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Saad_solangi
post 16 May 2013, 20:07
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hi everyone, i am new to this forum, ive been playing generals for a long time now, and in zero hour ive been the king is usa laser generals among my friends, but recently we switched to shockwave mod and i feel quite difficult to beet my friends using china special weapons and gla salvage general, so i would like to know some tips from usa fans as to which team i should take, some good strategies in beating these other teams, their weekneses and being at the top again, share some useful tips and it would be much appreciated.
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Comr4de
post 16 May 2013, 20:26
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Shockwavelover84
post 24 May 2013, 22:29
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QUOTE (Saad_solangi @ 16 May 2013, 21:07) *
hi everyone, i am new to this forum, ive been playing generals for a long time now, and in zero hour ive been the king is usa laser generals among my friends, but recently we switched to shockwave mod and i feel quite difficult to beet my friends using china special weapons and gla salvage general, so i would like to know some tips from usa fans as to which team i should take, some good strategies in beating these other teams, their weekneses and being at the top again, share some useful tips and it would be much appreciated.

As far as specific strategies go I haven't played in awhile, but strengths/weaknesses wise just keep this in mind:

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Special Weapons General

Strengths: Powerful artillery, air force, base defenses, and AA. Most units are above average in ability at what they do

Weaknesses: No heavy tanks, no AA infantry, no propaganda, power plants provide slightly lower power. Units tend to be a little expensive

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Salvage General

Strengths: Powerful tanks and vehicles and base defenses, powerful AA, only GLA general with a true air force

Weaknesses: Vehicles are slower moving and more expensive, base defenses are specialized only for a specific role (ex. AA or AG-only) lacks GLA's 'sneakier' units, such as standard terrorists, bomb trucks, saboteurs, etc

---

As a general rule, try to capitalize on your factions' strengths. Ex if playing as Special Weapon General vs Armor General, don't spend most of your money on tanks - focus more on artillery and aircraft, etc

I'll go ahead and sum up the other Generals' strengths weaknesses:

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Air Force General:

Strengths: Powerful and versatile aircraft, cluster weapons (ex. Tornado, Hurricane)

Weaknesses: Mediocre tanks

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Laser General:

Strengths: Laser/railgun weapons and defenses are 100% accurate and can't be intercepted. Battle drones and aircraft use point defense lasers, gains more power from reactors.

Weaknesses: No huge weaknesses, laser turrets require a lot of power, has to spend a General's point for artillery, no supersonic bomber, Commanches lack rocket pods, etc

---

Super Weapon General:

Strengths: Powerful base defenses, strong infantry, EMP weapons, teleporting tanks, lots of area bombardment Generals' abilities, gains more power from reactors

Weaknesses: Units are very expensive and have slow build time, most high-tier units (ex. Enforcer, Shatterer, Lockdown) are poorly armored

---

Armor General: Powerful tanks and vehicles, powerful super weapon, most units/defenses are very powerful at what they do

Weaknesses: Limited air force (no helicopters), slightly poor AA, most units/defenses are specialized only for a specific role, units run a little expensive

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Nuclear General:

Strengths: Most units use nuclear/radioactive weapons, fast-moving tanks, nuclear MiGs are very powerful when upgraded, reactors provide more power than average, isotope stability, radiation suits for infantry, etc

Weaknesses: No huge weaknesses, Nuclear MIGs with upgraded missiles sometimes destroy themselves when attacking, Helixes' nuclear bomb isn't as good overall as the napalm bomb, Overlords have no AA ability, some units run more expensive, etc

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Infantry General:

Strengths: Powerful and versatile infantry and infantry-support vehicles, great AA ability, strong base defenses, easy propaganda access, hackers are stealthed, relies less on power due to infantry (barracks) emphasis

Weaknesses: Mediocre tanks

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Tank General:

Strengths: Powerful tanks and vehicles, powerful anti-vehicle base defenses, vehicles cheaper to produce

Weaknesses: No artillery, poorer than average air force, air and infantry units more expensive

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Toxin General:

Strengths: Most units use powerful toxin weapons, great anti-infantry ability, powerful AA

Weaknesses: No huge weaknesses, units and vehicles do less damage against heavily armored vehicles or structures, no stealthed units/buildings (except Jarmen Kell)

---

Demo General

Strengths: Explosive and rocket weapons are very powerful, powerful artillery, Jarmen Kell can plant demo charges, most units/vehicles (ex. Mantis, Marauder, Angry Mob) pack a bigger punch, super weapon does more initial damage

Weaknesses: No huge weaknesses, lacks toxin or area-of-affect weapons, Mantis' are slightly slower than average, no stealthed units/buildings (except Jarmen Kell)

---

Stealth General

Strengths: All buildings can use cameo netting, strong variety of infantry, highly mobile vehicles, Scud Storm location not revealed to enemy when built

Weaknesses: Mediocre tanks




This post has been edited by Shockwavelover84: 24 May 2013, 23:01
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