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> Which superweapon gets your favor?
Pick and choose your favorite superweapon.
What superweapon do you like most?
Electromagnetic Pulse [ 7 ] ** [16.28%]
Hunter-Seeker Droid [ 2 ] ** [4.65%]
Multi-Missile (a.k.a. Cluster Missile) [ 3 ] ** [6.98%]
Chemical Missile [ 5 ] ** [11.63%]
Ion Cannon [ 17 ] ** [39.53%]
Drop Pods [ 6 ] ** [13.95%]
Firestorm Defense [ 3 ] ** [6.98%]
Total Votes: 43
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KajiTetsushi
post Nov 19 2006, 09:03 AM
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Just curious... now that we have a poll for favorite sides and units, how 'bout one for superweapons?

I just love the Ion Cannon. It fires fast and hard (without warning and without fail!). Use it with a Drop Pod and a Construction Yard goes down with one shot.

The Multi-Missile almost got my vote. It takes eons to reach a target. Plus, I'm sure it's easy to destroy it with a Firestorm Defense and I bet GDI players won't forget to use that. Against Nod, they'll undoubtedly just pull their units away. The only thing left I could massacre is the ground, provided my opponents forgot to pave their soils grey.


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Sleepwalker
post Nov 19 2006, 12:48 PM
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I got to say that I think the cluster missile is the best. Even if it hits the firestorm defence, sometimes it explodes and fires its clusters. Ion cannon is a good weapon too, but its best for precition... If you want destrucion, multi missiles! ^_^


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Nimron
post Nov 19 2006, 01:03 PM
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Ion cannon, good for vapourising targets...but cluster missiles are good for multiple units/buildings.. smile.gif
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ORCACommander
post Nov 19 2006, 04:46 PM
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Drop Pods FTW! espiecly when you mod it so the drop dun dose 500 damage


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Nighthawk
post Nov 19 2006, 09:21 PM
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QUOTE
Drop Pods FTW! espiecly when you mod it so the drop dun dose 500 damage

Or change the Drop Pod gun to the Cyborg Commando's weapon biggrin.gif

Edit: Though I would go for the Hunter-Seeker. It's very handy for finishing off long games where the enemy is trying to hide, and it goes through the Firestorm Wall, so it's both annoying (when used against you) and useful, also, it always destroys something, whereas the other Super Weapons don't always destroy entirely.

This post has been edited by Nighthawk: Nov 19 2006, 09:22 PM


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Mr. Pokey
post Nov 19 2006, 10:33 PM
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I really like the EMP, incredibly useful weapon, and is available relatively early on, really useful for stopping subterranean APCs and tank rushes.


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confactor
post Nov 20 2006, 01:44 AM
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emp weapons are my favorite because it takes a whole new approach to strategy.
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Team Black
post Nov 20 2006, 05:07 PM
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I....HATE....HUNTER SEEKERS!

especially when owned by an AI. They ALWAYS target the player that the AI is battling.

Then, the AIs team up on you after you defeat a player, then ALL their freakin hunter seekers are all going straight for you!


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Vertigo
post Nov 20 2006, 05:51 PM
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Ion cannon, you just can't argue with just how flexible this weapon is. The offensive power brought on by it's ability to hit a 3x3 location instantly, and it's defensive power allowed by it's short recharge time. The Ion cannon has got to be the most useful weapon in the CnC universe...
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Wiziwig
post Nov 21 2006, 05:00 AM
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Firestorm Defence + Concrete = Superior.

A good defence is a great offence. smile.gif


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daTSchikinhed
post Nov 21 2006, 06:33 AM
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Chemical Missile.

As Dustin gallantly quoted:
QUOTE ("Dustin")
I b in ur base mutatin all ur d00dz


Gotta love them viscie's eating your opponents base.


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NiGHtPISH
post Nov 21 2006, 09:28 AM
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I love the Cluster/Chme Missile combo :]


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Genobee
post Nov 21 2006, 01:52 PM
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Firestorm defence. You can't beat it.


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Team Black
post Nov 21 2006, 03:37 PM
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QUOTE (daTSchikinhed @ Nov 21 2006, 03:33 AM) *
Gotta love them viscie's eating your opponents base.


..especially when it's the AI, and they think the visc's are allys, they won't even attack em back!


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vOi!king ship
post Nov 21 2006, 04:16 PM
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I never really liked the TS Super Weapons. Too weak.


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Ixith
post Nov 21 2006, 11:59 PM
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EMP got my vote tongue.gif

reasons:
-can be built early on
-decent charge speed
-strategetically placed EMP cannons allows for domination on the map
-blast one of those babies in your enemies base and make a quick rush in there and take out key structures while they dont even have a chance tongue.gif (such as sending in an air raid)
-only costs 1000 credits
-the Mobile emp is able to be made in FS afterwards if your GDI which can be a handy unit in holding off LOTS of tanks

but over all here is how i would rank the superweapons
1-EMP (see above)
2-Chemicle Missle (reasons for what daTS had said)
3-Multimissle (great destruction power in fairly big radius)
4-Ion cannon (charges fast and is accurate but not quite as strong as others)
5-Drop pods (come on throw them behind enemy lines and take them out from the back)
6-Firestorm wall (really good defense if used properly but kinda of annoying especially if you forget that your FS wall is on and you send your air units to go attack something :o )
7-Hunter Seeker (this thing just annoying me. you lose a unit with it and it destroys a random target which in a lot of cases will be crappy things or even civillian things sometimes.)

QUOTE
I never really liked the TS Super Weapons. Too weak.

well i never like superweapons that much b/c they are a cheap way of winning a lot of the time but b/c they are weaker in TS it makes it more fair and balanced IMO

This post has been edited by Ixith: Nov 22 2006, 12:01 AM


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ORCACommander
post Nov 22 2006, 12:53 AM
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QUOTE ("Ackron")
OH NO! Not the Humper Seeker!
where is he anyways?


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Kurorahk
post Nov 22 2006, 02:24 AM
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The Ion Cannon due to it's reliablity and you will hit what you want, i can understand where the Hunter Seeker fans come from due to yes it hits some"thing" everytime but that is the problem it targets anything not alined with you so civilans are hit you lose that hs and well ten more mins and thier is the next. The Chem missile is fun yes but it takes so long to get the tib weed for making it and on most maps their is no tib weed and of course as we all remeber after a certain point no more growth form the mouth. Multi missiles are fun and powerful weapons but they don't always hit what you want so they don't work as well so they are my second. EMP is just stratigic i mean i hardly use it inless i'm going to hijack a vehicle but that only works with other units helping out for cover. (Funny stratagy: EMP the enemies base, just before your aircraft are in range and hit all of their power and uneffected units, capture enemy MCV or Con Yard and use a Carryall if you have one and scadadle out of there, and all at the same time! wink1.gif) Never really liked the Drop pods to few men and to easy to get them killed... BTW once the Rock patch like mod is out all of these Superweapons are going to be weak and usless aginst the communities new ones, I have Faith in the community for creativity.


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Bedeage
post Nov 22 2006, 08:28 AM
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Where's the option for "no sw mod"? tongue.gif

If I have to use a sw I would go with the firestorm wall, as its not much of a weapon, but it is very useful.


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SeekSomethingNew
post Nov 22 2006, 10:45 AM
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Ion Cannon Ready!, Select Target! *death sounds* muuhaaaaaaa tongue.gif


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ORCACommander
post Nov 22 2006, 01:23 PM
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QUOTE (di schmitt tank @ Nov 21 2006, 09:24 PM) *
The Ion Cannon due to it's reliablity and you will hit what you want, i can understand where the Hunter Seeker fans come from due to yes it hits some"thing" everytime but that is the problem it targets anything not alined with you so civilans are hit you lose that hs and well ten more mins and thier is the next. The Chem missile is fun yes but it takes so long to get the tib weed for making it and on most maps their is no tib weed and of course as we all remeber after a certain point no more growth form the mouth. Multi missiles are fun and powerful weapons but they don't always hit what you want so they don't work as well so they are my second. EMP is just stratigic i mean i hardly use it inless i'm going to hijack a vehicle but that only works with other units helping out for cover. (Funny stratagy: EMP the enemies base, just before your aircraft are in range and hit all of their power and uneffected units, capture enemy MCV or Con Yard and use a Carryall if you have one and scadadle out of there, and all at the same time! wink1.gif) Never really liked the Drop pods to few men and to easy to get them killed... BTW once the Rock patch like mod is out all of these Superweapons are going to be weak and usless aginst the communities new ones, I have Faith in the community for creativity.


actuelly after version 1.0 the HS targets any PLAYER not allied to you CPU or human. it no longer targets civies. In 1.0 you were intended to build the threat rating node and use it's threat rating logic to have it target players.


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KajiTetsushi
post Nov 22 2006, 02:51 PM
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Actually, the Hunter-Seeker is almost useless. They would pick a random target; but if you're lucky enough, it'll take down a whole Contruction Yard alone.

If you're playing without the "Short Game" option, this is the last thing on your arsenal. Some say that these things only come in handy when you can't find the last few remaining enemy units in the map... and I'm sure that's as useful as it could go.

Come to think of it, the TS superweapons don't really look as good (or even do as good) as RA2's. It's just not devastating enough. Best used as attack precursors or fire support.

This post has been edited by ChrisIchikawa: Nov 22 2006, 02:52 PM


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ORCACommander
post Nov 22 2006, 05:14 PM
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Strategy:

1. Drop Dpods next to a War Factory or conyard.
2. Override their attack parameters by making them attack the war factory or conyard.
3. Move the Disk Throwers as close to the structure as po9ssible
4. When 1 or 2 health pips have been taken off fire the ion cannon at it.
5. Laugh n your opponents face


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Team Black
post Nov 22 2006, 05:32 PM
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Yeah, that's the first thing I go for; no Con Yrd, no war factory, they're crippled good, unless they can find a bonus crate quick...


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ShDwBoRn
post Nov 22 2006, 07:40 PM
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i love the EMP, sometimes online when i play against noobs and semi noobs. I build big walls of EMP launchers and i barrage the hell out them


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Uufje
post Nov 23 2006, 10:16 AM
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ION CANNON FTW!
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Blacksilence
post Nov 23 2006, 06:51 PM
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I like the emp cannon its good.
Because you can win very easy with it.
the movie is also cool.
But the nod artillery is different?????? In the movie.


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SMIFFGIG
post Nov 23 2006, 08:57 PM
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EMP is probably the most effective (in mplay anyway)

But my vote goes for the Chemical Missile..... i love the gas clouds lingering around in an enemy base causing devastation



I dont even consider he hunter Seeker a proper superweapon as it and its related logics (threat rating node) where mainly removed before the release of TS and like the Threat Rating Logic was tampered with after the first patch for TS
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KajiTetsushi
post Nov 24 2006, 06:47 AM
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Wow... EMP votes are going up!

I don't find the Chemical Missile that useful, though. They run away from its gas clouds. And more often than not, they kill the visceroids that form from whatever that's killed by gases.


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Nighthawk
post Nov 24 2006, 05:13 PM
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And you need 2 visceroids to combine to make an adult one before it'll actually do anything, the best way to do this is probably to fire it into a large group of infantry, though then you might risk it not attacking their buildings.


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