Ore was usually plentiful on maps. Most soviet rushes were simple — build several Rhino Heavy tanks and crush the enemy, or destroy several structures. The game allows pixelaccurate mechanics, but offers no UI-tools to use those mechanics comfortably. Once the sound has played they know it is out there somewhere, moving to some location on the map, and needs to be dealt with. Force the construction of AA. Plus, many players tried to hard counter them with Rocketeers, which in turn would be shot down from very far away by a flak track hiding among tanks.
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Infantry, Orcas and sometimes an Ion Cannon for good measure. Thanks for this article. Tesla, tank and MCV spam. If they decided to stop spending on anti-air units and concentrate on the ground war — that, of course, was the moment to send in the Kirov.
kirv Once the sound has played they know it is out there somewhere, moving to some location on the map, and needs to be dealt with. But yes, diminishing returns. Those are two very cool videos!
Combined arms multiplayer games like battlefield and planetside also have the distracting air threat where a few players can use vehicles air or ground to monopolize the attention of multiple players on the other team. In some way, I had lirov base as hostage.
The Kirov Metagame | Ultima Ratio Regum: The Roguelike
Did you play Defcon? I always found this to be a little bit cheap so what I would do is build 1 apache, harass some units or a harvester— sending the opposing player into an AA building panic expecting the inevitable heli-rush. It is not revealed on the map, and there is no timer noting when its attack will be ready since it can attack as soon as it is built, like any unit.
The Allies possess a building which reveals the entire map to them, and thus any sly movements with the Kirov would be instantly revealed. In competitive play, these units were considered a joke. Since a lot of URR is not going to be about direct combat anyway, I think something of that sort is a very promising angle to pursue!
The Kirov Metagame
Firstly, these tactics had limited applicability against an Allied player. Most soviet rushes were simple — build several Rhino Heavy tanks and crush the enemy, or destroy several structures. Plus, many players tried to hard counter them with Rocketeers, which in turn would be shot down from very far away by a flak track hiding among tanks. This voice clip was presumably implemented because the designers felt the Kirov was a sufficiently powerful unit to merit its own sound clip upon completion something only unique infantry units also possess and warn other players about what was coming their way.
It was an unusual Soviet vs Allies rush. Although the Kirov was imagined by the developers as a purely offensive unit, it also had rare but surprising value in a defensive role due to the functioning of one of the game mechanics — how units automatically choose targets if no specific target is set.
It was fascinating to watch as he beat countless players with this unusual but simple rush. The returns from the strategies here diminished rapidly the more you built — the threat of a single Kirov was sufficient for almost everything described here, and whilst the rare actual base attack with the Kirov would surely be stronger with two, the presence of two created rapidly diminishing returns.
Destroy enemy AA Once these AA units had been built, a strong secondary strategy was to set about destroying them. Force opponents to play differently. A small number of players would consider the Kirov to be such a threat that they would overextend themselves and go out of their way to destroy it, potentially opening them up to easy counterattacks; an even smaller number would ignore the Kirov considering it to be a joke unitand they were naturally those who eventually got bombed by it.
Building a Kirov therefore forced them to commit both in-game money and real-world cognitive effort into the production of anti-aircraft weapons and as we shall see the subsequent management of these weapons and therefore, even if the Kirov was never used, its construction had significant positive effects by throwing a spanner into their plans, even if this was only to the extent of delaying them or encouraging a change in their build order. If attacked, a Kirov would easily soak up damage and distract enemy units from attacking your more important defensive units, and if not, the Kirov still survives to continue to attack.
Force the construction of AA. I always hope what I post will encourage some rambling: Since the game uses no tiles, and consequences play out in realtime, the game-mechanics react pixel-accurate.
Kirov Reporting! image – Red Alert 2: Recalculated mod for C&C: Yuri’s Revenge
Fixing the later, would get rid of the most severe problems. However, I saw potential in them, and became to the best of my knowledge the first person to seriously use these units in high-level competitive play. Your email address will not be published.
A soviet player could deploy a desolator in the middle of his own tanks and watch the tables turned — Mirages automatically racing to shoot the Desolator s and being blown to pieces.