able to take down enemy units pretty easily, but that requires you to do it manually. Also, she can take down aircraft much easier. And when she destroys structures, it happens in the blink of an eye. COMPARISON: They are all different, so I won't add a conclusion on this one. Tanya should be used as an inside-invader and be transported to the enemy base with the Chronosphere and then blow up the base, but if she meets anti-surface aircraft things may get worse. Natasha should always be at a distance, best at main defenses where most attacks come to. As already said, best garrisoned in a Battle Bunker with 4 Flak Troopers, which is a very strong defense. Yuriko is the best one-versus-one unit, but you must be careful cuz she gets easily overwhelmed by, for example, Twinblades, or three anti-infantry vehicles. Also, she can also be used as a inside-invader by getting inside a Sudden Transport, if the journey succeeds. ************** *ROCKET ANGEL* ************** Nationality: Empire of the Rising Sun Type: Anti-Air, Anti-Surface Terrain Movement: Air. Slow. Price: 900 $ Weaponry: Photon Rockets (Light Rockets?) / Paralysis Whip Firing Rate: High medium Power: Medium Attack Type: Homing rockets, area effect / Paralysis Whip, which stuns the targeted unit. Range: Medium against air / Low against surface Durability: Medium Effectiveness: Infantry - Low Other - Medium Special Ability: Switches to Combat Mode / Paralysis Whip Performance: This unit is of its own kind, but should always attack in huge groups. Their Paralysis Whip can paralyze infantry, vehicles, naval forces and landed aircraft. Their rockets are powerful, and if you have an army of those, you have gotten yourself an invationforce. Hopefully you won't meet too much anti-air(hehehe). ------------ 4.2 VEHICLES ------------ Note: Not all vehicles can kill enemy infantry by running over them (un-random car-accidents, LOL). ORE COLLECTORS Let's just take a quick summary: They are obviously those who give you the money, but there are only a few differences. The Allied Prospectors can transform to Command Hubs (expansion bases), which cannot be reversed. The Soviet Collector can activate a thick armor, but not very useful considering the situation anyway. The Imperial Collectors can defend themselves by using their special ability, but all of them can run over enemy infantry. They can all go on ground and water, but none of them are fast. ******************************************** ----MAINLINE TANKS / ANTI-ARMOR VEHICLES---- ******************************************** Note: All of these can run over infantry. ************* *HAMMER TANK* ************* Note: The performance differs, by being affected by the secondary weapon. Nationality: Soviet Union Type: Anti-Armor Tank Terrain Movement: Ground only. Medium speed. Price: 1000 $ Weaponry: Cannon / Leech Beam Firing Rate: Medium Power: Medium Attack Type: Shells / Absorb enemy armor, perhaps enemy weaponry. Damages target only. Range: Medium / Low long Durability: Medium Effectiveness: Infantry - Low. Can run over infantry. Vehicles - Low high. Structures - Low high. Special Ability: Switches to Main Weapons (along with stealed ones) / Leech Beam Performance: They are able to absorb the enemy's weapon if the enemy is defeated, and their cannons are of medium strength and firing rate. Just a mainline tank really. But their special ability also lets them absorb HP, so you can use nearby structures to heal them if necessary. *************** *GUARDIAN TANK* *************** Nationality: Allied Nations Type: Anti-Armor / Support Tank Terrain Movement: Ground only. Medium speed. Price: 950 $ Weaponry: Smoothbore Gun (canon) / Target Painter Firing Rate: Low Power: High Attack Type: Shells / Weaken enemy. Damages / Weakens target only. Range: Medium Durability: Medium Effectiveness: Infantry - Low. Can run over infantry. Vehicles - High. Structures - High. Special Ability: Switch to Smoothbore gun / Target Painter. Performance: Though their firing rate is slow, their attacks packs some good punches, and their Target painter makes the enemy significantly weaker. Structures also, but it probably doesn't affect infantry - at least not much. But those are the best mainline tanks. ************** *TSUNAMI TANK* ************** Nationality: Empire of the Rising Sun Type: Anti-Armor Tank Terrain Movement: Ground and water. Medium speed. Nano-Deflectors give a temporary boost. Price: 1000 $ Weaponry: Cannon Firing Rate: High Power: Low Attack Type: Uh, Wave-Force shells? Damages target only. Range: Medium Durability: Medium. Can become significantly higher by using Nano- Deflectors. Effectiveness: Infantry - Low. Can run over infantry. Special Ability: Nano-Deflectors Performance: Their firing rate is quick, but their attacks aren't really powerful. Their Nanodeflectors aren't really much of a help, unless you're retreating - which you will surely not do. But otherwise, they should always come in numbers. COMPARISON: All of the tanks should come in numbers, but the Guardian Tank wins this contest. By weakening the enemy in such a scale and such powerful attacks, they are the winners. The Hammer Tanks come second, since they can steal enemy weapons - which concerns vehicles' weapons, and if you're lucky, you might even steal a long-range weapon. If you're even luckier, you might steal a naval unit's weapon, which might then be a long-range weapon. But the Tsunami Tanks loses totally this one. Their rate is good, but their power is NOT good, which makes them the worse. Conclusion: All of the tanks should come in numbers, one (or more) of the Guardian Tanks should always weaken the enemy, the Hammer Tanks should steal weapons when the enemy is almost dead, while the Tsunami Tanks should simply come in numbers. ************************* ----TRANSPORT VEHICLES---- ************************* Note: None of these can run over infantry. ********** *BULLFROG* ********** Nationality: Soviet Union Type: Anti-Air Infantry-Transport Vehicle Terrain Movement: Ground and Water. Medium fast. Price: 900 $ Weaponry: Anti-Air Flak Cannons Firing Rate: Constant fire - Allas, very high. Power: Low medium Attack Type: Anti-Air Flak Cannons, area-effect. Range: Medium. Durability: Low. Effectiveness: Aircraft - High Other - Can't attack Special Ability: Man-Cannon Performance: Those transports are powerful anti-air units, though they can't resist much damage. What's bad about their Man-Cannon is that you have to wait until the unit lands, AND the descending units are exposed to anti-air units, which can be a bad thing. But, if you're going to surprise your enemy with a shock, they should be able to do the job when they are packed with five infantry each and comes as an army. ************* *RIPTIDE ACV* ************* Nationality: Allied Nations Type: Anti-Surface Transport Vehicle Terrain Movement: Ground and Water. High medium speed. Price: 750 $ Weaponry: Machinegun Turret & Torpedoes (Torpedoes on water only, duh) Firing Rate: Medium. Short brakes. Power: Low Attack Type: Bullets & torpedoes. Damages target only. Range: Medium Durability: Low Effectiveness: Infantry - medium Other - Low Special Ability: Evacuate Passengers Performance: They use torpedoes at sea as well as their machinegun, but they aren't really powerful. They should mostly be used as a hit-and- run transport. Not much to do with these guys really. ****************** *SUDDEN TRANSPORT* ****************** Note: Performance matters heavily on the situation. Nationality: Empire of the Rising Sun Type: Disguisable Infantry-Transport Vehicle Terrain Movement: Ground and Water. Medium fast. Price: 500 $ Weaponry: -- Firing Rate: -- Power: -- Attack Type: Disguise. Somehow a naval force-disguise like a sub can be used as a disguise at the surface too. Range: Indefinite. The unit this unit is supposed to be disguised like just has to be in view and targeted. Durability: Low Effectiveness: -- Special Ability: Evacuate Passengers Performance: It matters on your enemy. If it's a computer, the Sudden Transport will surely get a sudden shock itself becuase of scouts. But if your enemy is a player, things may get different. The enemy player will surely suspect this new unit coming from outside the base, so he might try to order the unit around, which HE CANNOT, or alternatively start the unit's explanation movie, which also reveals its true identity. But, you can also disguise it to safety WHILE the enemy attacks it. That is, if the enemy is a computer. But those might be able to launch a sudden inside-attack. COMPARISON: The Bullfrog can launch infantry far away, and is a powerful anti- infantry unit. The Riptide is more a hit-and-run transport if armed with Javelin Soldiers, though they can attack underwater units, and the Sudden Transport can be used as a surprise attack. ****************************** ----ANTI-INFANTRY VEHICLES---- ****************************** Note: None of these can run over infantry. ******** *SICKLE* ******** Nationality: Soviet Union Type: Anti-Infantry Walker Terrain Movement: Land. High medium speed. Price: 900 $ Weaponry: Triple machineguns. Firing Rate: Constant. Short pauses. Power: Low Attack Type: Bullets. Damages target only. Their Flea Jump can damage infantry. Range: Medium. Durability: Low. Effectiveness: Infantry - Low high Other - Low Special Ability: Flea Jump. Can be used to jump/down up cliffs, or past small rivers and etc. Can damage infantry too. Performance: They can be a surprise to the enemy if they jump on them (can also damage infantry that way, and they can fight multiple enemies to, but if those enemies are anti-vehicle, your Sickle is as good as dead (unless the anti- vehicle is an infantry. But, they can jump over ledges, which gives them a quite advantagous special ability. But they aren't too strong, so watch out. ********************************************* *MULTIGUNNER INFANTRY FIGHTING VEHICLE (IFV)* ********************************************* Nationality: Allied Nations Name: Multigunner IFV (Infantry Fighting Vehicle) Type: Multi-Purpose Vehicle Terrain Movement: Ground only. Very fast. Price: 900 $ (800 in Uprising) Weaponry: Varies. Normally missiles. Firing Rate: Varies. Normally medium. Power: Varies. Normally medium. Attack Type: Varies. Normally homing missiles with area-effect. Range: Medium. May also vary. Durability: Low Effectiveness: Varies Special Ability: Evacuate Passenger Performance: It all matters on the enemy and the passenger (if there are any). The weapons they can use with the infantry of the allies inside them are: 1. Amplifiers (the dogs' Amplified Bark is seemingly recorded so they can paralyze enemy infantry) 2. Shotgun (higher firing rate than the passenger's) 3. More Missile Launchers (they fire faster, but after ten shots a long pause will begin) 4. Repairing Crane (to repair vehicles with) 5. Spy's Secret Gun (A special shot that kills infantry in one shot, though the firing rate is slow) 6. Anti-Infantry Guns (Tanya's guns, which kill in one/two shots, but cannot attack vehicles though) Their standard weapon is a common missile launcher, which has a medium firing rate and well against air-targets, medium against vehicles. Also, if both the Multigunner and the passenger has star-veterancy, the attack will be at its maximum potential. ************* *MECHA TENGU* ************* Nationality: Empire of the Rising Sun Type: Anti-Infantry... what is it? Terrain Movement: Ground and Water / Air. Slow fast on both. Price: 800 $ Weaponry: Rapid-Fire Autocannons Firing Rate: High. Constant fire. Power: Low Attack Type: Wave-Force bullets? Anyways, damages only target. Range: Medium Durability: Low Effectiveness: Infantry - High Aircraft - Medium Other - Low Special Ability: Switches to Jet Tengu / Back to Mecha Tengu Performance: They're certainly the better against infantry, but as the Jet Tengu they are the worse. If they were to fight vehicles than can attack both air and ground units, those guys are done for. But against Infantry they're doing a well job. I don't see why they should go on water, but their air-form isn't their best form. COMPARISON: The Multigunner IFV certainly is something of its own kind (but it's the best anti-infantry vehicle with an Peacekeeper inside), the Sickle a little different, and so is the Mecha Tengu. They are pretty different all of them, so one cannot properly compare these three vehicles. Also, none of them can run over infantry. Conclusion: The Multigunner IFV has as the name implies multiple purposes, and the Sickle can be used to surprise the enemy and cross ledges and distances, and the Mecha Tengu can become an anti-air aircraft or stay its anti-infantry form. None of them can tolerate much damage either. ******************************************** ----MAINLINE TANKS / ANTI-ARMOR VEHICLES---- ******************************************** Note: All of these can run over infantry. ************* *HAMMER TANK* ************* Note: The performance differs, by being affected by the secondary weapon. Nationality: Soviet Union Type: Anti-Armor Tank Terrain Movement: Ground only. Medium speed. Price: 1000 $ Weaponry: Auto-Reload Cannon / Leech Beam Firing Rate: Medium Power: Medium Attack Type: Shells / Absorb enemy armor /structure durability, perhaps enemy weaponry. Damages target only. Range: Medium / Long Durability: Medium Effectiveness: Infantry - Low. Vehicles - Low high. Structures - Low high. Special Ability: Switches to Main Weapons (along with stealed ones) / Leech Beam Performance: They are able to steal the enemy's weapon if the enemy is defeated, and their cannons are of medium strength and firing rate. Just a mainline tank really. But their special ability also lets them absorb HP, so you can use nearby garrisonable structures to heal them if necessary. *************** *GUARDIAN TANK* *************** Nationality: Allied Nations Type: Anti-Armor / Support Tank Terrain Movement: Ground only. Medium speed. Price: 950 $ Weaponry: Smoothbore Gun (canon) / Target Painter Attack Rate: Low Power: High Attack Type: Shells / Weaken enemy. Damages / Weakens target only. Range: Medium / Long Durability: Medium Effectiveness: Infantry - Low. Can run over infantry. Vehicles - High. Structures - High. Special Ability: Switch to Smoothbore gun / Target Painter. Performance: Though their firing rate is slow, their attacks packs some good punches, and their Target painter makes the enemy significantly weaker. Structures also, but it probably doesn't affect infantry - at least not much. But those are the best mainline tanks. ************** *TSUNAMI TANK* ************** Nationality: Empire of the Rising Sun Type: Anti-Armor Tank Terrain Movement: Ground and water. Medium speed. Nano-Deflectors give a temporary boost. Price: 1000 $ Weaponry: Single Canon Attack Rate: High Power: Low Attack Type: Uh, Wave-Force shells? Damages target only. Range: Medium Durability: Medium. Can become significantly higher by using Nano- Deflectors. Effectiveness: Infantry - Low. Can run over infantry. Vehicles - Low high. Structures & Defenses - Low high Special Ability: Nano-Deflectors Performance: Their firing rate is quick, but their attacks aren't really powerful. Their Nanodeflectors aren't really much of a help, unless you're retreating - which you will surely not do. But otherwise, they should always come in numbers. COMPARISON: All of the tanks should come in numbers, but the Guardian Tank wins this contest. By weakening the enemy in such a scale and such powerful attacks, they are the winners. The Hammer Tanks come second, since they can steal enemy weapons - which concerns vehicles' weapons, and if you're lucky, you might even steal a long-range weapon. If you're even luckier, you might steal a naval unit's weapon, which might then be a long-range weapon. But the Tsunami Tanks loses totally this one. Their rate is good, but their power is NOT good, which makes them the worse. Conclusion: All of the tanks should come in numbers, one (or more) of |
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