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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: What are your CC rules?
Use the R.E.T.A.R.D.S, it's easier and more efficient.
If the they fail, use a nuke.
If all else fails, ram a rocket into it.
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Wed Dec 01, 2010 10:22 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: What are your CC rules?
1. Box brain in indestructible blocks to prevent breakage 2. ♥♥♥♥ ♥♥♥♥ up with everything in your arsenal and a ridiculously tough actor 3. ??? 4. Glory
I bet you totally didn't foresee that.
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Wed Dec 01, 2010 10:29 pm |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: What are your CC rules?
Or you could just make the brain not collide with MOs, and not bother with the indestructible blocks.
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Wed Dec 01, 2010 10:39 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: What are your CC rules?
Coops9753 wrote: 1: Go Rogue, One man is enough.
Never have I ordered anything from the Buy menu in-game. As soon as my single trooper dies, I restart the game. This way I can get a kill count of 0 on my team and a somewhat 150 on their team... I love to do it this way because its like your the designated Marksman in a battle field against their entire army. I always Use a unit with a healing power too. (Hint towards the Combine) That way if I ever do take damage I can retreat and Heal over time to go back into action. I challenge you to do this against the RETARDS on hard.
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Thu Dec 02, 2010 5:13 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: What are your CC rules?
My procedures are kinda similar to Shook. 1) Get brain entombed, surrounded by killzones (them bunker modules what kills things in them). Adding other bunker pieces is optional. 2) Order a single actor. The one you wanna fight in for the round. 3) If it's an AHuman, equip it with at least one healing object, and the guns you wanna test that round. 3-addendum) But if you're not testing weapons, get a heavy sniper rifle and a short-range rapid weapon. If it's an ACrab, load it with nades. 4) Deliver your actor via an unreturnable cheap craft that fits (that means some kind of droppod/crate/teleport) 5) Round begins when actor arrives and enemy waves arrive. Have fun, in a Dwarf Fortress sense, until actor dies. 6) When actor dies, repeat steps two and up.
Of course, this works real well if you also used some kind of 'cash4kills' brain or additional actor.
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Thu Dec 02, 2010 6:05 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: What are your CC rules?
1. Use mid-tier actor with a sniper, explosive weapon, and short range weapon. 2. Camp. 3. Die. 4. Restart. 5. Repeat.
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Thu Dec 02, 2010 11:00 pm |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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Re: What are your CC rules?
Hobbesy wrote: If the they fail, use a nuke.
If all else fails, ram a rocket into it. I like that order, apparantly nukes don't work as well as rockets.
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Fri Dec 03, 2010 7:38 am |
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Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
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Re: What are your CC rules?
1.brain, bottom of map (for balance) 2.how ever tempting it is to go close combat, remember, DUMMY DIGGERS KILL. 3.dig dig dig until you are safe
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Fri Dec 03, 2010 12:33 pm |
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Entropy
Joined: Fri Jan 26, 2007 8:27 pm Posts: 40 Location: England
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Re: What are your CC rules?
1. Sniper rifles are god 2. GPMGs are better 3. Never trust explosives to do their job
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Fri Dec 10, 2010 6:10 pm |
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killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
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Re: What are your CC rules?
My three rules
1) Bring weapons like sniper rifles or grenade launchers to exploit the dumb AI 2) NEVER, EVER try and pick up grenades. Those things go off like nitro if you even just step near them. 3) Brush up on your antiair skills for those kamikaze jumpers.
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Sun Dec 12, 2010 5:06 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: What are your CC rules?
Depends. 1: classic play Open prom grounds, play with my tweaked vanilla CC. I love this little map, and at some point I'll get around to giving it some love with destructible structures and a few terrain tweaks (and heck, maybe paint some new bunkermodules if I get exited, take out the AI-raping rocket silos and put in a door on the brain vault). 2: nostalgic play Re-create TestBunker2 as I don't have a copy of it most of the time. Oh memories of the days before I realised the developers placed both brains in the same place for god knows what reason and that's why my dreadnought was intent on ending the game. 3: QUICKLY 5 MINUTES BEFORE THE PROCESSOR MELTS OMG play Edit "skirmishRampage.bmp" so I've got fresh terrain, plonk down a brain unit with some light arms and many grenades and combat the AI. Haven't played CC in oh so long
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Sun Dec 12, 2010 11:19 am |
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MrC121989
Joined: Wed Feb 10, 2010 12:41 pm Posts: 182 Location: OMG where am i ?
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Re: What are your CC rules?
1)Fortify your brain. 2)ONE MAN ARMY !!!
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Sun Dec 12, 2010 1:01 pm |
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HeadcrabPL
Joined: Mon May 23, 2011 3:41 pm Posts: 269
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Re: What are your CC rules?
1)Fortify brain at top of map (Horiz land) 2)Buy troop (With one reping gun:minigun,greanede launcher...) 3)figth as long as you can 4)die with big bang (by having one or more good bombs) 5)loosing all money or buging/lagging game to death
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Sat Apr 28, 2012 7:46 pm |
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Sir
Joined: Wed Apr 25, 2012 4:17 am Posts: 202 Location: Brisbane
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Re: What are your CC rules?
1. Your AI will always be retarded, so try to take control of your units whenever possible. 2. Never use pistols, they are all useless (except peacemaker). 3. The AI is more of a danger to themselves than to you.
Last edited by Sir on Sat Aug 25, 2012 10:50 am, edited 1 time in total.
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Sun Apr 29, 2012 7:10 am |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: What are your CC rules?
These are the rules I have been using recently.
1. Start with a single squad, no backups. 2. Use a different weapon for each soldier, along with a heavy pistol. 3. Use a brain unit that can move. Ex. Coalition Heavy made by Lizard, modified into a brain unit. 4. Hold out until I have either only my brain, or my brain and a singly soldier. 5. Escape on the transport included in the Air Support mod. 6. (Optional) Use a pre-made base, saves time. 7. (Optional) Space map! Low/No gravity rounds are fun.
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Mon Apr 30, 2012 12:45 pm |
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