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Post by mole40k on Jun 14, 2013 12:19:57 GMT -8
A big problem with the nod stealth generator is that’s just too easy to beat. A good player will mark your base with waypoint markers when they scout you, which means they normally know where everything is before you even get a stealth generator. So you may ask, why get one at all? Well there is one use for the humble stealth generator, and it works particularly well on mod maps. The trick is this: -> Build a stealth generator -> Power down the stealth generator -> When enemy planes are inbound and just near enough to start attacking your buildings, turn the stealth generator on. This forces your opponent to reassign the attack command (this even forces the reassigning of force-fire commands!) -> Turn stealth off again, and repeat This screenshot gives a good idea of how the tactic works. The blue bombers were forced to turn back by the stealth generator trick, thus giving the sams more time to shoot them down. This is a great trick for breaking up groups of banshees and/or bombers so you can save more buildings. It also does significantly more damage to the attacker’s units! (c) Mole40k
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Post by finecigar on Jun 14, 2013 16:06:10 GMT -8
If you did that in a mod map, they would make the rule to ban it i'm sure.
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Post by mole40k on Jun 15, 2013 5:13:29 GMT -8
Definitely. To be honest, it's a bit of a game exploit, as I think it can be too powerful in a way, especially if you have a couple of powered down stealth gens, and a lot of spare power.
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Post by mole40k on Jun 15, 2013 5:14:26 GMT -8
I should also add the trick works the other way round as well, so if they force fire at a shrouded area, sometimes when you turn the stealth off, the force-fire is cancelled. ^^ !!!
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mrfrodo
Infantry
Posts: 23
Faction of Choice: NOD
Clan Name: 1-love
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Post by mrfrodo on Jun 15, 2013 11:14:03 GMT -8
I used this alot of times... Its helpful especially if you have alot of sams. I let the enemy come in my base and start shooting my cloaked buildings with an inf so they cant lock a fire. And as we know bans act retarded(they keep circling around target) when the target is too close and sams keep killing bans. by the time they have a good lock on a target its give u time to eng your building or sell it. And gives ur enemy a mental setback for sure
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