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the AI would built 5 Scorpions and 5 Predators, big power difference normally.
play a standard nod mirror against a brutal A.I. rusher. Send 3 early bikes to take out his Harv,s.
do this over and over again and it will eventually after many failures,stop building a crane and start building it,s own bikes,buggy and rockets, followed up with double scorp spam.
When you can clearly win but the A.I. is building the right counters, give him a little bit of a chance here and there to show him he,s on the right track.
You can get a decent game against a brutal A.I. once they know a few strategies and counters.
Heh I remember turtling a lot as NOD and after a few games the GDI AI started spamming jugernauts and engineer spam, pretty neat about the learning it does.
I guess this explains why the AI derps out when I play as the Black Hand sending in hordes of infantry, usually I can beat a Hard AI in 20 minutes. I guess the AI just hasn't had a chance to learn with how I burst it down like that.
I remember the AI being easy years ago, but not this stupidly easy and thusly being that much more competent than it is now. Makes sense, I am playing on a different machine here, so hence a fresh install.
And yeah, Nod is perfect for the turtling strat or just in general better for defensive play than GDI is. Obelisks, turrets and so on, spam these things and you basically have an impenetrable wall that'd need a super weapon to take-out.
I will say however with that in mind, that the Hard Turtle AI for Nod is much rougher to take out than the others. 4 turrets (or 5 if playing as the Black Hand with the turret upgrade) per turret hub adds up over time greatly when spammed like that...
Try to avoid turrets unless you really need them, they're using money that could be spend on your army.
It's not much of an issue with the AI and even then, usually I just go straight for the Hand of Nod and crank out Confessors and rocket troops to the max, then overwhelm anyways.
But agreed non the less, as someone whose mostly offensive these days, defensive emplacements are situational; as is the case playing against the AI or, if there's a map with a pretty bad choke-point then defenses are good to go.
That said, if you're playing as GDI or, any of the GDI sub-factions very defensively like that then you're gimping yourself hardcore. Their defenses aren't particularly the best, except the Sonic cannons. It stands to reason why GDI gets owned by the Scrin like in the campaign.
However, if you're creative you CAN use defenses offensively. As I expand I like to setup forward defenses in cheeki areas around their bases' edge... and in their own expansion spots sometimes.
It's a good distraction and buys you time as you build up forces and they come in. While they're busy dealing damage and getting damaged by the defenses your forces can come in and finish them off. Might be wasteful to some sure... but... I think a little distraction like that pays off.
No, it's not. Kane's Wrath follows the same scripts. A part of experience is natural alteration of your playstyle, which might lose efficiency randomly. What might have been a better playstyle before because you were focused on less, therefore more honed in on a winning tactic, you now are more experienced and have the desire to focus on more things at once but as a result also didn't put 100% focus on the most effective tactic. So whatever experience you had where you're convinced the AI is learning, it's either bad luck or just bad habits being formed. For example, I always play as Blackhand and rush refinery strategic points. It works everytime, it will always work, and AI will always not be able to adapt to a situation because it does the same thing everytime, send a poorly guarded mobile outpost. I do the same tactics for the past fifteen years, the AI still doesn't respond correctly because it doesn't respond at all.
By the way, having an AI that learns to this implied magnitude, it's difficult to code such a thing even today in spite openai being released.