Showing all 19 replies.
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>>2365380
>Nod had invisibility and c4
Invisibility that's only active when the commando isn't moving
>GDI had jump jets and c4
The jumpjets are hardly instant, and the commando is still vulnerable to attacks while using them
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>>2365380
I think very good players had air and unit superiority with GDI. I was ranked for a time with volatile dial-up internet and the only strategy I utilized was blitz Nod. I discovered I could build top tier Nod temples then instantly sell them for the fastest cyborg rush. There were some 4v4 games that I was able to solo.
Another fun thing was on the mod maps. They added extremely cheap exploding buildings. I'm unclear what their intended purpose was, but my only play style on those maps was to build as many of those things as I could in the enemy base. Then it was only a matter of time before one domino falls and every single building nukes the opponent in one moment.
>>2362275
Dune 2000 had some multiplayer unwritten rules where using engineers was frowned upon. Also rocket turrets.
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>>2388204
how would you even do engineer rushes in D2k
carryalls can only pick up vehicles right
unless you mean feeding them into a building to make it invincible but that doesn't seem like a good use for your money
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Even if you lose the conyard, how is that a big deal? It's just A build queue. One of at least 4 you should have by the time an opponent can comfortably afford the worst commando in the game.
>but what if it's a rush
Leave a token force to deal with the captured conyard and consequences and rush the enemy who has fuck all.
>what if he just sells
Still just rush him back because he will have fuck all. Your rush will be supported by mostly normal economy, his won't. The 1.5k or whatever is the percentage (don't remember the last time I sold one and noted the balance change) won't make much of a difference.