Weapons, Units and Tactics
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Turrets
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The best strategy is to back a turret up against a wall, to reduce the points of vulnerability of the turret. Some strategies out there have suggested putting turrets in a narrow choke point, but that rarely works because turrets aren't wide enough to block an entire choke point and attacking craft need only to bypass the turret to make their way to the power sources, etc.
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MITS Mine
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The MITS mine (Magnetic Inverting Tethering Snare) pulls in with magnetic power everything in its area of effect, about 200 meters. George's tip: It's best used in conjunction with mortars, to draw both enemy craft AND the mortars into its magnetic field. Once there, the mortars do their thing -- namely, wreak explosive havoc.
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M-Curtain Mine
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The M-Curtain mine does almost the opposite of the MITS mine: it generates a "magnetic bubble" that is 20 meters around and 3 meters high. Projectiles can't penetrate the magnetic field but vehicles within the bubble can fire out. A good tactic: launch M-Curtain, then target enemy craft on the other side of the bubble with a guided missile. The guided missile will go around the bubble, then come back and hit the enemy. Meanwhile, your ship is safe from enemy fire.
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Rockets:
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The Thermal Hornet does a lot of damage, but doesn't lock on to many craft well. The ILS packs less power but locks really well, especially against slower-moving craft. For best effect, Jens recommends stacking weapons: 2 ILS missiles are very effective when fired simultaneously. In general, stacking works best when the same weapon is stacked, e.g., 2 ILS or 2 Stabbers.
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Comet Cruise Missile
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The Comet Cruise is slow but deadly. They're best used against slower-moving craft, such as the Walkers.
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Flash Cannon
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The ammo on the Flash Cannon (microwave energy) runs out pretty quickly, so it's best to park your vehicle by a supply depot for quick energy reloads.
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Soviet light tank
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This tank is equipped with the Sandbag Missile, which slows enemy craft to a crawl. George's tip: launch the Sandbagger, then fire mortars at the hapless, motionless prey before you. Another tip: in addition to mortars, try firing the TAG cannon -- it produces a double hit of a single round, followed by a volley of rockets. The Sandbag-TAG combo is also effective when you're coming out of hiding.
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RED-Field Generator
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The RED-Field Generator (Radar Echo Damping) makes your ship invisible to radar. This effectively undermines your enemies' attacks based on weapons that require a radar signal to lock on. George uses this tactic, so watch out for him in multiplayer.
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Phantom VIR
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The Phantom VIR is a device that renders craft invisible to sight, but still visible on radar. If you're playing against folks who don't watch their radar too closely, this can be a useful weapon. A good strategy here: charge your MAG Cannon while invisible, then come out shooting.
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