Timenn Posted April 6, 2002 Share Posted April 6, 2002 Feds are also good when NIAB are active. You can kill infantery quickly. But you have usually many of them... Quote Link to comment Share on other sites More sharing options...
Chaos_Storm Posted April 6, 2002 Share Posted April 6, 2002 I wouldn't say NIAB tanks are weak. They have plenty of armour (similar to a Minotaurus), hover fast and regenerate (can teleport away safely to do this). But true, 4 Fedaykin can destroy NIAB tanks quickly. NIAB tanks, like all other units are not all-purpose and so should be withdrawn from the front lines if their counter units are approaching (e.g. Fedaykin once you realise they are there, AA troopers, Troopers, Kindjal - when the front line moves forward due to you attacking, Sardaukar, etc). Quote Link to comment Share on other sites More sharing options...
Devastator_Mech Posted April 7, 2002 Share Posted April 7, 2002 One of the very few places a pop-up turret can be useful.Pop-up turret are always useless Quote Link to comment Share on other sites More sharing options...
Devastator_Mech Posted April 7, 2002 Share Posted April 7, 2002 Who else uses this strat? Deployed kobras on cliffs.I do, but its useless against stronger units or rush, i'll only be satisfied even i use it in groups Quote Link to comment Share on other sites More sharing options...
Devastator_Mech Posted April 7, 2002 Share Posted April 7, 2002 " Guild isn't powerfull " Their NIAB Tanks destroy almost every verhicle with ease, Same goes for the buildings. Fremen Fedaykin has a slim chance hitting an NIAB tanks just like the Las tankThe maker inf can easily kill all units in vicinity of the electricity attack. Sardauker's are higly advised against NIAB tanks though Quote Link to comment Share on other sites More sharing options...
The_Cheat_Lord Posted April 7, 2002 Share Posted April 7, 2002 Take that back! Tleilaxu is! >:( Quote Link to comment Share on other sites More sharing options...
The_Cheat_Lord Posted April 7, 2002 Share Posted April 7, 2002 Pop-up turret are always uselessOh Really? If so, tell me if you have 5 Mongoose against 5 Pop-ups? Or 1 Person against 100 Pop-up windows? Quote Link to comment Share on other sites More sharing options...
Gunseng_Harkonnen Posted April 7, 2002 Share Posted April 7, 2002 Tleilaxu is but Guild is second. They are expensive and becouse of it you can`t send many of them to enemy base. And if enemy has strong defence, like I had in some game, they can`t do much damages. Only not take infantry against makers and hold some units inside base against NIABs and you`r alright. Quote Link to comment Share on other sites More sharing options...
Timenn Posted April 7, 2002 Share Posted April 7, 2002 Come on, stop judging houses from your own experience as view... >:( Quote Link to comment Share on other sites More sharing options...
Gunseng_Harkonnen Posted April 7, 2002 Share Posted April 7, 2002 I will try  ;)Although this is sometimes helpfull in judging houses...But Guild is not as good as Ix, Fremen and Sardaukar Quote Link to comment Share on other sites More sharing options...
Timenn Posted April 8, 2002 Share Posted April 8, 2002 If you say somethings is bad, use arguments. plz Quote Link to comment Share on other sites More sharing options...
Chaos_Storm Posted April 8, 2002 Share Posted April 8, 2002 Tleilaxu is but Guild is second. They are expensive and becouse of it you can`t send many of them to enemy base. And if enemy has strong defence, like I had in some game, they can`t do much damages. Only not take infantry against makers and hold some units inside base against NIABs and you`r alright.You don't need many Guild units to be effective. NIAB tanks are more deadly as hunter-killer groups. They are more elusive than Laser tanks because of their superior armour, similar (hover) speed and teleportation. The Devastator is the only vehicle that can survive 3 NIAB blasts (dying on the 4th one).Against infantry, Guild Maker support is a deterrant/decoy that can be more useful if you have Repair Vehicles to repair them (weird that - repairing a biological unit). You can be fairly certain that your own infantry will not meet any enemy close/medium range, Anti-Infantry infantry. Makers can also do substancial damage against light/medium vehicles too. But like any unit, on its own it's as good as dead.You might rate Guild as 2nd least useful but that's relative and doesn't mean they are useless period. Quote Link to comment Share on other sites More sharing options...
Gobalopper Posted April 8, 2002 Share Posted April 8, 2002 Guild NIABs aren't as effective on low spice maps or games where you start with low levels of credits. But if you can afford them they are among the best units in the game. Quote Link to comment Share on other sites More sharing options...
Timenn Posted April 9, 2002 Share Posted April 9, 2002 And you need alot of space, most times no room for the starport then... Quote Link to comment Share on other sites More sharing options...
Caid Ivik Posted April 12, 2002 Share Posted April 12, 2002 Makers will be done with one Minotaurus' salvo or two Inkvines'. NIAB needs twice as much. Quote Link to comment Share on other sites More sharing options...
Timenn Posted April 12, 2002 Share Posted April 12, 2002 Yes, I didn't found out a good strategy with the maker yet, other then placing it at field to keep away worms (and even that is not so reliable). Maybe I must try a rush... Quote Link to comment Share on other sites More sharing options...
Chaos_Storm Posted April 12, 2002 Share Posted April 12, 2002 I've just realised a flaw with Guild Makers. Their shooting animation is misleading. The damage area is NOT the electric field - that only shows the maximum range of the Makers. It helps if you imagine the Maker firing some sort of instant hit cannon that has a HUGE splash damage area. Try this:1> Get a Maker and some expendable infantry as targets.2> Put the infantry in a single line parallel to the direction the Maker is facing, starting with right in front of the Maker and trailing off just beyond the Maker's range.3> Tell the Maker to force fire on the ground right next to the closest infantry.4> Rebuild the line of infantry targets.5> Tell the Maker to force fire at its maximum range.You will realise that infantry die in the vicinity of where you force fired. The electric field you see does not kill the infantry - you can kill beyond it.I've come to realise that though they are incredibly weak and slow for their price, they have a deadly weapon. Try having a group (about 5) of Makers fire on Structures - Windtraps and Walls get blown away instantly in a wide area. I've realised that Makers are brilliant demolishers with their wide area of effective damage.They are good against infantry too and light vehicles if enough shoot at the same time. You need to micromanage them heavily if you don't want a large group of Makers being destroyed by their own fire. If the target moves too close to the Makers, lots of them will die. So I suggest you try using them with force fire orders (don't forget to cancel that order sometime!). You must protect them from vehicles, aircraft, Kindjal and Mortar though - NIAB tanks are excellent for the vehicles but you'll have to rely on non-Guild units to take care of the other threats.And they ought to change that shooting animation! Quote Link to comment Share on other sites More sharing options...
burseg_candor Posted April 15, 2002 Share Posted April 15, 2002 the manual screwed it upit said that the maker carries a beam cannon thingwhile the NIAB carries an area effect weaponumm...its the other way around westwood. Quote Link to comment Share on other sites More sharing options...
Caid Ivik Posted April 16, 2002 Share Posted April 16, 2002 Also in TS manual was written that Cyborg Commando carries a flamethrower and normal Cyborg a high-energy plasma cannon. Bizzare. Quote Link to comment Share on other sites More sharing options...
eciuj Posted April 21, 2002 Share Posted April 21, 2002 What the hell is a cyborg camando :O :O Quote Link to comment Share on other sites More sharing options...
Devastator_Mech Posted July 29, 2002 Share Posted July 29, 2002 Take that back! Tleilaxu is! >:(Indeed, Tleilaxu is the worst and guild is the second while the rest i'll say is well balanced. Quote Link to comment Share on other sites More sharing options...
Edric O Posted July 29, 2002 Share Posted July 29, 2002 Eciuj, the Cyborg Commando is the most powerful infantry in Tiberian Sun. It fires a green... round thingy. :)Mech, you're kidding, right? The Guild's POWER is unmatched by any other subhouse in long games. Quote Link to comment Share on other sites More sharing options...
Devastator_Mech Posted July 30, 2002 Share Posted July 30, 2002 Yeah Yeah, $2000 for a NIAB, your could buy 6 Imperial Sardaukar or 5 Imperial Sardaukar Elite and both will ripe the crap out of the NIAB.(With change too) ;D Quote Link to comment Share on other sites More sharing options...
Edric O Posted August 1, 2002 Share Posted August 1, 2002 Duh! Every unit has a counter.Just ask the top Emperor players and I'm sure they'll gladly show you the POWER of the Guild, Mech. ;) Quote Link to comment Share on other sites More sharing options...
Timenn Posted August 1, 2002 Share Posted August 1, 2002 With much money and time in the game, the Guild is powerful. That's why so many people hate starting with 30k money. Quote Link to comment Share on other sites More sharing options...
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