6:55 when an engineer captures a building in TibDawn through RA3, any units docked with that structure are captured too. This is valid for Helipads, Service Depots/Outposts, etc. But there's one exception when it comes to Harvesters docking with Refineries: in RA2YR the miners just undock without changing the faction. I tried it several times after giving the miners an awfully long unload-time, but the only thing that happened was the miner no longer unloading.
3 things I learned from this video: 1. Engineers can defuse Crazy Ivan's bomb 2. Engineers can kill ships by repairing bridges 3. A captured air base's aircrafts can be placed in your own air base
When I was a kid, I would test a lot of things with Engineers. One thing I discovered was they had some sort of attack when you force-fired on the ground. I think I then looked it up on an editor program and noticed it was called "DefuseKit" and it clicked... "These get rid of Crazy Ivan explosives, right?" and yeah...
Too bad it doesn't work in RA2YR, at all. I tried it several times after giving the miners an awfully long unload-time, but the only thing that happened was the miner no longer unloading.
There's also the infamous waypoint exploit: if you send an Engineer into a transport like a Halftrack, then before the Engineer reaches the vehicle you quickly move over to your opponent's base, hold down Z, then choose an enemy's building, upon leaving the transport the Engineer will immediately make a run for the building you clicked. This makes Engineer rushes all the more dangerous. It also works for Spies, but if you have trouble doing this with several Engineers at the same time try to do it one by one. This works in both the base RA2/YR as in Mental Omega, but in that mod Engineer rushes have been nerfed because Engineers are now more like their Red Alert 1 counterparts.
People do that in the QuickMatch. It is pretty much necessary how fast you need to be and in fact there is a delay for units to respond because of latency. Very good when doing seal/Tanya IFV.
Wen I was a field tech years ago we were told that we weren't allowed to carry a gun. The running joke was that our Toughbook could knock someone out if needed.
Also because of foundries or whatever in C&C3, which are essentially cheaper secondary construction yards, this was OP because people will do this with 5 or so high tier defensive structures or READY before capturing something, then erect them all at once in the enemy base. This was nerfed later that only construction yards can make defensive structures.
In Red Alert 2,there was actually a glitch that is still available in these days where you can actually sabotage your own base,which is engineer and spy.Basically you have to damage the building first,then you select an engineer and put two waypoints,one that is close to the building before you're about to enter it and second of course when he enters the building,same goes for Spy.Unfortunatelly this glitch was fixed in Yuri's Revenge :(
One of my favorite and totally impractical uses for engineers is to take over a power plant then build a nuclear reactor in their base, and a few sentrys to destroy it for a nuclear explosion right in their base. very fun.
самый страшный момент, это пока ты обороняешься от натиска врага, тебе в тыл заезжает грузовичок полный инженеров - и тупо ворует твою базу.Обычно любой транспорт, в котором могут быть инженеры - для меня цель номер один.
I am very spoiled by the other CnC games due to the fact that RA2 has a severe lack of AT infantry. Plus the one ally mission where the AI kept spamming iron current and nukes, making it near impossible for me to make serious base development, I mean maybe because I am a normie and never played teh style of red alert 2. I sort of wish engineers could repair civ buildings in RA3 and CnC3. Also in my opinion capturing a super reactor is a far better solution rather than destroying out right for reasons of 1. you get a massive power boost. 2. sell the structure to get a hefty amount of credits and onto number 3 3. sold super reactors do not leave a radioactive mess. I do not know if the dozers in generals can repair civ structures.
It's not meant to teach players new stuff but mostly entertain them. In any case, there are plenty stuff that players still don't know. Not everyone started from back when the game was released.
Jesus Christ, you use engies for a harmless bait for Pschychic Tower. Imagine, every engie is Ph D. tg Sacred: "harmless bait" It`s quite expencive bait :)
Fun fact about repairs: According to my (absolutely terrible) calculations it appears that repearing every building from 1% to 100% costs about 12% of the building cost. Which also means that repearing via Engineer is only cost effective in case of fixing a badly damaged Super Weapon (500 of Engineer cost vs 600 cost of SW repair from 1 to 100) Ofc however it is better to spend money on engineer for faster repair from nearly 0 to 100 instead of buing 2k/5k structure again.
I think it was also possible for Engineers to repair pillboxes. I'm pretty sure I saw that in some stream. The engineer did not enter the structure, but it was repaired
Ai in red alert 2 is smart, ai will destroy any oil building within they realm faction so no engineer sneak it.. If not, how easy I used grand cannon to destroyed them. 😂 ..still that defuse one..
Ah, yes, the easy way to make your enemies taste their own medicine a.k.a. be pwned by their own captured tech. 0:07: Mass gangbang, Engineer edition. No. 9 feels like a risky waste. How do No. 10 and 5 work in a real life perspective though? No. 4. Highly underrated, yet all too dependent in the Commander knowing what they're doing. No. 3 sure is a nice unconventional tactic... but only if you're a French commander. No. 1 would only work if you have a Korean foe. Also, you might want to maintain them and protect them a whole lot.
@@itsmajgc6158 Not in RA2YR. I tried it several times after giving the miners an awfully long unload-time, but the only thing that happened was the miner no longer unloading.
....Mental Omega Protocol Activated.... Calculating Success rate for no.2 Allies: 20-40%, air transport nerfed by removing guns Soviets: 50%, half track/tigr reduced transport space down to 2-3. Borillo/Armadillo is now a better amphibious alternative Yuri/Epsilon: 90-100%, Driller APC easily gets through past defences due to its subterranean movement Foehn: 30-40%, with spinblade boost, jackal transport are basically small amphibious battle fortress with one passenger slot.