After I realized in this mission that Nod doesn't actually build harvesters or start building units until you cross the river, I just used airstrikes to reveal the map in their bases and take out their con yards and power plants (then did a similar strategy of capturing the air strips with engineers from my Chinook). The thing I hate about TD is how asymmetrical the tech trees often are, severely limiting your options. You capture a Nod Con Yard yet do not have the option of building your own helipads. So a non-cheese air-based method of completing this mission is impossible. The seemingly "intended" route of beating this mission- crossing the river and capturing the nearest Nod base, is incredibly difficult as Nod will immediately start spamming tons of vehicles, and the two air strips means they can pump them out at unprecedented speed.
its a different experience when i play it, the base on the right corner is filled with soldiers (flamethrowers, RPGs and gunners) and the landing site on the other side of the river is filled with tanks artillery and buggy cars waiting for me. (at first i thought they gather because i was slow but i attack the right corner bases in like 2 minutes and when the landing revealed the mass army was already there )
the base on the right has all those infantry doing nothing. attack the buildings on the left and they will come out to rush for you. those tanks are gathered at the other side of the river for the same reason, attacking buildings on the right
Even though this way is a lot easier than using sandbags (I just tried it too, you don't have to be speedy, the AI just doesn't expect their conyards to be blown up and everything to be captured).
i have always had to move my commando to the right before killing the flamer, it was not easy to not take any damage, not a quick enough trigger finger i guess lol
Yeah, the timer assumes you have the game speed setting set to the middle though, right? Presumably for all these speedruns they have it set to max. Though that does legitimately mean that if someone somewhere to instead play through the mission on the middle game speed setting, even if they their real-life time was 30 minutes instead of 10 minutes, that they'd be equally eligible to hold the record IMO. That being said, playing the classic C&Cs on the middle speed setting is a profound lesson in tedium, for sure. When I was young I'd always play it on fastest too; Now I'm older and slower (but probably more micro-saavy), I tend to play them on one or two from max (30fps/45fps instead of 60fps, I believe; Gameplay is consistent per frame rather than per unit of actual time). Granted Nyerguds, you're THE C&C guy so you probably know for sure :p.
@@KotCR I think it's even one below the middle; that was the default setting on a freshly installed C&C. I've noticed that the speed scales up with the game resolution; on DOS C&C, you would not be tempted to put it much higher than one above half, but on C&C95, especially on higher resolutions nowadays, the maximum (well, one below max, since actual maximum runs at top CPU speed without any internal delays) is easily doable. It's all related to how easily you can anticipate enemy attacks. I looked into speedruns years ago, and on these websites, if the game had some kind of in-game timer, the only accepted result was that official in-game one.
@@Nyerguds If the speed does scale up with resolution, maybe I'am playing it at the same speed I did all those years ago without realising it. Interesting to know. The difficulty I find with the highest speed setting these days isn't so much in anticipating opponent attacks; It's more to do with those few micro-seconds it takes you to place and build your structures, and the net game-time you lose because of that (noticeable if you ever watch the CPU at game start in a replay or something, not that the CPU is that threatening anyway), or certainly in the classic titles losing considerable bulk from my forces before I can manually assign everything to it's effective target-type in a fire-fight. Higher resolutions means smaller units which makes misclicks more likely too; Easier mistake to make at high game speeds. Though you could argue that's the tradeoff for seeing more of the battlefield at once at high resolutions.
@@KotCR Oh, I don't mean the speed changes depending on the resolution. I mean the _preferred_ play speed changes in higher resolution, since you can react to things much faster since you see it coming from much farther away. So the higher the resolution, the slower the game _seems_ to be. Now, as the person who literally made the high res patches for C&C95 this may seem odd, but these days I prefer playing on the original C&C95 640x400. This is partly caused by me finding out that people online simply stopped building the radar center, because they could see the whole map on 1080p screens anyway. Which made me realise that this was simply not how the game was meant to be played. And, as you said, stuff simply becomes too small; the infantry types become hard to distinguish on resolutions that high.
@@KotCR Looks like Remastered's in-game timer does not scale with speed, on the other hand. Because given the real-time hours it took me, there's no way the "2h15" time it listed on my save was adjusted for speed (spent most of the mission at max speed).