Command & Conquer 3: Kane's Wrath™

Command & Conquer 3: Kane's Wrath™

Akboris Feb 13, 2020 @ 8:59pm
Wolverines Suck
Anyone else noticed how weak and puny Wolverines are?

They are worse than APCs in almost every way it seems. APCs better than Wolverines...

Legit I end up running from enemy infantry in them because of how little health they have.

They seem to genuinely lose in a 1v1 against Black Hand... An anti infantry/buildings unit vs an anti infantry ONLY unit that somehow sucks at that.

Also remember the APC can shoot at aircraft and can garrison someone.

Honestly Steel Talons in general seem pointless. Titans also seem surprisingly squishy and have dramatic mobility loses after taking damage, whereas the predator doesnt seem to half as much.
Last edited by Akboris; Feb 13, 2020 @ 9:00pm
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Showing 1-15 of 17 comments
SwordsmanTrance Feb 21, 2020 @ 9:31am 
Why do you think they stopped being used after the Second Tiberium War :liliawink:
BlizBurn Feb 25, 2020 @ 5:27pm 
theyre great support units though. they dont do great solo, but they do good when used in groups of units.
nik Apr 23, 2020 @ 4:46pm 
Bruh get the upgrades, they become really op, and are a extremely great support unit anyways

>wolverines are a hit and run unit (ie slap the hell out of any and all infantry units and GTFO if any armor is around)
>titans are a weaker version of the GDI MBT and should only be used in vehicle fights
Cat Apr 23, 2020 @ 5:50pm 
Wolverines in Kanes wrath has more use than in Tiberian Sun (except in campaigns) and Rivals.
Akboris Apr 24, 2020 @ 6:00am 
Originally posted by nikkity17:
Bruh get the upgrades, they become really op, and are a extremely great support unit anyways

>wolverines are a hit and run unit (ie slap the hell out of any and all infantry units and GTFO if any armor is around)
>titans are a weaker version of the GDI MBT and should only be used in vehicle fights

Can wolverines fire on the move?
ASRIEL May 5, 2020 @ 5:50pm 
Eh... Not quite. Steel Talons is a strong faction if you mix units right. You have to play with an adaptive style.
Originally posted by HyperDeath:
Eh... Not quite. Steel Talons is a strong faction if you mix units right. You have to play with an adaptive style.
Indeed. Just need to mix in plenty of anti air units with your titans and wolverines or else prepare for death from above.
ASRIEL Nov 20, 2020 @ 7:32pm 
Feel like I should add-

I don't play online, but have used ST to successfully clear most every map against Brutal AI. Double pumping Titans from War Factory and having a few Wolverines helps a LOT. I usually start with 5/5, then pump more Titans and replace or train a new Wolverine here and there to keep things balanced until I can move into Behemoths.

Good to Hammerhead hit and run against enemy Harvesters (AI doesn't replace lost harvesters, only refineries). Behemoths are the best all around defense/attack hybrid, having a faster RoF than the Juggernaut
calling wolverines sucky... tf?
Nhika Dec 12, 2020 @ 6:51am 
Uh general consensus even from the pro players back in the day; steel talon and mok, even reaper 17 were utter ♥♥♥♥ factions for 1v1.

It's partially because yea.. they didn't want off factions to completely replace any other factions or force metas in multiplayer; EA wanted CC3 to be an esport of sort but the game didn't have a big following since every RTS is dead nowadays.

dprog1995 Dec 13, 2020 @ 1:42am 
I remember even when I was a child I considered them useless in Tiberian Sun.(Titans were far superior)
Originally posted by dprog1995:
I remember even when I was a child I considered them useless in Tiberian Sun.(Titans were far superior)
Well, Titans were a higher tier, stronger unit that filled a different role completely. They are anti-armor/structure, whereas Wolverines are anti-infantry.

What OP is saying is that they are bad within their space.

Wolverines definitely have drawbacks. Lacking a rotatable turret, they have to turn and face their target. They can't reverse move. They can't carry infantry like the Guardian APC. They can't place mines. They lack air attack. They have a shorter range than the Guardian APC. They are costly. They seem fragile (APC has ~20% more HP but a lighter armor type so I'm not sure which is actually more durable; I imagine the Wolverine is not only slightly less durable but that the lower range on it and the need to face the target gets it killed more though). This shows more if you don't micro manage as much and leave them to their devices.

But they have some perks. They are one of the stronger anti-infantry vehicles in the game (at default, almost as strong as an upgraded Guardian APC, and far above it if upgraded itself). That's, uh... sort of it really. It's stronger at the cost of many drawbacks.

Overall they seem far too costly for the drawbacks they have (especially the 20% loss of range versus APC) just for the advantage of increased strength. I'm pretty sure most infantry have range comparable to the APC as-is, let alone that of the lesser Wolverine; the extra strength means nothing when you're even more lightly armored and have to get closer to your counter than it does to you anyway.
Last edited by Illusion of Progress; Dec 14, 2020 @ 11:26pm
Akboris Dec 15, 2020 @ 12:19am 
Originally posted by dprog1995:
But they have some perks. They are one of the stronger anti-infantry vehicles in the game (at default, almost as strong as an upgraded Guardian APC, and far above it if upgraded itself). That's, uh... sort of it really. It's stronger at the cost of many drawbacks.

They dont feel any stronger at all.

I think the lack of turret rotation has always been an oversight in CnC games.

Perhaps if they were also faster or did extra damage considering they have two guns instead of one they would make up for the drawbacks to an extent.

Walkers as an idea fail to justify their existence in the franchise.

This is seen in full with the Titan and Wolverines in Renegade X.
Cat Dec 15, 2020 @ 1:38am 
Wolverines are just mediocre in every of their appearances. Anyone with the right mind would never build wolverine in TS in a serious game, they are only used in campaigns. TS wolverine are only good for scouting and anti-infantry, something light infantry is far more efficient at. In Rivals, wolverines is just a troll unit. It's basically an APC with better firepower, worse at everything else: expensive building, cannot deploy infantry, etc.

Originally posted by Akbarogo:
Originally posted by dprog1995:
But they have some perks. They are one of the stronger anti-infantry vehicles in the game (at default, almost as strong as an upgraded Guardian APC, and far above it if upgraded itself). That's, uh... sort of it really. It's stronger at the cost of many drawbacks.

They dont feel any stronger at all.
They don't, largely because of all of their drawbacks. By the numbers though, they definitely are.

As mentioned, extra strength means little in practice, and doesn't get to show itself when the unit is more fragile and has such a low range that it dies faster while not putting out more damage in the end to notice. All you'll notice is that if you don't micromanage it, they just die on you. It seems like they tried to balance it with the idea of making it stronger than the APC but worse at everything else (durability, range, utility, cost, etc.), but it's just TOO disadvantaged at that everything else (which is far too many things) to make it a worthwhile unit.
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Date Posted: Feb 13, 2020 @ 8:59pm
Posts: 17