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It's a pretty basic RTS mission - C&C had a lot more infiltration missions.
There are a lot of tips out there - and if one wants it's a breeze:
Join the Cartel, hack a drone, drive to the rebel leader, make a short trip up the hill to the mayor with a tank and potentially a captured APC & Humvee. Then hold 2 minutes the rebell base and your army arrives.
Pro tip: capture the Dozer and use it as attack vehicle for storming the hill. It has a .50 MG and is incredibly durable.
If you build your army correctly you can roflstomp the entry area with Bradleys (3x at this point possible) and Howitzer support (at least 4x possible to get before this mission). A Bradley with 20mm cannon makes short work of the only real threat (the Cartel Bradley).
No cheesin with C4 etc required.
If you put some effort in the infiltration part of the mission it gets easier - up to the point that you get a lot of good equipment for the rebel forces - including a van with an ATGM launcher. This beast has a huge range and covers the whole area around the rebel base, so no vehicle will make it there. Including the cartel tanks.
Still no cheesin with C4 etc required.
2 Howitzer will make the urban warfare for the second part a breeze. Rangers and snipers are your friend as well.
Still no cheesin with C4 etc required.
There's several posts and threads on exploiting the mission but it goes like this:
pay the 10 pesos.
Meet merchant buy shotguns (if you don't buy shotguns someone else buys them and you are screwed for taking out the furies). Go talk to the agent lady.
Go to the hotel near the area to learn about the furies. Do the arena fights at 15 or 30 second bets and buy your full set of equipment. Refill on dudes at the prison for 300 pesos if needed.
Your second arena fight should allow you to invite the furies to attend. Duel and kill the furies with Mason's plasma shotguns (this is important as it gives your rebel movement van a tow launcher and more rebel troops later). Start a fight with the skulls gang outside the agent's house to get plasma armed militia. Get rid of Mad Mike by going to the tavern near the arena and ordering drinks until he passes out or until the bar tells you can't buy anymore and then goading him into taking his anger out at the bar staff (you can also just plain kill him yourself but choosing to let him get arrested will move some troops away from the POWs at the top left apparently).
Your first or second arena fight should have been the distraction needed to let the agent finish her job (you can also kill the skulls to accomplish this but its not needed). Go visit the agent again.
Go to the mafia boss and get initiated and win the stupid spider arena fight. Optionally go to the bar near the where the skull gang was (the agent's house) and buy some drinks. Then go to the priest that the mafia boss wanted you to get rid of and then get rid of him. You can storm the building as hinted or just plain snipe him to death with your laser snipers.
Report back to the mafia boss and then without prompting get the truck, go to the top left of the map where the firing range is. While the machine gunners are firing, issue an attack command on the guards. They will not react at all to being murdered if you did this correctly. Enter the building they were guarding to free a sniper team, guerillas and a rocket team.
Go to the Arena and start the fight but emp the walker and hack it and flee the arena. This should start a fight that will eliminate the integrators so you won't have to deal with them at all (this will also preserve your relationship with them). While the fight is happening go to the parked legion tank near the firing range. The integrator squad there should automatically go hostile and get dispatched by your and the cartel's forces. Pick up the controller (it's up to you if you want to even use the tank, its not really useful given the context of the mission requiring building clearing units than frontline tanks), you can plant 2 C4 by the legion tank if you intend to give away the controller for any reason.
Now start planting C4 on every major cartel vehicle and infantry occupied building. For infantry occupied buildings you will want to place up to 4 C4 by the exact positions of the infantry inside to ensure complete murder of the occupants. Don't waste C4 on the watchtowers by the jail, they don't seem to die from 3 C4 going up at the base of the tower. Be sure to place C4 at the cartel boss's position and his mortar humvees and HQ guards. Place C4 at the guards at the plaza and all vehicles and tanks as well.
Position your supply truck near the rebel HQ with a about a short distance from the objective. Move your hacker to the plaza and initiate the hack. While your team is panicking move the truck into the rebel HQ. This will auto-teleport your team to the front gates of the mayor's mansion. You can give up the controller to avoid a fight at the gate but this bugs the mission a bit and causes the rebels to not spawn to help their leader, its better to just start the fight normally. Once the fight starts the legion vehicle should be rampaging so pause the game and detonate all your C4. For some reason the cartel AI will not be active and will simply hold position and fire at any targets that enter their line of sight.
With the C4 killing every cartel threat in the area, the legion vehicles should quickly clear the town and even head over the jail to kill almost everyone there as well except for maybe the watchtower guards who are somehow impossible to kill. Fight your way up to the mansion (there's a tank at the front gate if you want it), extract the agent. On your first reinforcement take whatever anti-light\medium vehicle you have (probably your bradley which can have plasma autocannons at this point) and rush it towards the jail. Kill everything near the jail and then take the other objectives and the central plaza. The legion vehicles really shouldn't be a threat to your bradley (otherwise make use of rocket squads and buildings to get rid of the legion threat). All that's left is to send whatever you have to clear out the wave of cartel infantry that gets sent your way. The jail will be freed immediately but you will still have one group "executed" but a callout will occur as the group safely makes it to the other side of the map as "some people somehow survived the execution and they want revenge, I'll send them to the reserves". You should get 90 reserves (all of which you'll probably want to send home). Make sure to loot everything on your way out to sell for goodwill.
I think the issue is that not many people would know to bring howitzers or bradleys with the 20mm minigun. The supply issue being what it is means most player will probably axe the things they needed the most before showing up. The large mount of laser snipers on the map also complicates any player who didn't expect to do so much house to house fighting which so far hasn't been a thing in the game up to this point.
I tried to beat the mission without doing this and.. I spent 2 hours on fruitlessly storming the walls under smokes, until I went mad and restarted the mission, proceeding to plant 20+ C4s on enemies. (You can restock your troops easily with all the supply trucks scattered across the town, as Cartel doesn't care about you taking them once you join them up)
Lol, I deployed a Bradley with 20mm cannon. Guess what happened? ATGM happened. I am not sure how you miss a one-shot weapon of death sitting atop of the tower, but it's there and it's really nasty. even if you come close to the tower, it will still land a hit on you and most likely tear through your Bradley.
The thing is most RTS games have very easy "hard" modes. Hard in this game is adding an extra 200 people every map. It might have been easy to him because they weren't 6 snipers at the front entrance instantly killing 6 dudes within a second of your first team spawning in. The efficiency of the integrator force and the legion plaza force is also completely random. Sometimes without intervention they will kill everything in the plaza other times they die in 2 second flat and you'll see 6 legion shaped scorch marks in the fog of war exactly where they first activated. Random mission is random.
the close urban close combat is a pain, even with howitzer + grenade launcher. Bradley ( with plasma light canon), 2X apc; 2X humvee ,1X abrahams i'm taking loss so hard. The building conceal and the sight of view makes thing verry painfull even forcing my infantery moving crawling on ambush mode.
I don't think any of it was intended. I didn't know about the guerilla's until someone else told me about them. I also don't think they intended for things to be so difficult either since the supply system has the opposite of effect of having players avoid becoming too powerful but instead having players get rid of things they actually needed to win this mission. I and many other players sold their platforms because they're awkward and hard to use. They are mandatory this mission if you don't have multiple mini-gun bradleys.
I usually keep a small-ish force of everything in my army. You never know when you'll need your cannonfodder militia to tank the hits while Founders infantry circles around the enemy. Also those artillery platforms are just amazing. Having arty support makes the game way easier when you can shell the building instead of spending 10+ smoke nades to make a smoke cover and then have to charge in rangers with guerillas to clear out a single building that isn't adjacent to yours.
The main trick is movement - your Bradley shouldn't just stand there and fire ahead. Break LOS by driving behind houses. I also use smoke against ATGM. In fact, I use a lot of smoke from various sources (rangers, engineers, Bradley, Striker...). While using a smokingscreen on those units who have agro I flank the attacker and hit him hard (most units have weak spots on the sides anyway).
I also don't storm ahead with my vehicles - I use infantery spotters with disabled weapons to check for enemy emplacements. Everything I can't reach gets Howitzer greetings.
The way I see it this mission is just a turning point from childs play to wtf-happened. I too had that moment when I played that mission for the first time - roflstomped the forces at the main gate and drove my Abrams right into the city center because I thought I knew the layout. Little did I know at that point that the Cartel has a lot of good weapon systems at their disposal AND made the houses a death trap. Suffice to say I got my ass handed and pulled back every vehicle.
The missions afterwards are getting tougher - even if the own equipment gets a lot better. Until Santa Fe it's just a tutorial I'd say.
I am playing on "hard", so I had a squad of Templadiaros (or whatever is Cartel's analogue of Rangers) and these mofos are more durable and deadlier than your own Rangers :D
I'm not against the upkeep and management stuff, i don't really struggle that much but i always have hard time to setup and forsight.
I really dislike the mission and don't wanna play it at all. I'm replaying the missions in Realistic mode with no problem and I tried to play this in story mode to get rid of it, but I have no patience for that.
Also a game developer that makes a mission that you lose because your units were turned into yellow NPCs is lame and unethical, to say the least.
Really not RTS developers. This is a joke.
And if I play hours and lose because of a glitch or something I couldn't grasp, I really want a honest BYPASS. I don't deserve this kind of punishment. And everyone that wants to play it, so do it. It's just a personal taste, shouldn't be yours ...